this one is such a beautiful example of having a very simple premise but that really makes both the original game shine and show something completely new. made me notice the sound of the game more than ever before. it also shines the light on how the computer is cheating even in original pong, i have to understand how to convert the visuals of the game into my own movement, the computer doens’t think of that, its completely immune to the plunder. which is really cool. i really love that how as the game progresses, it seems to smooth out the problems, but still you are operating on a vibe of where the ball might be. i would loooove to see this represented auditorily as well, really beautiful work
Thanks mut! Inspiration comes from this being one of the first examples of a enemy "AI" in a commercial video game, and its logic is fascinatingly simple but cool when you disassemble the rom(explored by Montfort&Bogost in Racing the Beam, MIT Press). The one way to beat the enemy is to shoot the ball at the sharpest angle, but that's also what would tear up the screen the most, affacting only the player.
I love the idea of this "splitting" being represented auditorily, would try it out later!
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this one is such a beautiful example of having a very simple premise but that really makes both the original game shine and show something completely new. made me notice the sound of the game more than ever before. it also shines the light on how the computer is cheating even in original pong, i have to understand how to convert the visuals of the game into my own movement, the computer doens’t think of that, its completely immune to the plunder. which is really cool. i really love that how as the game progresses, it seems to smooth out the problems, but still you are operating on a vibe of where the ball might be. i would loooove to see this represented auditorily as well, really beautiful work
Thanks mut! Inspiration comes from this being one of the first examples of a enemy "AI" in a commercial video game, and its logic is fascinatingly simple but cool when you disassemble the rom(explored by Montfort&Bogost in Racing the Beam, MIT Press). The one way to beat the enemy is to shoot the ball at the sharpest angle, but that's also what would tear up the screen the most, affacting only the player.
I love the idea of this "splitting" being represented auditorily, would try it out later!