Справочник Пользователя для Magnavox Trigger Happy

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Trigger Happy 
322 
 
Time, gentlemen, please 
Remember that a videogame is not a static “text”; it is a 
dynamic form. And since videogames operate through 
time, another constituent of good symbolic 
conversation is obviously going to be its rhythm, or 
how the symbols combine over time. 
The importance of rhythm is exemplified most 
nakedly in a style of videogame that was hugely 
popular at the 1999 Tokyo Game Show, which relies 
completely on it, combining a handful of symbols with 
complex temporal interaction. As we saw earlier, 
Konami’s Dance Dance Revolution shows 
combinations of four arrows floating down the screen; 
when they reach the bottom line, the player must step 
on the corresponding arrows of a sensory floormat 
beneath the feet, in time to the banging techno music 
from the loudspeakers. Hundreds of young Japanese 
men and women were lining up to show off their skills 
at this game, practicing their moves groovily in line. 
The best of them combined the moves required by the 
game with their own creative gestures and twirls. 
Beatmania, meanwhile, consists of five large 
buttons (styled like half an octave of a piano keyboard) 
and a mock DJ turntable; similarly, various