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Retrogame archeology : exploring old computer games
Aycock J., Springer International Publishing, New York, NY, 2016. 222 pp. Type: Book (978-3-319300-02-3)
Date Reviewed: Oct 19 2016

The recent announcement (September 2016) by Nintendo regarding advances in the production of flash memory was timely information while working on this review, which takes a look at old computer games. Yet another article talks about how Nintendo plans to help its profits with a move to get Super Mario Run onto iPhones and iPads by December. The world of computer gaming has gone further in terms of mobile devices!

Such interest in computer gaming technology is an almost $100 billion industry. It is therefore important to pay attention to its roots, which the author of the book would like his readers to do. And reading this book leads one to understand and realize that there are many fields associated with computer games and its technology. These are game studies, platform studies, software studies, critical code studies, and retrogame archaeology, according to the author of this book. His focus of attention of course is the latter, which is basically tantamount to an interest in computer history specific to video games.

The author does a pretty good job of taking a look at this most interesting field that many users, gamers, and programmers can identify with, because of the use of many examples from games we have grown up with. In fact, the book can be of interest also to nonprogrammers, retrogame enthusiasts, historians and researchers, and even just to readers who can recall games from their childhood and develop nostalgia just by reading it. With the use of graphs, tables, figures, and screen captures, the world of retrogames is brought to life.

The book takes a look at various computing platforms--Atari, Commodore 54, Apple II, Tandy, Intellivison, Nintendo, and Sega, to name just a few. The media games came in, such as tapes, cartridges, and floppy disks, which are terms that are a blast from the past, are expounded upon. There is also mention of the various computer languages used in programming, such as Pascal, LISP, C, and Basic. And of course, the author takes a look at specific examples of games--Hangman, Pinball, Mystery House, Emerald Isle, Zork, ET, Raiders of the Lost Ark, Asteroids, Pacman, and so on--in almost every chapter. That list is but a speck in the wide gamut of games that the author mentions.

But his most important concern is to take a look at the various components of such games and find out what their modern-day applications can be, given that there are various player, developer, and technical constraints that have plagued these games every step of the way as improvements in technology have taken place. Thus, there is the issue of memory management, which in the “olden days” meant not enough memory, but today can mean too much memory. The author devotes a whole chapter to data compression and how limited storage space in retrogames was taken care of by reducing the size of the data, increasing the complexity of encoding, and applying time constraints on the user.

It was interesting to learn about the “slow, wildly incompatible input/output” devices in retrogames, which led to an understanding of the use of the cursor as coming from a library called “curses” that housed the editor code for efficient cursor movement.

The author devotes another chapter to the issue of protection. Games are a favorite target for copying and cracking. They are not foolproof from individuals who take advantage of the insufficient maturity of the game and who have sufficient technological background. Three identity protection methods are shown here. One is based on what you know, thus the use of passwords. The second is based on what you have, such as a code in the box the game came in or a dongle. And the third is what you are, which delves into the realm of biometrics where the use of fingerprints or your eyes serves as protection from unauthorized incursion. The author suggests that two additional methods can be used based on where you are (location) and who you know (a series of security questions).

In all, the book’s endgame is to put together an understanding of the three “T”s of retrogame archaeology--the tools, techniques, and technology used in the implementation of old games--because the author would like to make sure that these games do not die with the developers and authors. In the end, he makes a plea to make their history and code available for posterity. And in the interest of the future, it is hoped that his plea is heard because it is fun to sometimes go back to a game of Duck Hunt or Mario, as my kids and I do, and I hope the grandchildren do, too!

More reviews about this item: Amazon

Reviewer:  Cecilia G. Manrique Review #: CR144853 (1701-0045)
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