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Whatcha Reading: Racing the Beam

Posted by Joe Keiser
There are a lot ways to think about games—as cultural artifacts, works of art, works of programming craft. Racing the Beam asks you to think about games in a way that is rarely considered: as a negotiation between game developer and hardware platform, between an artist with vision and the constrained tool that must be used to bring that vision to life. It’s a particularly apt metaphor for the platform in question, the Atari 2600, as almost all of that console’s games were made by one-man programmer/artist/designers. The result is a video game history unlike any I’ve ever read.

Racing the Beam is full to the brim with interesting tidbits about the nature of the Atari’s hardware. Cost-cutting measures on the system meant it was designed in a very specific way, to play games like Pong and Combat but little else. That meant that nearly everything that was actually done with the console was an elaborate hack. Getting more than two characters on screen, a la Space Invaders? That was a hack. Getting cars to drive onto screen from the left and off the screen from the right? The Atari was never designed to do anything like that, so that’s a hack too. That beam of brightly colored safety in Yar’s Revenge? That’s an absolutely ingenious hack.

Told in this way the story of the Atari 2600 becomes a story of brilliant renaissance men, twisting to their whims a piece of hardware that turned out to be far more versatile than its creators could heave dreamed. It’s also supposed to be a story about how this weak system with almost no memory tempered the ideas of developers, but this comes off much less well. The way the book is written, even the system’s abominable port of Pac-Man looks like a miraculous work of laudable engineering. By the end, it almost makes you think that the Atari 2600 could run, well, anything, if only you put the right genius in front of it.

Still, maybe this is the best way to look at that time period. The people involved in the programming of the 2600 were wizards. All too often they were tasked with impossible projects, like converting a graphically rich arcade game to a console that couldn’t even hold an entire screen’s worth of data at once. The stories of how they succeeded and failed paint an important historical picture about the relationship between the system and the people who made art come alive on it.

Racing the Beam paints that picture well, but it’s still in many ways a book about a computer and some programmers. It will occasionally become dense with technical speak and it even sometimes boxes out esoteric machine code, so if you don’t have any technical knowledge you can expect to re-read some pages many times before your understanding becomes complete. It’s still worth it to try, though. Watching Atari's wheezing beast get tamed by the intellect of this industry’s forefathers is a great and necessary journey for anyone who cares about games.

Pick it up here: Racing the Beam: The Atari Video Computer System (Platform Studies)

Related Links:

Whatcha Reading: 20 Years of Nintendo Power

The Videogame Ages, part 1
Death of the Gamer, Redefinition of the Audience
+ DIGG + DEL.ICIO.US + REDDIT

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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