Tag: kyle.bickoff

Interventions in Machine to Machine Writing

by Kyle Bickoff Hi all— I really tried to bring my hands-on work and some of the theory I’ve been interested in all together here. I’ll first talk about the additional research I did before speaking, and then I’ll go into what I believe this can help me understand. In particular, I’m concerned with, perhaps, illuminating the moment of human intervention in machine-to-machine writing, a moment clearly marked when we ‘codebent’ Super Mario Bros. So, after talking yesterday in class, and after Patrick’s suggestion, I looked most closely into Footnote 6 in Chapter 1 of Kirschenbaum’s Mechanisms. Kirschenbaum here discusses a great many of the origins surrounding inscription, particularly in relation to the divide between the terms communication and signification....

The Atari 2600 and the Search for Removable Memory

by Kyle Bickoff Hi all, let me apologize for my late posting on Day 3—I felt quite poorly after class so am putting this up a day late. Here it is: Today I’m thinking about what exactly the vintage computers I’m using are helping me to reveal, particularly in regards to my topics of interest: memory, infrastructure, and the blackbox. I worked today with the Atari 2600, specifically, connected to the Spectravision Compumate. Rather than simply inserting a traditional cartridge and connecting a controller via serial port—this cartridge first inserts, and then has three different cables connecting—two of which insert into the controller ports and the third of which leads to the Spectravision keyboard. I’ve never used such a system...

BLACKBOX / WHITEBOX

by Kyle Bickoff Over the course of Day 2 we took a close look at game cartridges—rather, we dissected cartridges. After opening up the NES cartridge we then removed the chips on the card that store the contents of the game. We then extracted the contents off the chips, transferred them via a universal controller device via USB to a laptop, merged the files, edited them, rewrote them to writeable chips and then ran our modified game on an NES. I summarize our work today because it describes a methodology that very much resists a term I’ve written on previously—that term is the black box. The black box typically refers to a system in which the data is input into...

Ctrl + S for Save

by Kyle Bickoff “Ctrl + S.” “Save Progress.” “Are you sure you would like to overwrite the current saved game on the memory card?” There are a significant amount of different methods for ‘saving’ games, progress, high scores, saved game states. Some saved games physically ‘write’ this information to internal memory, while other games require the user to manually transcribe a serial number, oftentimes returning the played game to a certain ‘checkpoint’ in the middle of a game. Not all games ‘save’ by the same means—there are many different ways the software of games permits this. In regards to hardware—sometimes this memory is written to very small internal memory chips in the handheld game cartridge, buried in the arcade cabinet,...