Browsing by Author "Aycock, John"
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Item Inspecting the foundation of Mystery House(2019) Aycock, John; Biittner, KatieComputer games are recent artifacts that have had, and continue to have, enormous cultural impact. In this interdisciplinary collaboration between computer science and archaeology, we closely examine one such artifact: the 1980 Apple II game Mystery House, the first graphical adventure. We focus on implementation rather than gameplay, treating the game as a digital artifact. What can we learn about the game and its development process through reverse engineering and analysis of the code, data, and game image? Our exploration includes a technical critique of the code, examining the heretofore uncritical legacy of Ken Williams as a programmer. As game development is a human activity, we place it in a theoretical framework from archaeology, to show how a field used to analyze physical artifacts might adapt to shed new light on digital games.Item LeGACy code: studying how (amateur) game developers used Graphic Adventure Creator(2020) Aycock, John; Biittner, KatieHow did game programmers use early game development tools, and how does this fit into the bigger picture of how humans use tools and technology? To help answer these questions, we embark on an interdisciplinary collaboration between archaeology and computer science. Graphic Adventure Creator (GAC) was released in the mid-1980s for a number of microcomputers; we focus here on the 1986 version for the ZX Spectrum, a popular UK computer of that era. GAC was a game-development tool for creating text adventure games, optionally with graphic images. We have amassed a corpus of nearly all known GAC-produced games for the Spectrum – over 130 – and reverse-engineered the game format. We extracted out all the games’ data, and built a software framework to perform static and dynamic analysis of all these games at scale. This empirical data, plus contextual information from some interviews we conducted, gives us unique insight into the nature of how this tool was used to make games.Item LeGACy code: studying how (amateur) game developers used Graphic Adventure Creator(2020) Aycock, John; Biittner, KatieHow did game programmers use early game development tools, and how does this fit into the bigger picture of how humans use tools and technology? To help answer these questions, we embark on an interdisciplinary collaboration between archaeology and computer science. Graphic Adventure Creator (GAC) was released in the mid-1980s for a number of microcomputers; we focus here on the 1986 version for the ZX Spectrum, a popular UK computer of that era. GAC was a game-development tool for creating text adventure games, optionally with graphic images. We have amassed a corpus of nearly all known GAC-produced games for the Spectrum – over 130 – and reverse-engineered the game format. We extracted out all the games’ data, and built a software framework to perform static and dynamic analysis of all these games at scale. This empirical data, plus contextual information from some interviews we conducted, gives us unique insight into the nature of how this tool was used to make games.Item The sincerest form of flattery: large-scale analysis of code re-use in Atari 2600 games(2022) Aycock, John; Ganesh, Shankar; Biittner, Katie; Newell, Paul Allen; Therrien, CarlThe Atari 2600 was a prominent early video game console that had broad cultural impact, and possessed an extensive catalog of games that undoubtedly helped shape the fledgling game industry. How were these games created? We examine one development practice, code re-use, across a large-scale corpus of 1,984 ROM images using an analysis system we have developed. Our system allows us to study code re-use at whole-corpus granularity in addition to finer grained views of individual developers and companies. We combine this corpus analysis with a case study: one of the co-authors was a third-party developer for Atari 2600 games in the early 1980s, providing insight into why code re-use could occur through both oral history and artifacts preserved for over forty years. Finally, we frame our results about this development practice with an interdisciplinary, bigger-picture archaeological view of humans and technology.Item Still entombed after all these years: The continuing twists and turns of a maze game(2022) Newell, Paul Allen; Aycock, John; Biittner, KatieThe Atari 2600 video game Entombed (1982) left open questions in the design and implementation of its efficient maze-generation algorithm that, through serendipity, we are able to address at last. We have analysed almost 500 artefacts that capture the development process leading up to Entombed, artefacts that have not been seen for decades, including a distinct, unreleased Atari 2600 game. This work is interdisciplinary between the fields of archaeology and computer science in the area of archaeogaming; computer science has allowed informed technical analysis of the artefacts, with processes from archaeology used to manage and organise the large number of artefacts, as well as view game development in a human, archaeological context. The deliberate inclusion of a co-author who was a first-hand participant in the game development additionally raises interesting questions about autoethnography, authorship, and objectivity.