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Racing the Beam: The Atari Video Computer System (Platform Studies)
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Racing the Beam
Platform Studies
Ian Bogost and Nick Montfort, editors
Racing the Beam: The Atari Video Computer System, Nick Montfort and Ian Bogost, 2009
Racing the Beam
The Atari Video Computer System
Nick Montfort and Ian Bogost
The MIT Press Cambridge, Massachusetts London, England
© 2009 Nick Montfort and Ian Bogost
All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.
For information about special quantity discounts, please email [email protected] This book was set in Filosofi a and Helvetica Neue by SNP Best-set Typesetter Ltd., Hong Kong.
Printed and bound in the United States of America.
Library of Congress Cataloging-in-Publication Data
Montfort, Nick.
Racing the beam : the Atari video computer system / Nick Montfort and Ian Bogost.
p. cm
—
(Platform
studies)
Includes bibliographical references and index.
ISBN 978-0-262-01257-7 (hardcover : alk. paper) 1. Video games—Equipment and supplies.
2. Atari 2600 (Video game console) 3. Computer games—Programming. 4. Video games—
United States—History. I. Bogost, Ian. II. Title.
TK6681.M65
2009
794.8—dc22
2008029410
10 9 8 7 6 5 4 3 2 1
Contents
Series Foreword vii
Acknowledgments ix
Timeline xi
1 Stella 1
2 Combat 19
3 Adventure 43
4 Pac-Man 65
5 Yars’ Revenge 81
6 Pitfall! 99
7
Star Wars: The Empire
Strikes Back 119
8 After
the
Crash 137
Afterword on Platform Studies 145
Notes 151
Bibliography 159
Index 169
Series Foreword
How can someone create a breakthrough game for a mobile phone or a
compelling work of art for an immersive 3D environment without under-
standing that the mobile phone and the 3D environment are different
sorts of computing platforms? The best artists, writers, programmers,
and designers are well aware of how certain platforms facilitate certain
types of computational expression and innovation. Likewise, computer
science and engineering has long considered how underlying computing
systems can be analyzed and improved. As important as scientifi c and
engineering approaches are, and as signifi cant as work by creative artists has been, there is also much to be learned from the sustained, intensive,
humanistic study of digital media. We believe it is time for those of us in the humanities to seriously consider the lowest level of computing systems and to understand how these systems relate to culture and creativity.
The Platform Studies book series has been established to promote
the investigation of underlying computing systems and how they enable,
constrain, shape, and support the creative work that is done on them. The
series investigates the foundations of digital media: the computing
systems, both hardware and software, that developers and users depend
upon for artistic, literary, gaming, and other creative development. Books in the series certainly vary in their approaches, but they all also share
certain features:
•
a focus on a single platform or a closely related family of platforms
•
technical rigor and in-depth investigation of how computing tech-
nologies work
•
an awareness of and discussion of how computing platforms exist in
a context of culture and society, being developed based on cultural
concepts and then contributing to culture in a variety of ways—for
instance, by affecting how people perceive computing
[viii]
Acknowledgments
We are very grateful for all of the work that was done by the original developers of the Atari VCS and by the programmers of cartridges for that
system. We also thank those who replied to our questions about game
development on the system and emulation of the system: Bill Bracy, Rex
Bradford, David Crane, Jeff Vavasour, and Howard Scott Warshaw.
Thanks to those who helped us to formulate these ideas about the
Atari VCS and about platform studies, including Kyle Buza, Chris Craw-
ford, Mark Guzdial, D. Fox Harrell, Steven E. Jones, Matthew G. Kirschen-
baum, Jane McGonigal, Jill Walker Rettberg, and Jim Whitehead.
We greatly appreciate the work that Roger Bellin and Dexter Palmer
did in organizing the Form, Culture, and Video Game Criticism confer-
ence at Princeton University on 6 March 2004. This conference prompted
the fi rst scholarship leading to this book. Thanks also to students in Ian Bogost’s Videogame Design and Analysis class on the Atari VCS (Georgia
Tech, Spring 2007): Michael Biggs, Sarah Clark, Rob Fitzpatrick, Mark
Nelson, Nirmal Patel, Wes St. John, and Josh Teitelbaum. Thanks as well
to Peter Stallybrass and the participants in his History of Material Texts Workshop at the University of Pennsylvania.
