Session 14
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Discussion Questions

Background: Section III of Hackers deals with the videogame industry of the early 1980s. This obviously ties in with Wargames, but is also has a strong relevance with the earlier readings on Hacker culture. Chapter 14 tells the story of how Ken Williams moves from the structured world of business data processing into the new market created by the microcomputer. Its discussion of the role of the programmer in 1970s business computing is very interesting. Williams originally thinks of selling a FORTRAN for the Apple, but makes the big money through working with his wife Roberta on interactive adventure games. They found Sierra On-Line.

Chapters 15-16 deal with the practices of the booming home-computer videogame industry. This is very much a chaotic, rapidly growing area in which the hacker approach to coding is practiced on a much broader basis than ever before. Games are written in a few months by teenagers, without flow-charts or clear designs. They cost almost nothing to produce, but some sell in huge numbers, making their authors (or the companies that exploit them) rich. The model is the pop-industry. Levy contrasts these small firms and their individualistic yet open way of working with the increasingly bureaucratic practices of Atari and Apple. He also introduces the character of John Harris, a young programmer who quits work as a corporate programmer to work on videogames, and writes a classic conversion of Pac man.

  1. The chapters you have read are our closest look yet at what happens when hackers organize their own companies. What is distinctive about the culture and practices of this company? What is it about writing videogames (at least in this period) that makes it a hard activity to manage.
  2. One topic that John Harris and his "female troubles" brings up is the question of gender. Almost everyone mentioned in the course has been male -- the computer world as described here is like a monastery. Why are there so few female hackers? How was the culture of computing shaped by this?
  3. The gender issue also shows up in Stone's piece. This article presents a rich and very smoothly told story of a very strange time and place. Laurel's position turns out to be marginal in many ways -- as a marketer who can program, as a woman in a world of men, and as a communication researcher in an engineering culture. What are the different cultures at the Atari Research Lab, and why do they get on so badly? Try to summarize their different beliefs about videogames. (Also -- are any of them hackers?)
  4. Douglas's chapter does not talk at all about hackers, videogames or the internet. On the other hand, it is an eye-opening study of the early days of radio, and the grass-roots enthusiasts who first adopted it. What are the parallels between this and the PC or Internet -- especially in terms of who uses the technology, how broader society and the media perceives it?
  5. We know what happens to radio in the end -- licenses, spectrum divisions, the FCC, military frequencies and truly dreadful music stations. Yet in 1910 it was so different. How do we know that the Internet will not grow up the same way? Are there fundamental technical of social differences?

Resources

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For Allucquere Rosanne Stone's homepage and current projects, see www.sandystone.com. Stone is a transsexual, theorist, media-studies type person and performance artist. This is not your typical historian of computing or CS type. (For a much fuller list, see here).

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If there's one company with more nostalgia site on-line than Apple then it's Atari. By far the best general site is the Atari Historical Society. This includes coin-ops, consoles and home computers. It has videos, transcripts of advertisements, pictures of engineering prototypes and links to other sites.

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There is a great Atari 800 series emulator called Atari800Win (the 800 and 400 were Atari's 8-bit home computers, the machine Harris was programming for in Hackers). The homepage is here. You'll also need to download some ROMs to go with it. 8-bit disk images are readily available on the Internet. Those sites tend to move around, but right now you can get them here.

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For console games, the single best site is Classic Gaming -- their museum includes well researched information and a bunch of links for all the early consoles. The leading emulator for the Atari VCS, the console mentioned in a couple of the presentations, is called Stella.

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We mentioned, very briefly,. that the first successful arcade game was Pong, designed by Nolan Bushnell and sold by Atari. Somebody out there is pretty obsessive about this, and has produced an exhaustive Pong site, with hundreds of pictures of every kind of arcade Pong machine and technical details of all the home Pong consoles (the first generation of home consoles). One interesting thing here is the connection of video games, home consoles and electronics fans (who could build their own), but mostly the fascinating thing is that someone could care so much.  It's www.pong-story.com. Ralph H. Baer, the guy who built the Odyssey, the first home videogame, has a rather good page of his own.

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Finally, if you want to play the actual coin-operated games exactly as they appeared in the arcade then you need a program called MAME. The home site is www.mame.net -- its an open source project, and new versions are released constantly. However, to get the ROMS you'll have to look elsewhere, but if you scroll down on the MAME links page they have some suggestions on sources.


Page copyright Thomas Haigh -- email thaigh@sas.upenn.edu.    Home: www.tomandmaria.com/tom. Updated 01/18/2002.