Browsing by Author "Newell, Paul Allen"
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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.