<?xml version="1.0" encoding="utf-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: A Pixel is You!</title>
	<atom:link href="http://grandtextauto.org/2006/12/25/a-pixel-is-you/feed/" rel="self" type="application/rss+xml" />
	<link>http://grandtextauto.org/2006/12/25/a-pixel-is-you/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
	<lastBuildDate>Wed, 13 Jan 2010 15:44:40 -0800</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.5</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Rob Christensen</title>
		<link>http://grandtextauto.org/2006/12/25/a-pixel-is-you/comment-page-1/#comment-189974</link>
		<dc:creator>Rob Christensen</dc:creator>
		<pubDate>Wed, 23 Jan 2008 05:06:05 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1398#comment-189974</guid>
		<description>I sure wish I knew more about the Pfeiffers who developed the Qix arcade game. This game is truly the Best game ever developed and I would love to have them personally sign the original upright classic Qix arcade game I have in my gameroom.</description>
		<content:encoded><![CDATA[<p>I sure wish I knew more about the Pfeiffers who developed the Qix arcade game. This game is truly the Best game ever developed and I would love to have them personally sign the original upright classic Qix arcade game I have in my gameroom.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Free Pixel &#187; code and surface</title>
		<link>http://grandtextauto.org/2006/12/25/a-pixel-is-you/comment-page-1/#comment-105200</link>
		<dc:creator>Free Pixel &#187; code and surface</dc:creator>
		<pubDate>Wed, 03 Jan 2007 21:24:02 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1398#comment-105200</guid>
		<description>[...] too many video games.      [Papers]      code and surface   First there was Nick’s post (about the hero-pixel and then this example of a game recording by some Charles B [...]</description>
		<content:encoded><![CDATA[<p>[...] too many video games.</p>
<p> [Papers]</p>
<p>     code and surface   First there was Nick’s post (about the hero-pixel and then this example of a game recording by some Charles B [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: andrew</title>
		<link>http://grandtextauto.org/2006/12/25/a-pixel-is-you/comment-page-1/#comment-104733</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Wed, 27 Dec 2006 01:51:33 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1398#comment-104733</guid>
		<description>There was another game from my youth, that I&#039;ve been going dotty trying to remember, in which you man a pixel...

Then I remembered it: &lt;i&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Etch-a-sketch&quot;&gt;Etch-a-Sketch&lt;/a&gt;&lt;/i&gt;.  One of the finest non-digital pixel men, period.</description>
		<content:encoded><![CDATA[<p>There was another game from my youth, that I&#8217;ve been going dotty trying to remember, in which you man a pixel&#8230;</p>
<p>Then I remembered it: <i><a href="http://en.wikipedia.org/wiki/Etch-a-sketch">Etch-a-Sketch</a></i>.  One of the finest non-digital pixel men, period.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ian Bogost</title>
		<link>http://grandtextauto.org/2006/12/25/a-pixel-is-you/comment-page-1/#comment-104457</link>
		<dc:creator>Ian Bogost</dc:creator>
		<pubDate>Mon, 25 Dec 2006 15:46:52 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1398#comment-104457</guid>
		<description>Fantastic little post. 

Just to clarify Nick&#039;s passing mention of technical feasibility, It&#039;s worth pointing out that one reason the player character in adventure is a scaled up ball sprite is so the other two sprites the VCS provides could be freed up for more representational objects: a dragon and an item (sword, key). This decision does not discount Nick&#039;s nice argument about the ball-dot as adaptation of the text adventure player character, but rather supports it by showing that Robinett was dealing with an economics of more elaborate representation, and thus explicitly decided that the less representational ball would apply to the player.</description>
		<content:encoded><![CDATA[<p>Fantastic little post. </p>
<p>Just to clarify Nick&#8217;s passing mention of technical feasibility, It&#8217;s worth pointing out that one reason the player character in adventure is a scaled up ball sprite is so the other two sprites the VCS provides could be freed up for more representational objects: a dragon and an item (sword, key). This decision does not discount Nick&#8217;s nice argument about the ball-dot as adaptation of the text adventure player character, but rather supports it by showing that Robinett was dealing with an economics of more elaborate representation, and thus explicitly decided that the less representational ball would apply to the player.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
