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Index
Cover Halftitle Bookinfo Booktitle Copyright Contents Foreword Acknowledgment Timeline Stella   1
Types of Platforms The Roots of Video Gaming Cartridge Games for the Home Design of the Atari VCS Plan of the Book
Combat   2
The Use of ROM in Video Games Joysticks and Other Controllers How the System Computes Where VCS Meets TV For Two Players Combat’s Code Game Variations Paddles, Video Olympics, and AI Revisiting Combat
Adventure   3
Text Adventure into Action Adventure Virtual Space Movement I Am a Ball Handling Items Getting Lost The Easter Egg The Graphical Turn
Pac-Man   4
Chasing the Blinking Coin-Ops Bitmaps and Mazes Sprites VITAMINS Bank Switching and Ms. Pac-Man
Yars’ Revenge   5
A Yar Is Born Through the Wandering Rocks Building on Star Castle The Code Zone Into Fiction; On to the Future
Pitfall!   6
Third-Party Games from Activision Development Practices Design Philosophies and Styles Pitfall! Crosses the Road Cultural Inspiration Jungle Generation Adventuring at Home Attention to Detail Creativity and Control
Star Wars: The Empire Strikes Back   7
Bounced from the Toy Store License to Program Attack of the Movie-Game Imperial Technology The Players Are Listening The Sun Sets on Atari’s Empire
After the Crash   8
Playing On
Afterword on Platform Studies Notes Bibliography Index
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