By Nick Montfort, Ian Bogost
The Atari Video laptop method ruled the house game marketplace so thoroughly that "Atari" grew to become the customary time period for a game console. The Atari VCS was once reasonable and provided the pliability of changeable cartridges. approximately 1000 of those have been created, the main major of which confirmed new thoughts, mechanics, or even whole genres. This booklet deals an in depth and obtainable examine of this influential game console from either computational and cultural perspectives.
Studies of electronic media have hardly ever investigated platforms--the platforms underlying computing. This publication (the first in a sequence of Platform experiences) does so, constructing a severe process that examines the connection among systems and artistic expression. Nick Montfort and Ian Bogost talk about the Atari VCS itself and think about intimately six video game cartridges: "Combat," "Adventure," "Pac-Man," "Yars' Revenge," "Pitfall!," and " big name Wars: The Empire moves Back." They describe the technical constraints and affordances of the approach and song advancements in programming, gameplay, interface, and aesthetics. "Adventure," for instance, used to be the 1st online game to symbolize a digital area higher than the reveal (anticipating the boundless digital areas of such later video games as "World of Warcraft" and "Grand robbery Auto"), through permitting the participant to stroll off one part into one other house; and "Star Wars: The Empire moves Back" used to be an early example of interplay among media houses and games. Montfort and Bogost exhibit that the Atari VCS--often thought of basically a unfashionable fetish object--is an important a part of the historical past of games.