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Racing the Beam : the Atari Video Computer System - Index of

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9. Alexander, “<strong>Video</strong> Games Go Crunch.”<br />

10. Warshaw, Once Upon <strong>Atari</strong>, episode 2.<br />

11. Control over memory banks is memory-mapped, meaning that a VCS program<br />

writes to a specifi c location in memory to switch from one bank to ano<strong>the</strong>r. This<br />

can be very helpful, but is not as useful as being able to address a large memory<br />

space directly. Often, some <strong>of</strong> <strong>the</strong> contents <strong>of</strong> one bank will have to be duplicated<br />

in ano<strong>the</strong>r because it is impractical to switch back and forth at every point where<br />

it would be necessary.<br />

12. Available to members <strong>of</strong> <strong>the</strong> <strong>Atari</strong>Age forums at http://www.atariage.com/<br />

forums/index.php?showtopic=54937.<br />

13. Kohler, Power-Up, 24.<br />

5 Yars’ Revenge<br />

1. Stilphen, interview with Howard Scott Warshaw.<br />

2. Weesner, interview with Howard Scott Warshaw.<br />

3. Email to Montfort, 28 October 2007.<br />

4. Larry Rosenthal was <strong>the</strong> developer <strong>of</strong> Space Wars. After he left Cinematronics,<br />

Tim Skelly needed to reverse-engineer <strong>the</strong> company’s own product (which was<br />

not clearly documented) to determine how to create o<strong>the</strong>r XY graphics games <strong>of</strong><br />

this sort. After succeeding at this, Skelly developed Star Castle. Skelly, “Tim<br />

Skelly’s History <strong>of</strong> Cinematronics.”<br />

5. Novak, Game Development Essentials, 9.<br />

6. Turkle, The Second Self, 84–85.<br />

7. Poole, Trigger Happy, 23.<br />

8. GameSpy, “Asteroids Gives Birth to Smack Talk.”<br />

9. That is, assuming that <strong>the</strong> color/BW console switch is set to color and a color TV<br />

is used.<br />

10. Many emulators do now <strong>of</strong>fer a mode in which pixels are blurred so that <strong>the</strong><br />

game appears more like a CRT image, although <strong>the</strong> scan lines <strong>of</strong> <strong>the</strong> television<br />

are still not visible as <strong>the</strong>y would be on original equipment. Zach Whalen has<br />

investigated <strong>the</strong> difference between <strong>the</strong> “blocky” and “fuzzy” representations <strong>of</strong><br />

pixels in popular culture and has looked at how different display modes infl uence<br />

<strong>the</strong> appearance <strong>of</strong> digital images, particularly typography. Whalen, “Lost in<br />

Emulation.”<br />

11. Email to Montfort, 28 October 2007.<br />

12. This assembly code was developed from <strong>the</strong> binary stored in ROM; Debro,<br />

“Yars_Revenge.asm.”<br />

13. Stilphen.<br />

14. Email to Montfort, 28 October 2007.<br />

6 Pitfall!<br />

1. Fleming, “The History <strong>of</strong> Activision.”<br />

2. Fleming.<br />

3. During a Classic Gaming Expo 2007 panel.<br />

4. Rob Fulop, quoted in Hahn, “Favorite <strong>Atari</strong> 2600 Games.” Fulop explained<br />

fur<strong>the</strong>r in a forum posting on http://www.<strong>Atari</strong>Age.com (16 October 2007):<br />

Notes to Pages 76–102 [155]

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