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Trigger Happy 
213 
 
confined space with twenty, fifty or a hundred 
bloodthirsty automatons in order to save the last nuclear 
family on Earth. As the game’s designer, Eugene 
Jarvis, explained to J. C. Herz: “It was kind of about 
confinement. You are stuck on this screen. There’s two 
hundred robots trying to mutilate you, and there’s no 
place to hide . . . You can’t run down the hallway. You 
can’t go anywhere else . . . A lot of times, the games 
are about the limitations. Not only what you can do but 
what you can’t do.”
28
 
Points of view 
In 1980, Battlezone’s scientific perspective was still 
only one of many competing modes of representation 
available to the videogame designer. Games continued 
to perform on two-dimensional planes, scrolling in one 
or more directions, for years. In 1982, however, another 
new mode, which came to be known as “isometric 
perspective,” was popularized by Zaxxon (see fig. 10), 
a shoot-’em-up that scrolled, not simply 
_________________ 
28 Jarvis’s point is further backed up by the fact that nine years after 
scrolling and perspectival representation were invented, along came Tetris, 
an ultra-simple affair that featured neither, but almost instantly became the 
world’s most popular videogame. The modern success of Grand Theft Auto, 
too, has not been limited by its “old-fashioned,” top-down viewpoint.