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

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Combat (cont.)<br />

handicapping adjustment, 32<br />

horizontal symmetry, 20, 47<br />

inspiration for, 11, 65<br />

joystick controllers, 22–23, 34<br />

mazes, 68<br />

number-size registers, 34, 35<br />

one-screen environment, 110<br />

playfi eld, 20, 47<br />

playfi eld graphics, 48<br />

prototype, 20<br />

raster graphics, 84<br />

reappearances <strong>of</strong>, 41–42<br />

ROM, 32, 33<br />

session length, 112<br />

sound in, 96<br />

sprites, 71, 72, 106, 108<br />

Tank and, 50–51<br />

for two players, 31–32<br />

vertical symmetry, 20<br />

Combat Rock, 132, 142<br />

Commodore computers, 12–14, 25, 149<br />

Compilers, 33<br />

<strong>Computer</strong> Space, 7, 9, 84<br />

Constraints <strong>of</strong> VCS programming, 4,<br />

138, 140–142<br />

RAM, 14, 23, 27, 69–70, 102, 108, 111<br />

ROM, 21, 23, 77, 102, 108, 111<br />

timing and cycle counting, 102, 108,<br />

111<br />

Contexts <strong>of</strong> play and physical spaces<br />

arcades, 6–7, 66<br />

home, 6–11, 81, 112–113<br />

tavern and restaurant, 6–9, 65<br />

Controllers (VCS), 22–26, 117<br />

changing/swapping <strong>of</strong>, 25<br />

joysticks (see Joysticks)<br />

paddles, 24, 36, 39–40, 51<br />

CPU, 12, 13<br />

Crane, David<br />

Activision and, 60, 99–100, 104<br />

design philosophy and style, 105–107<br />

games developed by, 99<br />

Grand Prix sessions and, 112<br />

Pitfall! development, 108–110<br />

Venetian blinds demo, 132<br />

Crash <strong>of</strong> 1982–1983, 76, 78, 133<br />

Crow<strong>the</strong>r, Will, 43–45, 56<br />

[172]<br />

CRT (cathode ray tube), 27, 34, 142<br />

Cultural references, in fi ctional game<br />

worlds, 109<br />

Custer’s Revenge, 133<br />

Cyan Engineering, 12, 25<br />

CyberBattle 2000, 41<br />

Dance Dance Revolution, 139<br />

Daniels, Bruce, 44<br />

Dark Mage, 62<br />

Data Age’s Journey Escape, 124<br />

Davie, Andrew’s Qb, 142<br />

D&D (Dungeons and Dragons), 44, 51<br />

Death Race, 107, 125, 127, 128<br />

Decuir, Joe, 13, 20, 27, 36, 46–47<br />

Defender arcade game, 91, 129<br />

Demon Attack, 96, 102<br />

Design<br />

cost considerations, 4, 12–14<br />

fl exibility, 15, 21<br />

simplicity, 41, 138<br />

Digital media studies, levels <strong>of</strong>, 145–147<br />

Diode-transfer logic (DTL), 12<br />

Disassembler, 33<br />

Documentation. See Manuals and<br />

documentation<br />

Dodgson, Harry, 33<br />

Donkey Kong, 104<br />

Dougherty, Brian, 116<br />

Driving games, 21, 65. See also specifi c<br />

driving games<br />

DSD/Camelot’s Tooth Protectors, 124<br />

DTL (diode-transfer logic), 12<br />

Dungeons and Dragons (D&D), 44, 51<br />

Dunn, John, 123–124<br />

Easter eggs, 59–61, 92<br />

EduWare, 125<br />

E.T: The Extra-Terrestrial, 76, 94, 120,<br />

124, 127, 133<br />

Exus’s FootCraz, <strong>Video</strong> Jogger, and <strong>Video</strong><br />

Refl ex, 138–140<br />

Fairchild <strong>Video</strong> Entertainment <strong>System</strong><br />

(VES)<br />

Channel F, 11, 12, 14, 25, 27<br />

F8 CPU, 12

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