Magnavox Videogames and the Entertainment Revolution Trigger Happy manual

Models: Videogames and the Entertainment Revolution Trigger Happy

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Trigger Happy

with Namco’s arcade Pole Position (1982), whose steering wheel and pedals controlled a bright, colorful approximation of track driving. Ever since, racing games have become better and better at true perspective, while added textures on the tarmac and solid passing landmarks enhance the feeling of speed. One of the best examples at the time of writing is Gran Turismo, with tracks modeled on Japanese suburbs, superbly atmospheric lighting effects and (crucially) wonderfully throaty engine roars. As in most racing games, players must learn to throw their cars into powerslides with abandon and not to worry too much about hitting other competitors; these vehicles might look like racing cars but they act like dodgems.

This is not true, however, of a more serious kind of racer, usually modeled on Formula One cars and real Grand Prix circuits, and in spirit more of a simulation than a pure videogame. Cars suffer real damage and braking technique is vital. Simulation, distinct from the role-playing game, is arguably not a genre in itself; rather, it promotes in certain genres (driving, flight games) the primacy of supposed “realism” over instant fun. A true videogame deliberately simplifies any given situation (imaginary or real) down to its essential, kinetic parts; a simulation is loath to simplify

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Magnavox Videogames and the Entertainment Revolution Trigger Happy manual