Variations on a maze

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== Context: Computer Graphics and Games ==
== Context: Computer Graphics and Games ==
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[[Image:Game-Gotcha-arcade-(1973).jpg|thumb|200px]]
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[[Image:Game-Amazing_Maze-arcade-(1976).png|thumb|200px]]
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[[Image:Game-Maze_Craze-Atari2600-(1978).png|thumb|200px]]
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[[Image:Atari2600-maze_craze.png|thumb|200px]]
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[[Image:Game-Pac-Man-arcade-(1980).png|thumb|200px]]
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[[Image:Game-Pac-Man-Atari2600-(1982).gif|thumb|200px]]
[[Image:Atari2600-pacman.gif|thumb|200px]]
[[Image:Atari2600-pacman.gif|thumb|200px]]
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[[Image:Atari2600-maze_craze.png|thumb|200px]]
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[[Image:Game-Ant_Attack-ZX_Spectrum-(1983).gif|thumb|200px]]
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The representation of mazes in computer graphics was already a staple during the period that finds the ''10 Print'' BASIC one-liner appearing in C64 manuals and journals -- in fact, the use of computers to represent mazes conceptually was common before computer graphics.
The representation of mazes in computer graphics was already a staple during the period that finds the ''10 Print'' BASIC one-liner appearing in C64 manuals and journals -- in fact, the use of computers to represent mazes conceptually was common before computer graphics.
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(Sidebar / aside on thumbnail sketch of IF and box diagram mazes, relationship to home computing and dominance of early PC video game industry?)
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(Sidebar? Summary IF and the tradition of box diagram maps, the importance of mazes in Adventure / Zork / Acheton, and the contextual relationship to home computing and dominance of early PC video game industry)
In graphical games,
In graphical games,
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One common feature of the many different maze games from the period is orientation: all both rectilinear and aligned to the Cartesian axes. Different examples have their own aesthetics -- Pac Man partitions the screen space into an open field a indirect routes, Maze Craze creates a traditional full-screen overview with a single solution, while Adventure produces a claustrophobic view in which only part of the impossibly wrapping maze topology is visible at any time -- usually nearby but inaccessible paths. What all have in common is that they are constructed of horizontal/vertical walls that are orthogonal to the edges of the screen and the scan line of the display.
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One common feature of the many different maze games from the period is orientation: all were rectilinear and aligned to the Cartesian axes. Different examples have their own aesthetics -- Pac Man partitions the screen space into an open field of indirect routes, Maze Craze creates a traditional full-screen overview with a single solution, while Adventure produces a claustrophobic view in which only part of the impossibly wrapping maze topology is visible at any time -- usually nearby but inaccessible paths. What all have in common is that they are constructed of horizontal/vertical walls that are orthogonal to the edges of the screen and the scan line of the display.
(presence of the diagonal line at all -- isometric projection itself not unheard of, but far from the norm -- Marble Madness not until 1984)
(presence of the diagonal line at all -- isometric projection itself not unheard of, but far from the norm -- Marble Madness not until 1984)

Revision as of 14:50, 29 July 2010

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