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

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merely press <strong>the</strong> joystick in a compass direction to go to <strong>the</strong> next screen.<br />

Ra<strong>the</strong>r, <strong>the</strong> player moves a square around on that screen, perhaps choosing<br />

to continue to <strong>the</strong> edge so that <strong>the</strong> square moves <strong>of</strong>f <strong>the</strong> current screen<br />

and onto <strong>the</strong> next screen.<br />

This movement set <strong>the</strong> standard for later action-adventure games,<br />

including <strong>the</strong> tile-based games in <strong>the</strong> Ultima and The Legend <strong>of</strong> Zelda series.<br />

Even though most contemporary action-adventure games use threedimensional<br />

(3D) rendered worlds ra<strong>the</strong>r than two-dimensional (2D)<br />

top-down ones, <strong>the</strong> concept <strong>of</strong> movement from room to room, as in a<br />

castle or dungeon, persists. Robinett’s solution to contiguous movement<br />

through space may seem obvious to us now, but it required a great deal <strong>of</strong><br />

engineering, given <strong>the</strong> nature <strong>of</strong> VCS screen graphics. The Adventure manual’s<br />

quaint explanation <strong>of</strong> screen-to-screen movement testifi es to how<br />

novel and unusual <strong>the</strong> scheme was at <strong>the</strong> time: “Each area shown on your<br />

television screen will have one or more barriers or walls, through which<br />

you CANNOT pass. There are one or more openings. To move from one area<br />

to an adjacent area, move ‘<strong>of</strong>f ’ <strong>the</strong> television screen through one <strong>of</strong> <strong>the</strong><br />

openings; <strong>the</strong> adjacent area will be shown on your television screen.”<br />

More than any o<strong>the</strong>r feature <strong>of</strong> <strong>the</strong> machine, <strong>the</strong> register-based method<br />

<strong>of</strong> drawing <strong>the</strong> screen a line at a time as discussed in <strong>the</strong> previous chapter<br />

made some styles <strong>of</strong> play and forms <strong>of</strong> game harder than o<strong>the</strong>rs to implement.<br />

Consider Warren Robinett’s explanation <strong>of</strong> his early work on<br />

Adventure development: “A month later, I had a prototype: <strong>the</strong> player<br />

could move a small square “cursor” from screen to screen, picking up <strong>the</strong><br />

little colored shapes to be found on some <strong>of</strong> <strong>the</strong> screens, which were connected<br />

edge to edge. And <strong>the</strong>re was a pesky dragon that chased <strong>the</strong> cursor<br />

around, trying to eat it. Exhausted, I went on vacation.” 5 Robinett actually<br />

left <strong>the</strong> intense work environment <strong>of</strong> <strong>Atari</strong> at that point for a monthlong<br />

vacation. 6 What was so taxing about programming <strong>the</strong> <strong>Atari</strong> VCS?<br />

How would a person need a month to recover from this sort <strong>of</strong> work?<br />

Programming was, after all, Robinett’s job, and a VCS cartridge usually<br />

took about six months to complete. What he accomplished at this early<br />

stage probably sounds rudimentary to modern-day programmers and to<br />

today’s players.<br />

But adapting <strong>the</strong> system to allow for a large virtual space was not<br />

simple at all. To move from screen to screen, <strong>the</strong> program must track <strong>the</strong><br />

location <strong>of</strong> <strong>the</strong> “cursor” and determine whe<strong>the</strong>r this location has passed<br />

beyond one <strong>of</strong> <strong>the</strong> edges <strong>of</strong> <strong>the</strong> screen. Then, <strong>the</strong> program must redraw <strong>the</strong><br />

new screen and position <strong>the</strong> cursor at <strong>the</strong> opposite end.<br />

This operation is complex, because <strong>the</strong> VCS display is not divided into<br />

pixels as a modern raster display is. Instead, <strong>the</strong> screen is built out <strong>of</strong> units<br />

3 Adventure [49]

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