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

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fi ctional world. In <strong>the</strong> textual Adventure, <strong>the</strong> player must engage in an<br />

unusual bit <strong>of</strong> textual banter to kill <strong>the</strong> dragon: After typing “KILL<br />

DRAGON,” <strong>the</strong> clarifying question “With your bare hands?” has to be<br />

answered “YES.” In <strong>the</strong> VCS Adventure, you can kill <strong>the</strong> dragon, but not<br />

with your with bare hands, and not after a repartee like this.<br />

There were some special touches in <strong>the</strong> VCS cartridge that were<br />

appropriate to a graphical game. Although most games <strong>of</strong> <strong>the</strong> time (and<br />

even many <strong>of</strong> today) register a death or o<strong>the</strong>r consequence when <strong>the</strong> player<br />

initially touches an enemy, Adventure’s dragon chases <strong>the</strong> player when <strong>the</strong><br />

latter touches it. Two small touches within a specifi c amount <strong>of</strong> time are<br />

required to kill <strong>the</strong> avatar. Such subtle interaction between cursor and<br />

dragon notwithstanding, text adventures <strong>of</strong>ten focus on riddle and puzzle<br />

solving, such as navigating a maze or fi guring out <strong>the</strong> purpose <strong>of</strong> an item.<br />

This practice does not carry through in action-adventure games. Instead,<br />

rapid movement through space becomes <strong>the</strong> primary mode <strong>of</strong> play, a<br />

characteristic <strong>of</strong> <strong>the</strong> genre that could also be seen in Robinett’s previous<br />

game, Slot Racers.<br />

Adventure’s sword <strong>of</strong>fers an example <strong>of</strong> <strong>the</strong> curiosity <strong>of</strong> TIA collision<br />

detection. The sword appears on <strong>the</strong> screen as a left-facing arrow. Even<br />

though <strong>the</strong> TIA does provide a register to fl ip sprites automatically on<br />

<strong>the</strong>ir horizontal axis, <strong>the</strong> sword always faces <strong>the</strong> same way, no matter how<br />

<strong>the</strong> player moves. Moreover, <strong>the</strong> sword itself looks more like an arrow; at<br />

best, it looks like a sword being held from <strong>the</strong> tip ra<strong>the</strong>r than <strong>the</strong> hilt.<br />

Though VCS graphics could be rightly described as “blocky,” Robinett<br />

actually had far greater resolution to work with than he ended up using for<br />

<strong>the</strong> sword sprite. One reason for this decision might relate to <strong>the</strong> way collision<br />

detection functions on <strong>the</strong> machine.<br />

In today’s games, collision detection is handled in s<strong>of</strong>tware. A computationally<br />

cheap way to accomplish this is with bounding boxes. In this<br />

method, boxes around each object are determined and each pair is checked<br />

for intersections. This simple and quick method is never<strong>the</strong>less inaccurate,<br />

because an object that does not fi ll its bounding box may register as<br />

colliding with something when it actually does not.<br />

The VCS hardware collision is performed by <strong>the</strong> TIA, which checks<br />

for overlapping logic states on its multiple graphics registers. For this<br />

reason, only those bits that are turned on in <strong>the</strong> graphics registers <strong>of</strong> a<br />

sprite can register collision. In o<strong>the</strong>r words, <strong>the</strong> parts <strong>of</strong> a sprite that are<br />

actually seen are <strong>the</strong> only ones subject to colliding. Thanks to a relatively<br />

simple circuit on <strong>the</strong> TIA, <strong>the</strong> <strong>Atari</strong> VCS <strong>of</strong>fers more precise collision<br />

detection than is done using <strong>the</strong> standard technique in modern s<strong>of</strong>tware<br />

toolkits such as Adobe Flash (see fi gure 3.2).<br />

[54]

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