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                            Trigger Happy    VIDEOGAMES AND THE  ENTERTAINMENT REVOLUTION        by  Steven Poole                                                                                                                                                                                                                                                                                                                                                                                                                           
                    
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                                Contents        ACKNOWLEDGMENTS............................................ 8  1 RESISTANCE IS FUTILE ......................................10  Our virtual history....................................................10  Pixel generation .......................................................13  Meme machines .......................................................18  The shock of the new ...............................................28  2 THE ORIGIN OF SPECIES ............................
                    
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                          Out of control.........................................................109  4 ELECTRIC SHEEP ...............................................119  The gift of sound and vision ..................................122  CinÉ qua non? ........................................................130  Camera obscura......................................................142  You’ve been framed...............................................153  5 NEVER-ENDING STORIES.................................161  A tale 
                    
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                          Power tools ............................................................276  Veni, vidi, lusi........................................................282  Get into the groove.................................................291  You win again........................................................298  9 SIGNS OF LIFE.....................................................307  I am what I eat........................................................308  Deep in conversation............................
                    
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                          Trigger Happy      ACKNOWLEDGMENTS        Eat pixels, sucker: this book grew out of an orphaned  article to which Stuart Jeffries kindly gave a home. I  am grateful to everyone who agreed to be interviewed:  Paul Topping, Richard Darling, Jeremy Smith, Olivier  Masclef, Nolan Bushnell, Terry Pratchett and Sam  Houser.  David Palfrey saved crucial passages of the  manuscript from themselves. Jason Thompson  phlegmatically suffered innumerable defeats at Tekken  3 and Gran Turismo, but turned th
                    
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                          Trigger Happy  factual errors, and to Cal Barksdale and Danielle A.  Durkin for their work on the U.S. edition.  Trigger Happy owes much to the incisive attentions  of its editor, Andy Miller: il miglior fabbro.  Any infelicities or errors that remain I acknowledge  mine. Readers are invited to email comments for future  editions to: trighap@hotmail.com.  9                                                                                                                                           
                    
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                          Trigger Happy      1  RESISTANCE IS FUTILE        Our virtual history  In the beginning, the planet was dead.  Suddenly, millions of years ago, arcane  spontaneous chemical reactions in the primeval ooze  resulted, by a freak cosmic chance, in the first  appearance of what we now call “the code of life.”  Formed in knotty binary strings, each node  representing information by its state of “on” or “off”  and its place in the series, the code grew adept at  replicating in ever more complex struc
                    
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                          Trigger Happy    (in geological terms) videogames crawled out on to the  shore, developed rudimentary eyes and legs, and  gradually began to conquer Earth.  Biologically speaking, early videogames were, as  they are today, radically exogamous—that is to say,  they did not replicate by breeding with each other, but  with “humans,” a preexisting carbon-based life form  whose purpose was, and still is, unknown but seemingly  providential. If the videogame managed to impart  particularly intense p
                    
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                          Trigger Happy    But nothing could be certain in the great  evolutionary game. Some seemingly successful species  found it impossible to adapt swiftly enough to  catastrophic changes in the environment, and died out.  They were the dinosaurs. (By copying their “code” and  letting it gestate under laboratory conditions, however,  we can actually bring these fossils to life again, and let  them roam happy, if confused, in virtual amusement  parks.)  Nor was this evolution a gradual and inexorabl
                    
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                          Trigger Happy    story unfolds of how we came to be the planet’s  masters. Remember, humans, it’s not how you play the  game that counts, it’s whether you win or lose.    >Player 1 Ready    0101111111010101001111101010111111110101010011  0011111100101010001000000101010100000011111100101110  1010010000101000111101001010100100101010010110111    Pixel generation  Like millions of people, I love videogames. I also love  books, music and chess. That’s not unusual. For most  of my generation, videog
                    
