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	<title>Comments on: Nick Montfort and Ian Bogost, Racing the Beam: The Atari Video Computer System</title>
	<atom:link href="http://stevereads.com/weblog/2009/06/10/nick-montfort-and-ian-bogost-racing-the-beam-the-atari-video-computer-system/feed/" rel="self" type="application/rss+xml" />
	<link>http://stevereads.com/weblog/2009/06/10/nick-montfort-and-ian-bogost-racing-the-beam-the-atari-video-computer-system/</link>
	<description>Books and policy from an endlessly curious perspective</description>
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		<title>By: Zoltan H</title>
		<link>http://stevereads.com/weblog/2009/06/10/nick-montfort-and-ian-bogost-racing-the-beam-the-atari-video-computer-system/comment-page-1/#comment-6444</link>
		<dc:creator>Zoltan H</dc:creator>
		<pubDate>Wed, 01 Jul 2009 23:40:37 +0000</pubDate>
		<guid isPermaLink="false">http://stevereads.com/weblog/?p=5169#comment-6444</guid>
		<description>&lt;p&gt;I just finished a review of Racing The Beam - it was a fun book to read too, even if I never owned one - got a C64 a few years later. The lack of a frame buffer was interesting, personally I don&#039;t know you&#039;d write a game like that, but that&#039;s probably because I never worked on a system like that - by the time the C64 came around computers just had them - there was still the idea of the vertical bank, but it was used for other tricks like getting more sprites on the screen or changing colours - easy way to create water effects.&lt;/p&gt;

&lt;p&gt;I liked how it talked as much about the environment (cultural, business practises) of the time as well as the technology. There&#039;s some interesting trivia here too: like Atari setting up different companies to avoid regulations. &lt;/p&gt;

&lt;p&gt;btw: &quot;... Unspecified Bunker&quot; - great name for a blog :)&lt;/p&gt;

&lt;p&gt;Link: http://www.yyztech.ca/reviews/book/racing-the-beam-the-atari-video-computer-system&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I just finished a review of Racing The Beam &#8211; it was a fun book to read too, even if I never owned one &#8211; got a C64 a few years later. The lack of a frame buffer was interesting, personally I don&#8217;t know you&#8217;d write a game like that, but that&#8217;s probably because I never worked on a system like that &#8211; by the time the C64 came around computers just had them &#8211; there was still the idea of the vertical bank, but it was used for other tricks like getting more sprites on the screen or changing colours &#8211; easy way to create water effects.</p>

<p>I liked how it talked as much about the environment (cultural, business practises) of the time as well as the technology. There&#8217;s some interesting trivia here too: like Atari setting up different companies to avoid regulations. </p>

<p>btw: &#8220;&#8230; Unspecified Bunker&#8221; &#8211; great name for a blog :)</p>

<p>Link: <a href="http://www.yyztech.ca/reviews/book/racing-the-beam-the-atari-video-computer-system" rel="nofollow">http://www.yyztech.ca/reviews/book/racing-the-beam-the-atari-video-computer-system</a></p>
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		<title>By: Stephen Laniel&#8217;s Unspecified Bunker &#187; Lists of previously-read books</title>
		<link>http://stevereads.com/weblog/2009/06/10/nick-montfort-and-ian-bogost-racing-the-beam-the-atari-video-computer-system/comment-page-1/#comment-6434</link>
		<dc:creator>Stephen Laniel&#8217;s Unspecified Bunker &#187; Lists of previously-read books</dc:creator>
		<pubDate>Sun, 28 Jun 2009 17:17:40 +0000</pubDate>
		<guid isPermaLink="false">http://stevereads.com/weblog/?p=5169#comment-6434</guid>
		<description>&lt;p&gt;[...] Nick and Bogost, IanRacing the Beam: the Atari Video Computer System (finished 10 [...]&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>[...] Nick and Bogost, IanRacing the Beam: the Atari Video Computer System (finished 10 [...]</p>
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		<title>By: chris r</title>
		<link>http://stevereads.com/weblog/2009/06/10/nick-montfort-and-ian-bogost-racing-the-beam-the-atari-video-computer-system/comment-page-1/#comment-6432</link>
		<dc:creator>chris r</dc:creator>
		<pubDate>Fri, 26 Jun 2009 20:26:53 +0000</pubDate>
		<guid isPermaLink="false">http://stevereads.com/weblog/?p=5169#comment-6432</guid>
		<description>&lt;p&gt;Related (somewhat... I am not a programmer, so bear with me) is a push to bring back simulated phosphor CRT effects in old-school re-releases and 8-bit style games, as seen here:&lt;/p&gt;

