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Fans and Videogames: Histories, Fandom, Archives PDF

253 Pages·2012·2.43 MB·English
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Fans and Videogames In order to better understand and theorize video games and game play­ ing, it is necessary to study the activities of gamers themselves. Gamers are not only active creators in generating meaning; they are creators of media texts they share with other fans (including games, mods, walk­ throughs, machinima, etc); and they have played a central role in curating and preserving games through their collective work on emulation, the creation of online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives to reveal the complex processes at work in game fandom and its practices. Contributors aim to historicize game fandom, recog­ nize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives. Melanie Swalwell is an Associate Professor and ARC Future Fellow in Screen and Media at Flinders University, Australia. She is coeditor of the anthology, The Pleasures of Computer Games (2008). Melanie is cur­ rently completing a monograph Homebrew Gaming and the Beginnings of Vernacular Digitality for the MIT Game Histories series. Helen Stuckey is a Postdoctoral Research Fellow at Flinders University, Australia. Her research explores the curation and collection of video­ games. A game curator and historian, she was the inaugural Game Curator at the Australian Centre for the Moving Image. Angela Ndalianis is Professor in Screen Studies at the University of Melbourne, Australia, where she also directs the Transformative Techno­ logies Research Unit. Her publications include Neo-Baroque Aesthetics and Contemporary Entertainment (2004), Science Fiction Experiences (2010), The Horror Sensorium (2012) and The Contemporary Comic Book Superhero (2008). Routledge Advances in Game Studies 1 Video Games and Social Competence Rachel Kowert 2 Sexuality in Role-Playing Games Ashley ML Brown 3 Gender, Age, and Digital Games in the Domestic Context Alison Harvey 4 The Dark Side of Game Play Controversial Issues in Playful Environments Edited by Torill Elvira Mortensen, Jonas Linderoth, and Ashley ML Brown 5 Understanding Counterplay in Video Games Alan F. Meades 6 Video Game Policy Production, Distribution, and Consumption Edited by Steven Conway and Jennifer deWinter 7 Digital Games as History How Videogames Represent the Past and Offer Access to Historical Practice Adam Chapman 8 New Perspectives on the Social Aspects of Digital Gaming Multiplayer 2 Edited by Rachel Kowert and Thorsten Quandt 9 Fans and Videogames Histories, Fandom, Archives Edited by Melanie Swalwell, Helen Stuckey and Angela Ndalianis Fans and Videogames Histories, Fandom, Archives Edited by Melanie Swalwell, Helen Stuckey and Angela Ndalianis First published 2017 by Routledge 711 Third Avenue, New York, NY 10017 and by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Routledge is an imprint of the Taylor & Francis Group, an informa business © 2017 Taylor & Francis The right of the editors to be identified as the authors of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data CIP data has been applied for. ISBN: 978­1­138­67967­2 (hbk) ISBN: 978­1­315­56348­0 (ebk) Typeset in Sabon by codeMantra Contents List of Figures vii Acknowledgements ix 1 Introduction 1 MElANIE SwAlwEll, HElEN STUCkEY AND ANGElA NDAlIANIS SECTIoN I Historicizing Game Fandom 2 Early Games Production, Gamer Subjectivation and the Containment of the Ludic Imagination 19 GRAEME kIRkPATRICk 3 Transitioning to the Digital: Run5 Magazine as Archive and Account of SSG’s Dialogue with Wargamers in the 1980s 38 HElEN STUCkEY 4 Keeping the Spectrum Alive: Platform Fandom in a Time of Transition 57 JAROSlAV ŠVElCH 5 Pirates, Platforms and Players: Theorising Post-Consumer Fan Histories through the Sega Dreamcast 75 SkOT DEEMING AND DAVID MURPHY vi Contents Section ii Fan contributions to Game History 6 EVE Online’s War correspondents: Player Journalism as History 93 Nick Webber 7 neS Homebrew and the Margins of the Retro-gaming industry 111 JohN VaNderhoef 8 Museums of Failure: Fans as curators of “Bad”, Unreleased, and “Flopped” Videogames 128 Víctor NaVarro-remesal 9 World –1: Glitching, codemining and Procedural Level creation in Super Mario Bros. 146 James NeWmaN Section iii the Archive 10 Repacking My Library 165 JeNNifer deWiNter aNd carly a. kocurek 11 Sega Saturn Fan Sites and the Vernacular curation of Videogame History 180 beNJamiN Nicoll 12 Unusable Archives: everyday Play and the everyplay Archives 197 James maNNiNg 13 Moving on from the original experience: Philosophies of Preservation and Dis/play in Game History 213 melaNie sWalWell List of Contributors 235 Index 239 List of Figures 2.1 Advert for Imagine software. Source: CVG 17, March 1983: 64. 23 2.2 Adverts for Beyond and Ocean software developers looking to recruit new programmers and to buy games programs from smaller developers, CU 14 November 1984 p. 105 and CVG 32 June 1984 p. 151, respectively. 27 2.3 Advert deterring people from using CVG to exchange illegal copies of game software (CVG 72 October 1987: 144). 