Magnavox Trigger Happy Manuel D’Utilisation

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Trigger Happy 
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up, or amorphous blobs of energy floating in the air to 
be driven or flown through. 
Power-ups in general enhance the abilities of the 
player’s character in the game: aside from restoring 
health or granting an extra life, they may also increase 
speed, envelop the player’s ship in a temporary shield 
(which mysteriously stops bullets from entering, but 
allows the player to shoot outward) or furnish the 
player with one of an arsenal of extra-destructive 
weapons with which to meet the next enemy onslaught. 
In their instantaneous and nakedly magical effect, 
power-ups partake of a totally different ontology from 
anything else on the screen. Their mode and effect is 
purely relational, redefining the logic of how the 
player’s character and the enemies interact. 
 
Out of control 
What’s the most glaringly unreal aspect of 
videogames? It’s a cybernetic thing. Cybernetics is the 
study of control systems (from the Greek kubern t s, 
meaning “steersman”). And videogame control systems 
are for the most part radically removed, in structural 
terms, from what happens on the screen. I have so far 
been talking about how videogames manipulate the 
imaginative involvement of the player,