Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required.
Read instantly on your browser with Kindle for Web.
Using your mobile phone camera - scan the code below and download the Kindle app.
Follow the authors
OK
Racing the Beam: The Atari Video Computer System (Platform Studies) Hardcover – January 1, 2009
A study of the relationship between platform and creative expression in the Atari VCS.
The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.
Studies of digital media have rarely investigated platforms—the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
- Print length180 pages
- LanguageEnglish
- PublisherMit Pr
- Publication dateJanuary 1, 2009
- Dimensions6.25 x 1 x 9.25 inches
- ISBN-10026201257X
- ISBN-13978-0262012577
The Amazon Book Review
Book recommendations, author interviews, editors' picks, and more. Read it now.
Similar items that may deliver to you quickly
Editorial Reviews
About the Author
Nick Montfort is Assistant Professor of Digital Media at MIT. He is the author of Twisty Little Passages: A New Approach to Interactive Fiction and the coeditor of The New Media Reader, both published by The MIT Press. Ian Bogost is Assistant Professor in the School of Literature, Communication, and Culture, at Georgia Institute of Technology and Founding Partner, Persuasive Games LLC. He is the author of Persuasive Games: The Expressive Power of Videogame Criticism and Unit Operations: An Approach to Videogame Criticism, both published by the MIT Press.
Product details
- Publisher : Mit Pr; 2nd ptg edition (January 1, 2009)
- Language : English
- Hardcover : 180 pages
- ISBN-10 : 026201257X
- ISBN-13 : 978-0262012577
- Item Weight : 15.2 ounces
- Dimensions : 6.25 x 1 x 9.25 inches
- Best Sellers Rank: #1,422,972 in Books (See Top 100 in Books)
- #356 in Computing Industry History
- #1,000 in Game Programming
- #4,972 in Popular Culture in Social Sciences
- Customer Reviews:
About the authors

Nick Montfort develops computational art and poetry, often collaboratively, and studies creative computing of all sorts. He is professor of digital media at MIT, also teaches at the School for Poetic Computation, and lives in New York and Boston.
In addition to his books, Montfort has done digital media writing projects including the ppg256 series of 256-character poetry generators; Sea and Spar Between (with Stephanie Strickland); the interactive fiction system Curveship; Ream, a 500-page poem written on one day; the group blog Grand Text Auto; Implementation, a novel on stickers (with Scott Rettberg); The Electronic Literature Collection Volume 1 (co-edited with three others); and several works of interactive fiction: Book and Volume, Ad Verbum, and Winchester's Nightmare. He directs the lab/studio The Trope Tank.

Dr. Ian Bogost is an author and an award-winning game designer. He is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, where he also holds an appointment in the Scheller College of Business. Bogost is also Founding Partner at Persuasive Games LLC, an independent game studio, and a Contributing Editor at The Atlantic, where he writes regularly about technology and popular culture.
Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on Amazon-
Top reviews
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
With that, the book has a few aims. One is to show how the restrictions imposed by the VCS hardware led to extraordinary leaps of creativity to produce playable and, in some instances, graphically impressive games. The authors do a nice job here of balancing the presentation of the dry technical aspects with sheer reverence for the programmers and designers.
Another aim is more long-reaching: showing how some VCS games were the genesis (or an important part) of game genres that still exist today. This might be more of a stretch. There was a lot of arcade video game activity at the same time that the VCS ruled the living room, and many of the VCS titles were ports, i.e. they contributed little to moving the field forward.
The book is part of a series called 'Platform Studies'. I'm not a media type, so I don't really know what this means. There's a fair amount of lip service paid to this concept in the book, but it seems a little contrived, as if the editor insisted that 'Platform Studies' be mentioned a certain number of times. Is the VCS an object lesson in platform studies? I don't know. What I do know is that it is probably the simplest programmable gaming system one could imagine. It's a brilliant design that offloaded all the difficult jobs onto the programmers to keep the hardware cost as low as possible. As such it deserves to be recognized for the milestone that it was, and this book does that, and in an enjoyable way.
They take a look at 10 games that are what they view as the best examples of games the 2600 platform. There is so much interesting information in this book on how and why so many of these classic games were produced that it is a must have for any retro gamer. For example, the author's discussion of how 2600 sprites were built with scan lines instead of pixels was something I was totally unaware of and found very intriguing. This book is well written and informative. I hope its the first in a long line of such books on Platform Studies
If you can set aside the school paper quality writing you'll find a book full of fascinating technical details about the video game industry's early life. You'll quickly learn that just about every Atari 2600 game is a major hack and required multiple clever tricks just to get anything working at all.
I would still recommend reading this book if you are interested in video game history, but be ready for some confusing trains of thought. I am eagerly awaiting the next book in the Platform Series but hope a little more consideration is given to the writing.
Of particular interest (to myself) were the hardware design choices made that confound and make you cringe by today's standards. 'Racing the Beam' gives you the insight to understand these choices by providing the financial limits, competitive landscape, design goals, and technological context present at Atari's release. It is still hard to believe that developing back then was more than just heavy hardware and software constraints (128 *bytes of RAM* and this review is well over 1500 bytes)... The developers were often a one-man team juggling programming, art direction, UX/UI, screenwriting, sound design, and project management while devising logic tricks for precious source compression. No physics APIs or game platform builder or asset store to save the day, oops, I meant deadline. This is real insight on the Pioneering spirit.
There is a whole chapter dedicated to Adventure. Very cool! Would be a good primer for those eagerly waiting to read Warren Robinett's Annotated Adventure. Yars Revenge (my favorite) and Pitfall is in there too. This was my first taste of a platform studies book and I look forward to picking up I Am Error: The Nintendo Family Computer / Entertainment System Platform (Platform Studies) despite never owning an NES.
Top reviews from other countries
I knew the Atari VCS was difficult to program but I didn't realise just how difficult and thus have even more respect for the original programmers. It's a pity Atari didn't feel the same way back in the day!
I'm very close to downloading the necessary assemblers etc. and seeing how well I get on myself. Getting anything on the screen would be quite an accomplishment!
One thing to note. I received the book without the dust cover. Just a blank front and back with only a barcode sticker on the back.
Rather than getting bogged down in every little detail about Atari and the 2600, the authors focus on significant events that happened to make the Atari 2600 such a hit, delving into how those events came to pass and the challenges faced by those determined to make good things happen.
People can talk about the innovation of present-day Apple, but it is really a trifle compared to what the Atari engineers of the 70s accomplished, inventing just about everything from nothing at all; accomplishing very technical and amazing things with components that you could buy today from any electronics supply store, without the benefit of knowing if it could be done at all let alone should!








