Racing the Beam

Racing the Beam
Author :
Publisher : MIT Press
Total Pages : 193
Release :
ISBN-10 : 9780262261524
ISBN-13 : 0262261529
Rating : 4/5 (24 Downloads)

Synopsis Racing the Beam by : Nick Montfort

A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

Racing the Beam

Racing the Beam
Author :
Publisher : MIT Press
Total Pages : 193
Release :
ISBN-10 : 9780262539760
ISBN-13 : 0262539764
Rating : 4/5 (60 Downloads)

Synopsis Racing the Beam by : Nick Montfort

A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

I Am Error

I Am Error
Author :
Publisher : MIT Press
Total Pages : 439
Release :
ISBN-10 : 9780262534543
ISBN-13 : 0262534541
Rating : 4/5 (43 Downloads)

Synopsis I Am Error by : Nathan Altice

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

10 PRINT CHR$(205.5+RND(1)); : GOTO 10

10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Author :
Publisher : MIT Press
Total Pages : 323
Release :
ISBN-10 : 9780262304573
ISBN-13 : 0262304570
Rating : 4/5 (73 Downloads)

Synopsis 10 PRINT CHR$(205.5+RND(1)); : GOTO 10 by : Nick Montfort

A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.

Twisty Little Passages

Twisty Little Passages
Author :
Publisher : MIT Press
Total Pages : 306
Release :
ISBN-10 : 0262633183
ISBN-13 : 9780262633185
Rating : 4/5 (83 Downloads)

Synopsis Twisty Little Passages by : Nick Montfort

A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

On a Beam of Light

On a Beam of Light
Author :
Publisher : Chronicle Books
Total Pages : 58
Release :
ISBN-10 : 9781452113098
ISBN-13 : 1452113092
Rating : 4/5 (98 Downloads)

Synopsis On a Beam of Light by : Jennifer Berne

A boy rides a bicycle down a dusty road. But in his mind, he envisions himself traveling at a speed beyond imagining, on a beam of light. This brilliant mind will one day offer up some of the most revolutionary ideas ever conceived. From a boy endlessly fascinated by the wonders around him, Albert Einstein ultimately grows into a man of genius recognized the world over for profoundly illuminating our understanding of the universe. Jennifer Berne and Vladimir Radunsky invite the reader to travel along with Einstein on a journey full of curiosity, laughter, and scientific discovery. Parents and children alike will appreciate this moving story of the powerful difference imagination can make in any life.

Beam

Beam
Author :
Publisher : Oxford University Press on Demand
Total Pages : 285
Release :
ISBN-10 : 9780195142105
ISBN-13 : 0195142101
Rating : 4/5 (05 Downloads)

Synopsis Beam by : Jeff Hecht

Prologue: May 16, 1960, Malibu, California. 1. The Laser Race. 2. Microwaves Are the First Step. 3. Leaping a Few Orders of Magnitude: The Optical Maser. 4. The Outsider's Invention: The Laser. 5. Bell Labs Takes the Early Lead. 6. Stimulating the Emission of Money. 7. A Spreading Interest in the Laser Idea. 8. A Pause to Compare Notes. 9. A Dark Horse Joins the Race. 10. "Everybody knew it was going to happen within months"--Bell Labs Feels Safely in the Lead. 11. A Crash Program at "Pipsqueak Inc.". 12. The Siren Call of the Laser. 13. The Critical Question of Efficiency.

Breakout

Breakout
Author :
Publisher : Steel Gear Press
Total Pages : 349
Release :
ISBN-10 : 9781957932040
ISBN-13 : 195793204X
Rating : 4/5 (40 Downloads)

Synopsis Breakout by : Jamie Lendino

Atari 8-bit computers are the first machines that truly bridged the divide between video game players and home computer enthusiasts. The Atari 400 and 800 signaled the start of a new era in computing. Breakout: How Atari 8-Bit Computers Defined a Generation is the first book to cover what made Atari's groundbreaking computer line great: its excellent graphics and sound, flexible programming environment, and wide support from the burgeoning home computer community. For those of us coming of gaming age in the 80s, Atari games were simply amazing—and you'll find out what made these titles so much fun to play. Breakout also explores the Atari 8-bit platform as it stands today, with a robust enthusiast and modding community, the increasing value of Atari computers and peripherals, and how to get started with one now or get your old one running again. With fully revised and updated sections on emulation, mods, and add-ons, plus new community sites, podcasts, and detailed write-ups of 170 Atari 8-bit games (60 more than before), this second edition of Breakout is a must-buy for every vintage computer or gaming enthusiast.

Race for the Escape

Race for the Escape
Author :
Publisher : Delacorte Press
Total Pages : 177
Release :
ISBN-10 : 9780593486030
ISBN-13 : 059348603X
Rating : 4/5 (30 Downloads)

Synopsis Race for the Escape by : Christopher Edge

Five kids. One ultimate escape room. Can they solve it--or will they die trying? From the award-winning author of The Many World of Albie Bright comes a brand-new adventure that will having you racing to finish. When Ami Oswald arrives at The Escape--a new, supposedly impossible-to-beat escape room--all she wants it an evening of adventure for her birthday. She deserves it, after all her hard work. But as soon as the game starts, Ami and her four teammates realize they may have gotten more than they bargained for. Now, the only way Ami and her friends can get out is by solving the mysterious riddle the Escape's Host has given them: Find the Answer, save the world. But the Answer could be anywhere, and in this game, a single mistake could be deadly. Because, as Ami quickly finds out, the danger in these rooms is very, very real. Join Ami and the rest of the Five Mind as they face ancient Mayan warriors, a sinister library, and even prehistoric beasts in their quest to find the Answer and save the world, before it's too late. Can you escape the Escape? The world is betting on your success...

The LEGO MINDSTORMS EV3 Discovery Book

The LEGO MINDSTORMS EV3 Discovery Book
Author :
Publisher : No Starch Press
Total Pages : 400
Release :
ISBN-10 : 9781593275976
ISBN-13 : 1593275978
Rating : 4/5 (76 Downloads)

Synopsis The LEGO MINDSTORMS EV3 Discovery Book by : Laurens Valk

LEGO MINDSTORMS has changed the way we think about robotics by making it possible for anyone to build real, working robots. The latest MINDSTORMS set, EV3, is more powerful than ever, and The LEGO MINDSTORMS EV3 Discovery Book is the complete, beginner-friendly guide you need to get started. Begin with the basics as you build and program a simple robot to experiment with motors, sensors, and EV3 programming. Then you’ll move on to a series of increasingly sophisticated robots that will show you how to work with advanced programming techniques like data wires, variables, and custom-made programming blocks. You’ll also learn essential building techniques like how to use beams, gears, and connector blocks effectively in your own designs. Master the possibilities of the EV3 set as you build and program: –The EXPLOR3R, a wheeled vehicle that uses sensors to navigate around a room and follow lines –The FORMULA EV3 RACE CAR, a streamlined remote-controlled race car –ANTY, a six-legged walking creature that adapts its behavior to its surroundings –SK3TCHBOT, a robot that lets you play games on the EV3 screen –The SNATCH3R, a robotic arm that can autonomously find, grab, lift, and move the infrared beacon –LAVA R3X, a humanoid robot that walks and talks More than 150 building and programming challenges throughout encourage you to think creatively and apply what you’ve learned to invent your own robots. With The LEGO MINDSTORMS EV3 Discovery Book as your guide, you’ll be building your own out-of-this-world creations in no time! Requirements: One LEGO MINDSTORMS EV3 set (LEGO SET #31313)