Abstract
The article discusses game patches that are produced by programmers or game companies that can be used as a marketing tool. Unlike ordinary software patches, game patches don't correct code behind the scenes, it is deeply embedded in the host system and commercial computer games. Sonya Roberts' patch, for example, skims the surface of the game, while Jason Huddy's patch for "Los Disneys" uses the game engine without the content, creating a new game of the hacker's own devising. These game patches can go deep like making female skins into muscled male fixtures and can come up with a new game using this marketing tool. In the marketplace-bazaar for codes of all kinds, patches are a vehicle for creative and critical expression on the part of artists/programmers.
Preservation Process
Archived from http://switch.sjsu.edu/archive/nextswitch/switch_engine/front/front.php%3Fartc=45.html. Documentation of the preservation processes used for this collection is available at https://github.com/NickSzydlowski/switch. Metadata for this item was created and augmented by Lynn Nguyen, Spring 2022, ART 104.
Recommended Citation
Schleiner, Anne-Marie
(1999)
"Cracking the Maze Online Exhibit: Game Plug-ins and Patches as Hacker Art,"
SWITCH: Vol. 12:
No.
1, Article 2.
Available at:
https://scholarworks.sjsu.edu/switch/vol12/iss1/2