Magnavox Trigger Happy User Manual

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Trigger Happy 
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refining them. They are exactly those skills exercised 
by modern target videogames such as Time Crisis 2. 
Games of chance, meanwhile, seem to have 
originated from a belief that divine will could be 
glimpsed through seemingly random machinations; the 
I Ching, for example, is a book of wisdom in which 
hexagrams are consulted according to a random 
sequence of twig manipulations. But most “games of 
chance” are not totally aleatory: a player in an ancient 
game such as backgammon or dominoes must still use 
skill to decide which piece to play next, or where to put 
the counter. Over time, these simple forms of game 
seem to have evolved gradually so as to make more 
long-term cognitive demands of the player. Skill is 
transmuted into strategy. 
“In the history of civilization,” writes game 
historian Brian Sutton-Smith, “games of strategy seem 
to have emerged when societies increased in 
complexity to such an extent that there was a need for 
diplomacy and strategic warfare.” He describes one of 
the earliest examples: mancala, or wari, which was an 
ancient Egyptian strategy game. Each player controls a 
number of counters on the board, and the game 
involves using numerical and strategic judgment to 
capture the opponent’s pieces. Mancala is clearly a