&lt;p&gt;http://nfgworld.com/mb/thread/660
http://nfgworld.com/mb/thread/661&lt;/p&gt;

&lt;p&gt;The argument is that the original designers relied on the fuzzy warmth and image delay of the old TVs to give the games a warmth that a flat pixel-per-pixel re-release on modern screens completely destroys, resulting in a comparatively sterile visual experience.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Related (somewhat&#8230; I am not a programmer, so bear with me) is a push to bring back simulated phosphor CRT effects in old-school re-releases and 8-bit style games, as seen here:</p>

<p><a href="http://nfgworld.com/mb/thread/660" rel="nofollow">http://nfgworld.com/mb/thread/660</a>
<a href="http://nfgworld.com/mb/thread/661" rel="nofollow">http://nfgworld.com/mb/thread/661</a></p>

<p>The argument is that the original designers relied on the fuzzy warmth and image delay of the old TVs to give the games a warmth that a flat pixel-per-pixel re-release on modern screens completely destroys, resulting in a comparatively sterile visual experience.</p>
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		<title>By: mrz</title>
		<link>http://stevereads.com/weblog/2009/06/10/nick-montfort-and-ian-bogost-racing-the-beam-the-atari-video-computer-system/comment-page-1/#comment-6415</link>
		<dc:creator>mrz</dc:creator>
		<pubDate>Fri, 12 Jun 2009 21:39:39 +0000</pubDate>
		<guid isPermaLink="false">http://stevereads.com/weblog/?p=5169#comment-6415</guid>
		<description>&lt;p&gt;By the way, in case you were interested in programming such a beast, or at least trying to understand how one would do so, check out these resources:
http://stella.sourceforge.net/homebrew.php&lt;/p&gt;

&lt;p&gt;Heck, download stella and try out a few things!&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>By the way, in case you were interested in programming such a beast, or at least trying to understand how one would do so, check out these resources:
<a href="http://stella.sourceforge.net/homebrew.php" rel="nofollow">http://stella.sourceforge.net/homebrew.php</a></p>

<p>Heck, download stella and try out a few things!</p>
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	<item>
		<title>By: mrz</title>
		<link>http://stevereads.com/weblog/2009/06/10/nick-montfort-and-ian-bogost-racing-the-beam-the-atari-video-computer-system/comment-page-1/#comment-6413</link>
		<dc:creator>mrz</dc:creator>
		<pubDate>Thu, 11 Jun 2009 01:32:21 +0000</pubDate>
		<guid isPermaLink="false">http://stevereads.com/weblog/?p=5169#comment-6413</guid>
		<description>&lt;blockquote&gt;
  &lt;p&gt;A fact that I still can’t entirely wrap my head around, after reading this book, is that the Atari 2600 had only a few hundred bytes of RAM. It had little enough RAM that the programmer had to very carefully time his graphics operations so that characters got drawn to the screen before the monitor’s electron gun arrived. &lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Yeah, no framebuffer, only a &lt;em&gt;line&lt;/em&gt;buffer! But there was also the paucity of RAM in general. The code was run straight out of the cartridge&#039;s ROM. The ROM address space was too small in some cases, so they had to do things like have multiple banks of ROM on the cartridge and switch between them at a special address in the cartridge&#039;s space. Good times!&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<blockquote>
  <p>A fact that I still can’t entirely wrap my head around, after reading this book, is that the Atari 2600 had only a few hundred bytes of RAM. It had little enough RAM that the programmer had to very carefully time his graphics operations so that characters got drawn to the screen before the monitor’s electron gun arrived. </p>
</blockquote>

<p>Yeah, no framebuffer, only a <em>line</em>buffer! But there was also the paucity of RAM in general. The code was run straight out of the cartridge&#8217;s ROM. The ROM address space was too small in some cases, so they had to do things like have multiple banks of ROM on the cartridge and switch between them at a special address in the cartridge&#8217;s space. Good times!</p>
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