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                          Trigger Happy    don’t replace the old. Film did not replace theater. The  Internet did not replace the book. Videogames have  been around for thirty years, and they’re not going  away.  When I was ten years old, my parents bought me a  home computer. It was a ZX Spectrum, brainchild of  the celebrated British inventor Sir Clive Sinclair (this  was before he went on to create the savagely  unsuccessful electric tricycle called the C5). The entire  computer, which was a contemporary of the Amer
                    
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                          Trigger Happy    cassette, and I would swap copies and hints with my  schoolfriends.) For many years, the myriad delights that  videogames offered were a reliable evening escape,  their names now a peculiarly evocative roll call of  sepia-tinged pleasures: Jet Pac, Ant Attack, Manic  Miner, Knight Lore, Way of the Exploding Fist, Dark  Star . . . Then I decided, at the age of sixteen, to put  away childish things. So I bought a guitar and formed a  skate-punk heavy-metal band.  While I was awa
                    
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                          Trigger Happy    Already by this stage a great number of teenagers  were more interested in videogames than in pop music.  And Nintendo and Sega inspired fanatical loyalty. They  were the Beatles and Stones of the late 1980s and early  1990s. Nintendo was the Beatles: wholesome fun for all  the family, with superior artistry but a slightly “safe”  image; Sega, on the other hand, were the snarling,  street-smart gang, roughing it up for the hardcore  videogame fans.  As videogaming culture grew
                    
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                          Trigger Happy    their market preeminence, because Sony wasn’t happy  about being messed around with by the arrogant Mario  machine, and decided to go it alone and muscle in on  the videogames business themselves. Thus the Sony  PlayStation was born. On its launch in 1995 it blew  Sega’s new machine, the Saturn, out of the water.  Nintendo, meanwhile, didn’t have a competitive  console out until two years later: the Nintendo 64,  which had a handful of brilliant games but was  woefully under-s
                    
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                          Trigger Happy    superior to anything I had seen on the Fringe. And so,  after sacrificing most of my sleep during that  Edinburgh stay to improving my lap times, I decided I  needed to buy a PlayStation of my own. Perhaps one  day, I thought, I might even write something about  videogames.  So I bought the console. And then I had to buy a  few games. Soul Blade (fighting), WipEout 2097  (racing), Tomb Raider (Lara Croft)—that would do for  starters. On second thought, better add V-Rally (more
                    
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                          Trigger Happy    videogames were indeed mainly a children’s  pursuit, but now games cost between twenty and  fifty dollars and are targeted at the disposable  income of adults. The average age of videogame  players is now estimated to be twenty-eight in the  United States; one 2000 survey reported that 61  percent of all U.S. videogamers are eighteen and  over, with a full 42 percent of computer  gameplayers and 21 percent of console  1 gameplayers thirty-six years of age or older.  More and m
                    
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                          Trigger Happy    renting movies. Total videogame software and  hardware sales in the United States reached $8.9  billion, versus $7.3 billion for movie box-office  2 receipts; $6.6 billion of the videogame receipts were  from software sales, retail and online. How did this  strange invasion happen? How did this stealthy virus  insinuate itself into so many homes?  Well, one company has done more than any other  over the last six years to stake out videogames’ huge  place in adult popular cultu
                    
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                          Trigger Happy    the Prodigy and Underworld clamoring to provide  tracks for the sequel. Sony had a PlayStation room built  in London superclub the Ministry of Sound, and got its  logo onto club flyers all over the country. Soon  PlayStation was happily associated with dance culture,  with enthusiastic support from early adopters such as  the band Massive Attack, who had bought theirs while  on tour in Japan. Control of the soundtrack to the third  game in the series, 1999’s Wip3out, was hande
                    
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                          Trigger Happy    successful company in any industry in 1999. It has sold  more than sixteen million copies worldwide of the first  three games in the series. Add a conservative estimate  for sales of the fourth installment, Tomb Raider: The  Last Revelation, and Lara’s getting close to becoming a  billion-dollar babe.  Lara is such a recognizable icon that she now  advertises other products, appearing, for example, in  computer-generated television commercials for  Lucozade and Nike. Generatio