Pow, A Trans Historiography of Glitches and Errors
Pow, A Trans Historiography of Glitches and Errors
ABSTRACT In 1978, queer and transgender programmer Jamie Faye Fenton created the first
piece of experimental video glitch art, Digital TV Dinner, using the Bally Astrocade, a home
Jamie Faye Fenton is tall, with long gray hair cut into blunt bangs. She wears
blue jeans and a black leather jacket. We are here in 2018 at the art exhibition
Chicago New Media 1973–1992 at Gallery 400 in Chicago because on exhibit
is an experimental glitch video titled Digital TV Dinner (1978, fig. 1). When
I enter the exhibition’s gallery space, there is a video projection being played on
the far wall, behind a set of arcade cabinets developed by Bally Midway,
a Chicago video game and software company Fenton worked for in the
1970s. On the white wall in front of us, the projection cuts to a black screen
with the words DIGITAL TV DINNER.1
I stand alongside Fenton, watching the images she created with Raul
Zaritzky (with sound by Dick Ainsworth) forty years ago using the Bally
Astrocade, a video game and home computer system that debuted in 1977.
The wall fills with a video projection of white and reddish-black squares,
lines, and digital artifacts cascading down the full height of the room. The
wall becomes the screen: the phrase “SELECT GAME” is garbled at the top
of the wall, intersected by horizontal scan lines of white and reddish brown
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FIGURE 1.The author with Jamie Faye Fenton at Gallery 400,
Chicago, 2018. Photo: Jon Cates.
(fig. 2). Repeating panels of artifacts line the wall from left to right, blocks of
reddish black and dark blue assembling in patterns that look similar to the
teeth on a comb, or the dots on the matrix of a punch card (fig. 3). There is
a wipe downward that happens systematically throughout the video—a cas-
cade, a waterfall—that clears the screen, filling it with reddish black only to
fill it again with long lines and artifacts. The repeating patterns of blocks
resemble the patterns in a QR code (fig. 4). Moment to moment the screen,
the wall, is unmade. I watch the repetitions, the looping, the constant
return to familiar arrays of artifacts and words like “PLAY” that are assem-
bled and reassembled. The blocks of pixels undo themselves only to remake
themselves again.
production and design of the Bally Astrocade home computer and video game
console, which was, for six months, the cheapest home computer on the market
(fig. 5).3 Fenton designed the console’s operating system and wrote the pro-
gramming language it was built on, called Bally BASIC. She knew all of the
possible outcomes for its hardware and software. She coded what the user could
do with the Astrocade, and also what the user could not do: she programmed
the error messages and error logs that would pop up on the screen when the
computer could not compute something or carry forth a command.
And yet, in her work as a glitch artist, she was most interested in using the
computer to produce imagery that was happenstance and beyond the binaries
and boundaries of computational rule sets. These glitches were not produced
through the purposeful writing of code, but instead provoked by the user point-
edly misusing the computer system through applying a series of embodied acts to
the hardware of the computer itself—slamming the device with a fist, ejecting
a cartridge at the wrong moment. These actions, (mis)applied to the computer
system, both produce the images and undo the system, unraveling the screen into
a series of unexpected glitch images. These glitches dissolve the computer’s
interface into cascades of randomized visual artifacts that point toward compu-
tational failures that could not be anticipated or programmed, even by Fenton.
Digital TV Dinner stands as its own transgender, or trans, media histori-
ography. It is a record of what-ifs, of outsides, of possibilities beyond the
FIGURE 5.The Bally Astrocade professional arcade and home computer, released
in 1977. Photos: courtesy Evan Amos.
scope of what could be coded and anticipated. This glitch art piece is both
a record of the failure of software and a record of trans history, labor, and
embodiment, and what could not be captured by the computational system:
Fenton’s hands manipulating the console, repeatedly pressing eject on the
Astrocade while it was processing to produce these small and beautiful
Trans history is a history that has been told through others, through docu-
ments, through institutions, through mediation. To write a trans media history
is to be aware of what it means for trans lives to be taken, represented, and told
to others, and the history of these practices. A trans media historiography must
reconsider what mediation is, and what mediation does, and ask: How can one
write a trans media history when mediation itself has such a violent history in
relationship to trans people and the histories we are told through?
