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Racing the Beam (The Atari Video Computer System)

List Price: $26.95
SKU:
9780262539760
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  • Product Details

    Author:
    Nick Montfort, Ian Bogost
    Series:
    Platform Studies
    Format:
    Paperback
    Pages:
    192
    Publisher:
    MIT Press (February 25, 2020)
    Language:
    English
    ISBN-13:
    9780262539760
    ISBN-10:
    0262539764
    Weight:
    8.2oz
    Dimensions:
    6.06" x 9" x 0.49"
    Case Pack:
    30
    File:
    RandomHouse-PRH_Book_Company_PRH_PRT_Onix_full_active_D20260705T121802_156890337-20260705.xml
    Folder:
    RandomHouse
    List Price:
    $26.95
    As low as:
    $20.75
    Publisher Identifier:
    P-RH
    Discount Code:
    A
    QuickShip:
    Yes
    Audience:
    General/trade
    Country of Origin:
    United States
    Pub Discount:
    65
    Imprint:
    The MIT Press
  • Overview

    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.