We greatly appreciate the work of modern-day Atari VCS program-
mers and analysts, which has made our study of the system easier and has
allowed us to continue to enjoy the console in new ways. Particular thanks go to the moderators and contributors to the AtariAge forums.
A shout-out goes to the bloggers and readers of Grand Text Auto, where much useful discussion of the Atari VCS has transpired.
We also want to thank those at the MIT Press who helped make this
book possible—particularly Doug Sery. Our thanks also go to the anony-
mous reviewers who provided valuable comments at the request of the
MIT Press.
[x]
Timeline
1972 Atari’s
arcade
Pong by Al Alcorn
1975 Kee
Games’s
arcade
Tank by Steve Bristow and Lyle Rains
1975 Atari’s
Home Pong by Al Alcorn, Bob Brown, and Harold Lee
1977 Atari
VCS
released
1977 Atari’s
VCS
Combat by Larry Wagner and Joe Decuir
1978 Atari’s
VCS
Slot Racers by Warren Robinett
1978 Atari’s
VCS
Adventure by Warren Robinett
1978 Namco’s
arcade
Space Invaders by Tomohiro Nishikado
1979 Activision
founded
1979
Intellivision released by Mattel
1980 Cinematronics’s
arcade
Star Castle by Tim Skelly
1980 Namco’s
arcade
> Pac-Man by Toru Iwatani
1980 Atari’s
VCS
Space Invaders by Rick Maurer
1981 Atari’s
VCS
Pac-Man by Tod Frye
1981 Atari’s
VCS
Asteroids by Brad Stewart
1981 Atari’s
VCS
Yars’ Revenge by Howard Scott Warshaw
1981 Imagic
founded
1982
Atari 5200 introduced; Atari VCS renamed “Atari 2600”
1982 Activision’s
VCS
Pitfall! by David Crane
1982 Atari’s
VCS
Raiders of the Lost Ark by Howard Scott Warshaw
1982 Atari’s
VCS
E.T.: The Extra-Terrestrial by Howard Scott Warshaw
1982
Parker Brothers’ VCS Star Wars: The Empire Strikes Back by Rex
Bradford
[xii]
Stella
1
When someone creates a computer artifact like a video game, a digital
artwork, or a work of electronic literature, what type of process is this?
Here’s one idea: it is a creative act that is similar in many ways to writing a poem or taking a photograph, except that in this case, the creator doesn’t use words one after another on paper or light bent through an aperture.
This type of inscription or exposure doesn’t happen—so what exactly does
happen?
The creator of a computer work might design circuits and solder
chips. Or, this author might write instructions for the integrated circuits and microprocessors of a particular computer, or write software in a high-level programming language, or create 3D models to be added to a virtual
world, or edit digital video for embedding in a Web site.
The same question could be asked of the critic who interacts with such
a work. What does a creator, historian, researcher, student, or other user do when experiencing a creative computer artifact? An encounter with
such a work could involve trying to understand the social and cultural
contexts in which it came to exist. It might also involve interpreting its representational qualities—what it means and how it produces that
meaning. Alternatively, a study might involve looking at the methods of
this work’s construction, or the code itself, or even the hardware and
physical form of the machines on which it is used.
All of these levels of computational creativity are connected. Fortu-
nately for those of us who are interested in such uses of the computer,
there have already been many studies of digital media dealing with the
reception and operation of computer programs, with their interfaces, and with their forms and functions. But studies have seldom delved into the
code of these programs, and they have almost never investigated the plat-
forms that are the basis of creative computing.1 Serious and in-depth
consideration of circuits, chips, peripherals, and how they are integrated and used is a largely unexplored territory for both critic and creator.
Platforms have been around for decades, though, right underneath
our video games, digital art, electronic literature, and other forms of
expressive computing. Digital media researchers are starting to see that
code is a way to learn more about how computers are used in culture, but
there have been few attempts to go even deeper, to investigate the basic
hardware and software systems upon which programming takes place, the
ones that are the foundation for computational expression. This book
begins to do this—to develop a critical approach to computational
platforms.
We hope this will be one of several considerations of this low level of
digital media, part of a family of approaches called “platform studies.”
Studies in this fi eld will, we hope, investigate the relationships between platforms—the hardware and software design of standardized computing
systems—and infl uential creative works that have been produced on those
platforms.
