Racing the Beam : the Atari Video Computer System - Index of
Racing the Beam : the Atari Video Computer System - Index of
Racing the Beam : the Atari Video Computer System - Index of
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why <strong>the</strong> cursor matches <strong>the</strong> walls and why its color changes from screen<br />
to screen.<br />
To create <strong>the</strong> “light” that emanates from <strong>the</strong> player, Adventure uses a<br />
widened square sprite that is orange. The player is centered inside this<br />
“box,” and both are moved toge<strong>the</strong>r. The same TIA register that controls<br />
playfi eld refl ection or mirroring can also be set to draw <strong>the</strong> playfi eld<br />
ei<strong>the</strong>r underneath <strong>the</strong> sprite (<strong>the</strong> default setting) or on top <strong>of</strong> it (as in<br />
Combat’s plane variants). In <strong>the</strong> catacombs, <strong>the</strong> playfi eld is set to draw<br />
on top <strong>of</strong> <strong>the</strong> sprite, making <strong>the</strong> area around <strong>the</strong> player cursor appear to<br />
glow with light. The effect is sophisticated, but it is implemented in a<br />
straightforward way. The circle <strong>of</strong> light is just ano<strong>the</strong>r carried object, no<br />
different from a sword or a key. A similar implementation <strong>of</strong> partial darkness—although<br />
one that is more advanced—can be seen in <strong>Atari</strong>’s 1982<br />
VCS game Haunted House.<br />
Some video games implement <strong>the</strong> fog <strong>of</strong> war as a way to hide knowledge<br />
that <strong>the</strong> player can discover. In Civilization, once a player has<br />
explored a part <strong>of</strong> <strong>the</strong> world’s terrain, that square always remains visible,<br />
as if <strong>the</strong> society had entered it into an almanac. O<strong>the</strong>r games implement<br />
<strong>the</strong> fog <strong>of</strong> war as transitory knowledge. In Warcraft, a player must have<br />
units in a region to be able to see its immediate surroundings. Both <strong>of</strong><br />
<strong>the</strong>se methods have <strong>the</strong>ir origins in Adventure’s implementation <strong>of</strong> <strong>the</strong><br />
fog <strong>of</strong> war.<br />
The Easter Egg<br />
An Easter egg is a message, trick, or unusual behavior hidden inside a<br />
computer program by its creator. Easter eggs can be traced back at least<br />
to <strong>the</strong> early 1970s, when <strong>the</strong> TOPS-10 operating system on <strong>the</strong> PDP-10<br />
was programmed to respond to <strong>the</strong> command “make love” with “not<br />
war?” 12 More recent Easter eggs are much more sophisticated. One recent<br />
version <strong>of</strong> Micros<strong>of</strong>t Excel contains a hidden fl ight simulator game, as does<br />
Google Earth.<br />
Adventure contained <strong>the</strong> fi rst Easter egg known to appear in any video<br />
game. The hidden message itself is reasonably simple. Warren Robinett<br />
signed his game “Created by Warren Robinett” using letters running vertically<br />
down <strong>the</strong> center <strong>of</strong> <strong>the</strong> screen (see fi gure 3.4). Accessing <strong>the</strong> Easter<br />
egg is less simple. To fi nd it, <strong>the</strong> player must cross a sealed wall in <strong>the</strong><br />
black castle using <strong>the</strong> bridge and <strong>the</strong>n pick up a single black “dot” (actually<br />
a sprite graphic), which must be brought to ano<strong>the</strong>r wall in <strong>the</strong> yellow<br />
castle. The dot grants <strong>the</strong> avatar entry into <strong>the</strong> secret room.<br />
3 Adventure [59]