What does it mean to write trans media history as a history of unmedia-
tion—that is, a history of undoing mediation? A history of things that cannot
be documented or mediated, or things that evade or dismantle mediation in
relationship to trans life? Unmediation can take several forms. The first is
considering trans media history as one that evades knowability, with trans life
as “missing” from representation, archives, and recording within histories of
media (and particularly computational media). When writing trans media
history, we must always be aware of that which cannot be saved, that which
will always evade documentation and mediation, and things that have not been
recorded or cannot be recorded in relationship to media.6 Secondly, unmedia-
tion brings to the foreground the construction and interruption of mediation
itself as an active and often linear process, a movement of a signal from sign
to signified, input to output. Here, unmediation is the awareness of how
power circulates within and around media technologies, and the undoing of
these systems. With regard to Fenton, unmediation takes the form of the
breakdown of the screen through the glitch, which makes the user aware of
the construction of the computer system, and the user’s own interpellation
(or lack of interpellation) within these systems.
Interpellation is a word that can be used to describe the way users and
citizens are addressed and the way users and citizens identify themselves
HISTORY AS MEDIATION
I write a trans historiography of glitches and errors with the awareness that
history itself is a form of mediation: an assemblage of information that takes
the shape of a person or objects that are deemed meaningful or important.
Fenton was the “first” in several domains of history, but it is not enough to
position transgender life in histories of digital media as a series of elided “firsts.”
To write a trans media history, we must also consider unmediation: the undoing
of the way history mediates, with an awareness of historiography itself as a set of
practices that hierarchize certain modes of knowing, of being, over others.
A “traditional” history of Fenton and her place in computing history
might be positioned with regard to industrial histories of games and com-
putation, focused on dates, objects, and firsts: The fact that Fenton was one
of the founders of MacroMind, a software company that operated in Chicago
in the 1980s, which later became Macromedia and was then acquired by
Adobe Inc., which produces software like Adobe Photoshop and Illustrator.
The fact that Macromedia Director, a program Fenton created, became
The archive is primarily the product of a judgement, the result of the exercise
of a specific power and authority, which involves placing certain documents
We must consider the way that histories of technology have been written
as careful collections of documents and facts narrativized into movements
toward technological “progress,” which is itself a racist and colonialist ideol-
ogy. We must also call attention to the methodology of “adding back” elided
marginalized people to histories of games and technology as, in and of itself,
a historiographic process that has the potential to reinforce the same systems
of power that elided us to begin with. The “adding on” of marginalized
people, especially queer and trans people and people of color, to these sup-
posedly linear histories (which are overwhelmingly focused on dates, objects,
firsts, financial successes, and market saturation) reinforces existing modes of
historiography: who we deem important, why something is important, what
people thought was worth being saved, and what space they had available to
save it. Laine Nooney criticizes the addendum as a historiographic method in
relationship to women in video game history in “A Pedestal, A Table, A Love
Letter: Archaeologies of Gender in Videogame History” (2013):
INSIDE/OUTSIDE, ERROR/GLITCH
Marketing flyers from 1979 called the console the Bally Computer System
and noted that it contained an “exclusive, built-in Bally Brain,TM a powerful
microprocessor, [that] creates a ‘memory bank’ of more than 12,000 in-
structions” (fig. 6).21 The cassettes (also called cartridges) sold for the Astro-
cade were unique in that they also contained their own chips for memory
storage, where users could “add up to 8,000 more bytes with each Videoca-
deTM Cassette.”22 Much of the language in these marketing materials posi-
tioned the Astrocade as a computer that would allow users to become familiar
with coding and creating visual media, including games, digital art, and
computer-generated audio, programmed using Bally BASIC, which came
packaged with the Astrocade as a separate Videocade cassette. “It’s instant
creativity with Bally BASIC,” a second advertising flyer reads. “This program-
ming cassette is an easy-to-understand version of the BASIC computer lan-
guage [used] to help users create their own games, art, and electronic music.
With these important exclusives: A self-teaching course that lets users create
programs in minutes, an easy to use programming keypad.”23
A 1981 marketing flyer highlights the bundling of the Bally BASIC car-
tridge with each console as one of the console’s main selling points: “The
most fun game of all is learning to create your own computer programs. Now
there’s no easier way to learn about computers than with the new Bally
BASIC system. This plug-in cartridge with built-in audio tape interface
converts the ARCADE into a personal computer you can program yourself”
(fig. 7).24 Fenton and the Astrocade’s creators imagined the home video game
console as a full-fledged computer that could code and produce its own
software. The manual for the Bally BASIC, which she wrote with Dick
Ainsworth, George Moses, and Brett Bilbrey, includes lessons on “Printing,
FIGURE 6. Advertising flyer for the Bally Computer System, 1979. Image:
courtesy BallyAlley.com.
