The Sincerest Form of Flattery: Large-Scale Analysis of Code Re-Use in Atari 2600 Games

John Aycock, Shankar Ganesh, K. Biittner, P. Newell, Carl Therrien
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引用次数: 1

Abstract

The Atari 2600 was a prominent early video game console that had broad cultural impact, and possessed an extensive catalog of games that undoubtedly helped shape the fledgling game industry. How were these games created? We examine one development practice, code re-use, across a large-scale corpus of 1,984 ROM images using an analysis system we have developed. Our system allows us to study code re-use at whole-corpus granularity in addition to finer-grained views of individual developers and companies. We combine this corpus analysis with a case study: one of the co-authors was a third-party developer for Atari 2600 games in the early 1980s, providing insight into why code re-use could occur through both oral history and artifacts preserved for over forty years. Finally, we frame our results about this development practice with an interdisciplinary, bigger-picture archaeological view of humans and technology.
最真诚的恭维:雅达利2600游戏中代码重用的大规模分析
雅达利2600是一款杰出的早期电子游戏主机,具有广泛的文化影响,并拥有广泛的游戏目录,无疑有助于塑造羽翼未丰的游戏产业。这些游戏是如何创造出来的?我们使用我们开发的分析系统,在1984个ROM映像的大型语料库中检查一个开发实践,代码重用。我们的系统允许我们在整个语料库粒度上研究代码重用,除了单个开发人员和公司的细粒度视图。我们将语料库分析与案例研究结合在一起:其中一名共同作者是20世纪80年代早期Atari 2600游戏的第三方开发者,他提供了关于为什么代码重用可以通过口述历史和保存了40多年的文物来实现的见解。最后,我们将这一发展实践的结果与人类和技术的跨学科、更大的考古学观点结合起来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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