32 3.1 Ian Trout and Roger keating of SSG playing a traditional hex based manual wargame. Courtesy Roger keating. 40 3.2 Run5, Issue 1, January 1986, cover. Courtesy Roger keating. 41 4.1 Cover of the 3+4/1994 double issue of ZX Magazine, which demonstrates one way of extending the Spectrum. A colour dot­matrix printer commonly used with IBM PC compatibles has just printed out loading screen images from classic Spectrum games. A 5.25­inch floppy contains the Spectrum driver for the printer, published by Proxima. Reprinted courtesy of PROXIMA – Software. 68 5.1 Beats of Rage (2006) screenshot. Roel and Jeroen van Mastbergen. 83 5.2 Crisis Evil 2 (2008) screenshot. Game by Nevergoingback. 84 7.1 A comparison shot between an original NES game cartridge from 1988 on the left and a homebrew cartridge from 2010 on the right illustrates the degree to which the homebrew community goes to recreate the industrial designs of the past. (Author’s photo) 117 8.1 Screenshot of YouTube show: The Angry Video Game Nerd. James Rolfe, Cinemassacre Productions. 135 viii List of Figures 8.2 www.unseen64.net is an archive for beta and cancelled video games, created in 2001 by a group of Italian gamers. Courtesy monokoma. 138 8.3 Screenshot of leaked Sonic X-treme engine test, running on emulator Cassini. Source: https:// en.wikipedia.org/wiki/Sonic_X­treme#/media/ File:Sonic_X­treme_ engine_test_screenshot.png 139 8.4 Front page of Planet Virtual Boy (http:www.planetvb. com). Christian Radke. 141 9.1 Entering the ‘warp Zone’ in world 1–2 by glitching through the wall causes a data corruption that procedurally generates the Minus world level. Source: Super Mario Bros. (world 1−2). Nintendo (Nintendo Entertainment System), 1985. 157 12.1 A chicken contemplates her next move. Apple iPad Air 2 screengrab of Crossy Road – Endless Arcade Hopper version 1.3.8 updated February 12, 2016. Trademarks and images from the game Crossy Road appear courtesy of Hipster whale Pty ltd, all rights reserved. 198 13.1 Space Invaders videogame installed in the “Applied Design” (2013) exhibition, Museum of Modern Art. Image courtesy of the author. 223 13.2 Daniel Bowen playing The Way of the Exploding Fist, in the exhibition “Hits of the 80s: Aussie games that rocked the world”, at Games lab, Australian Centre for the Moving Image, 2006–7. Daniel Bowen. 224 13.3 Sketch by Andrew Bradfield for the helicopter sprite design used in Laser Hawk (1986), a game by Andrew Bradfield and Harvey kong Tin for the Atari 800 computer. 228 Acknowledgements This anthology recognises the importance of fans to game history. Our journey to this intersection has been guided by some amazing and gener­ ous fans. Happily, we have often ended up their collaborators, and they ours. In particular, we recognise the far­sighted and important histo­ rical and preservation work of: Michael Davidson, Aaron wheeler and the Sega Survivors, Mayhem, Rob Caporetto, Caroline Choong, Nick Marentes, kevin Phillips, Alan laughton and the Microbee Software Preservation Project, Martjin Van der Helt, Dorothy Millard, Alan Bell, CH, and many others. It is now less rare for cultural institutions to have some digital games amongst their holdings than when we first began working in this space. Two people who were early advocates of game history, collecting and preservation have also been constant supporters over many years. Andreas lange’s early recognition of the role of game fan preserva­ tionists first inspired our interest in the constellation of issues around video games, fans and history since the early 2000s. Henry lowood has steadily raised the visibility of digital game history and preservation, and we’ve benefited enormously from his leadership, wisdom and collegial­ ity, over more than a decade. This anthology was compiled under the auspices of the “Play It Again” project which received support under the Australian Research Council’s linkage Projects funding Scheme (project number lP120100218). we acknowledge the significant role that our Partner Organizations have played – the Australian Centre for the Moving Image, Ngā Taonga Sound & Vision, the Computerspiele Museum, and Victoria University of wellington. At ACMI, we particularly thank Gael McIndoe for being an early champion of the Play It Again project, and museum profession­ als Nick Richardson, lynda Bernard, linda Connelly and Digital Ar­ chivist Caroline Choong for their work bringing it to fruition. At Ngā Taonga Sound & Vision, we recognise the important role that Shane Farrow has played. As a complex, multidisciplinary project, we acknow­ ledge with especial gratitude the input and expertise of fellow investi­ gators Denise de Vries, Susan Corbett, Ian welch and Stuart Marshall. we also thank colleagues and the public alike for their contributions to

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In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are not only active creators in generating meaning; they are creators of media texts they share with other fans (including games, mods, walkthroughs, machinim
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