Types of Platforms
The Atari Video Computer System (or VCS, a system also known by
its product number, 2600) is a well-defi ned example of a platform.
A platform in its purest form is an abstraction, a particular standard
or specifi cation before any particular implementation of it. To be used
by people and to take part in our culture directly, a platform must
take material form, as the Atari VCS certainly did. This can be done by
means of the chips, boards, peripherals, controllers, and other compo-
nents that make up the hardware of a physical computer system. The
platforms that are most clearly encapsulated are those that are sold as a
complete hardware system in a packaged form, ready to accept media such
as cartridges. The Atari VCS is a very simple, elegant, and infl uential
platform of this sort.
In other cases, a platform includes an operating system. It is often
useful to think of a programming language or environment on top of an
operating system as a platform, too. Whatever the programmer takes for
granted when developing, and whatever, from another side, the user is
required to have working in order to use particular software, is the plat-
[2]
form. In general, platforms are layered—from hardware through operating system and into other software layers—and they relate to modular
components, such as optional controllers and cards. Studies in computer
science and engineering have addressed the question of how platforms
are best developed and what is best encapsulated in the platform. Studies
in digital media have addressed the cultural relevance of particular soft-
ware that runs on platforms. But little work has been done on how the
hardware and software of platforms infl uences, facilitates, or constrains particular forms of computational expression.
When digital media creators choose a platform, they simplify devel-
opment and delivery in many ways. For example, such authors need not
construct an entirely new computer system before starting on a particular
creative project. Likewise, users need not fashion or acquire completely
new pieces of hardware before interacting with such a work. That said,
work that is built for a platform is supported and constrained by what the chosen platform can do. Sometimes the infl uence is obvious: a monochrome platform can’t display color, for instance, and a videogame
console without a keyboard can’t accept typed input. But there are more
subtle ways that platforms infl uence creative production, due to the idioms of programming that a language supports or due to transistor-level decisions made in video and audio hardware. In addition to allowing certain
developments and precluding others, platforms also function in more
subtle ways to encourage and discourage different sorts of computer
expression. In drawing raster graphics, there is a considerable difference between setting up one television scan line at a time as the Atari VCS
demands, having a buffered display with support for tiles and sprites, or
having some more elaborate system that includes a native 3D renderer.
Such a difference can end up being much more important than simple
statistics of screen resolution or color depth that are used as shorthand by fans and marketers.
We offer here such a platform study, one that considers an
infl uential
videogame system that helped introduce computing to a popular audience
and to the home. Our approach is mainly informed by the history of
material texts, programming, and computing systems. Other sorts of plat-
form studies may emphasize different technical or cultural aspects, and
may draw on different critical and theoretical approaches. To deal deeply
with platforms and digital media, however, any study of this sort must
be technically rigorous. The detailed analysis of hardware and code
connects to the experience of developers who created software for a plat-
form and users who interacted with and will interact with programs on
that platform. Only the serious investigation of computing systems as
1 Stella
[3]
specifi c machines can reveal the relationships between these systems and creativity, design, expression, and culture.
Although it was not the fi rst home videogame console, the Atari VCS
was the fi rst wildly popular one. It was affordable at the time, and it offered the fl exibility of interchangeable cartridges. The popularity of the Atari VCS—which was the dominant system for years and remained widely used
for more than a decade—supported the creation of nearly one thousand
games, many of which established techniques, mechanics, or entire
genres that continue to thrive today on much more technologically
advanced platforms. Although several companies fi elded consoles, by
1981 the Atari VCS accounted for 75 percent of home videogame system
sales.2 Indeed, the generic term for a videogame system in the early 1980s was “an Atari.” Yet, despite its undisputed place in the annals of popular culture, and despite having been the standard system for home video
gaming for so many years, Atari’s fi rst cartridge-based system is an
extremely curious computer.
Cost concerns led to a remarkable hardware design, which infl uenced
how software was written for the Atari VCS, which in turn infl uenced the
video games created during and after the system’s reign. Given that it used a version of the very typical 6502 processor, which drove many computers
and consoles, one might not guess that the Atari VCS was so atypical. But
this processor interfaced with the display by means of a truly unique com-
ponent, the Television Interface Adaptor, or TIA. A television picture is