Counting, and Loops,” “Subroutines,” and “Arrays.” After these primers, the
manual then moves on to lessons about writing code to produce computer-
generated media with sections titled “Video Art,” “Electronic Music,”
“Graphics,” and “Computer Games” (fig. 8).
In a 1978 paper given by Fenton, Thomas A. DeFanti, and Nola Donato
titled “BASIC Zgrass: A Sophisticated Graphics Language for the Bally Home
FIGURE 7. Advertising flyer for the Bally Computer System, 1981. Image: courtesy
BallyAlley.com.
Library Computer,” they outline their vision for making the programming of
computer graphics and computer-generated art accessible to home computer
users. They situate the video game console and computer hybrid within a par-
ticular historical moment for home technology users and hobbyists, describing
the movement of computers to home spaces within the context of amateur (or
ham) radio and the computer literacies required to teach users to code:
Home systems are not trying very hard to be cheap minicomputers for
expert users. These users when at home can be likened to the ham radio
operators of the nineteen fifties, able to change diodes, violently shake
intermittent boards and, in general, understand the innards. These persons
can also get gratification from fighting with manuals and the trials of the
latest software release, just as we professionals do for a living. Zgrass,
however is designed for the two-hour-a-week user. This type of person is
guaranteed to continually forget the syntax and semantics of whatever
software exists. Zgrass is designed (certainly at the cost of computer time
and memory use) so the user does not have to rely on a manual to decipher
everything.25
Fenton, DeFanti, and Donato position the Bally Astrocade as counter to the
computer hobbyist movement, writing that ham radio was saturated with
home users who were experts, well-versed in the technologies they were using
from home.26 They write that minicomputers, which were very recently
The essence of the teaching problem stems from the fact that novices have
tremendous problems with meaningless (to them) error messages. You
really have to know nearly everything about a system before you can start
knowing why what you have typed does not work. This is absolutely not an
overstatement of the problem. . . . Commands are gentle to users. If not
enough arguments are supplied, if an incorrect argument is given or the
argument is non-existent, a special error fixup routine is entered. This
routine prints out the command in error, points at the argument in error
and says, for example, “No! this command wants a variable name here.”28
***
course of several weeks, I digitized a small group of U-matic tapes that, I had
been told, had never been viewed or dubbed before. Among the videos
I digitized was a series of KC-60 U-matic cassettes with the titles “B-
BASIC WITH DAN” scrawled on them in block letters and numbered from
one to three (fig. 9). The tapes begin with a video capture of a television
screen hooked up to the Bally Astrocade. The voice of Dan Sandin, a com-
puter graphics artist and creator of the Sandin Image Processor (an analog
synthesizer that was used to augment video art in real time) narrates the code
he enters and executes on the screen.29 Throughout these three tapes, Sandin
gives a live demonstration of how to program sounds and images with the
Bally Astrocade home computer.
Sandin’s first demonstration on the first tape is a lesson on the error
messages that have been programmed into Bally BASIC programming lan-
guage. Sandin begins, “Let’s start with the error messages. . . . There are three
error messages. . . . Now, a normal large computing system normally has
several hundred different error messages. This one, which is a very minimal
system, has three.”30 The three error messages, as Sandin demonstrates, are
programed to be presented by the computer to the user when the computer
does not understand the user’s input: WHAT?, HOW?, and SORRY. These
error messages are earnestly colloquial, each signaling a different type of lack
of comprehension on behalf of the computer and the limitations of the user.
There is a cybernetic loop that the user is encouraged to perform with the
computer through these error messages—a constant, preprogrammed stream
of feedback between user and machine where the user interacts with the
computer in ways the computer anticipates (typing out commands using the
Bally Astrocade’s keypad), and the computer announces to the user the
possibilities of what is programmable, and what is error, through its user
In 2018, Fenton created a video titled Primordial Glitch Art. In it, she sits in
what looks like her home office. Behind her on the desk is a trapezoidal box
with a wood-grain pattern adorning its front lip and sides: the Bally Astro-
cade. This Astrocade is missing the smoky plastic lid that normally sits on top
of the console, revealing a recess filled with an array of cartridges. From my
own experience encountering the console at the Phil Morton Memorial
Research Archive at SAIC and the Strong National Museum of Play in
Rochester, New York, I know a few additional things, too: That the console
is largely covered in dark brown lightly pebbled plastic, with wood veneer
covering its sides, and yet it still has a heft and weight to it. That the gold
trim lining the edges of the console is gold paint on plastic that flakes off over
time, but the golden number pad has a thin aluminum-like covering that is
cold to the touch. That the console very easily accumulates dust in its crevices
and corners. That the Astrocade is very prone to glitches: when I first turned
on the console and inserted a cartridge at the Strong, I was met immediately
with a screen filled with bright repetitions of pink and white horizontal lines
that appeared to break and rejoin in jagged steps from the upper left to the
lower left of the screen (fig. 13), an image that persisted until I turned the
console off.
