Справочник Пользователя для Magnavox Trigger Happy

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Trigger Happy 
56 
 
Racing games not based on traditional cars are 
usually distinguished by the appearance of power-ups: 
weapons scattered along the course that can be picked 
up by a player and used to blow his opponents off the 
track. But in all categories of racer, the aim is the same: 
get to the finish line first. If the destructive orgy of the 
shoot-’em-up captures the essence of humanversus-
machine competition, the racing game is the purest 
expression of machine-mediated human-versushuman 
competition. There can be no arguments about who 
won and who lost. You were just too slow. 
 
Might as well jump 
Around 1981, a young Nintendo apprentice 
designer, Shigeru Miyamoto, was asked to write 
something to replace the innards of Radarscope, a 
tedious shooter Nintendo’s American arm had 
unwisely stocked up on to the tune of two thousand 
unsellable cabinets. Miyamoto quickly, if somewhat 
unpredictably, designed a game featuring a fat 
mustachioed carpenter and a giant monkey. The 
carpenter, under the player’s direction, had to begin 
at the bottom of the screen and, jumping to avoid 
barrels thrown by the infuriated simian, climb 
ladders and move across platforms to reach the top, 
where he could defeat the monkey and rescue a 
princess. It was a far cry from the alien-