Magnavox Videogames and the Entertainment Revolution Trigger Happy manual

Models: Videogames and the Entertainment Revolution Trigger Happy

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Trigger Happy

disks and what looks like a brace of cherries. Now, considering this image solely as a picture, why do some paths in the maze have dots while others are empty? Why is there one disk inside the maze and others, slightly smaller, outside it? And what has all this to do with fruit? It is confusing, arcane. The game screen is inscrutable when approached as simple representation; it demands to be read as a symbolic system.

Take that little disk. That is Pac-Man himself, the character under the player’s control. He doesn’t look like a man, he looks like something you’d stick on the rim of your glass of gin and tonic. (Toru Iwatani in fact, as we learned, was inspired by partially eaten pizza.) Nevertheless, the crude yellow shape is agreed to stand for Pac-Man. It is therefore a symbol. A symbol is a sign whose meaning is determined by social convention, like a number, a theater ticket or the word “starling.” Charles Sanders Peirce, besides leading a notoriously libertine life, also found time to invent most of modern semiotics. He defined a symbol thus: “Symbols, or general signs . . . have become associated with their meanings by usage. Such are most words, and phrases, and speeches, and books, and libraries.”

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Page 307
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Magnavox Videogames and the Entertainment Revolution Trigger Happy manual