Trigger Happy
confined space with twenty, fifty or a hundred bloodthirsty automatons in order to save the last nuclear family on Earth. As the game’s designer, Eugene Jarvis, explained to J. C. Herz: “It was kind of about confinement. You are stuck on this screen. There’s two hundred robots trying to mutilate you, and there’s no place to hide . . . You can’t run down the hallway. You can’t go anywhere else . . . A lot of times, the games are about the limitations. Not only what you can do but what you can’t do.”28
Points of view
In 1980, Battlezone’s scientific perspective was still only one of many competing modes of representation available to the videogame designer. Games continued to perform on
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28 Jarvis’s point is further backed up by the fact that nine years after scrolling and perspectival representation were invented, along came Tetris, an
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