In the video, Fenton faces the camera, with long salt-and-pepper hair
tucked into the neck of her gray T-shirt. “What I’m using here is a Bally
Astrocade computer hooked up to a TV to channel 3,” she says. “What
I do is I take one of these cartridges, I insert it into a slot here.” She
holds a copy of a cartridge titled Blackjack (1978) and presses it into the
console. “I press reset. Then I usually enter into the cartridge’s thing, and
I spit the cartridge out.” She starts up Blackjack and arrives at its bright
green opening menu, which reads “Player 1 Place Bet.” Once the cartridge
is spit out, this menu flashes into a series of black vertical lines of
different widths over a white background. This screen flashes to this
pattern for half a second before the console resumes normal function
and returns to the Bally’s “SELECT GAME” menu. “And you see, you
get a glitch,” Fenton says. “Let’s do a few more of these. Depending on
how lucky you are, you get different types of glitches.”
Fenton describes out loud what she is doing with her body, and how the
console is responding to her. Because the generation of these glitches is so
repetitive, she describes the same procedure several times as she executes the
same actions over and over throughout the one-minute, forty-three-second
video. “I work the user interface here, make some selection, and at some point
while the code is actually executing the game, I spit the cartridge out and
press the eject button,” she says while producing another glitch. This time the
screen flashes briefly between a green screen with blocky pixels at the bottom
(fig. 14) to another frame filled with vertical lines of varying widths (fig. 15).
Each frame lasts barely a second, maybe even a fraction of a second.
The act of pressing the eject button is something she performs using both
hands, with one hand operating the Astrocade’s keypad and the other pressing
the eject button under the cartridge slot, with one act happening quickly after
another. The screen abruptly flashes to a barely half-second-long frame of a gar-
bled image before quickly shifting back to the console menu screen. “And see,
different types of glitches, different circumstances,” she says, as she produces
another half-second error. She leans her body in toward the console. “Sometimes
it resets just like that, other times . . . [something] more interesting.”
Fenton ejects Blackjack and inserts a Star Battle (1978) cartridge. Imme-
diately the small TV screen fills with tumbling, serrated lines of pixels that
cascade in intervals down the screen, like a Slinky falling down the stairs (fig.
16). The screen then washes from top to bottom in waves, producing long
vertical stripes that look like a smearing bar code, a waterfall (fig. 17). The
screen moves back and forth between these two types of glitches—the water-
fall and the cascade—for twenty seconds. It is an impossibly long time
considering the length of the previous glitches, which flitted in and out of
existence. Here, the glitch lingers. We cannot miss it, we cannot mistake it for
FIGURE 16. Cascade in Jamie Faye Fenton, Primordial Glitch Art, 2018.
anything other than what it is. I watch the back of Fenton’s head as she gazes
at the screen, watching the pixels move. She’s silent for a few moments. “Not
sure what we did to deserve that one,” she suddenly says, glancing at the
camera, smiling, then turns quickly back to the screen to watch. “That one
just goes on and on and on,” she laughs.
***
When I watch Digital TV Dinner, all I can think about are the things that are
not there, that are not represented, and the things that the video is not
a record of: The labor of Fenton’s hands repeatedly jostling the hardware
console, ejecting the cartridges, over and over, if only for a momentary, half-
second cascade of pixels and blocks to appear on-screen. The time it took to
where and when something ends. We sit here, in this moment of undoing,
watching the structures and systems we know become continuously undone,
looping, repeating, watching as shadows of the familiar interface are broken
into components, into pixels that shudder on and off in patterns and arrays.
This is unmediation: undoing as a verb, a process. It is the lingering on
the movement of a signal as it is translated from one state to another:
W HITNEY (W HIT ) P OW is an assistant professor of queer and transgender media studies in New
York University’s Department of Media, Culture, and Communication. Pow’s research focuses on
queer and trans histories of video games, software, and computational media. Their current book
project locates queer and transgender video game designers and programmers in histories of early
N OT E S
This research would not have been possible without the support of many. I would like
to thank Jon Cates for his incredible support of my work as well as for founding the
Phil Morton Memorial Research Archive at the School of the Art Institute of Chicago,