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Tempest : geometries of play / Judd Ethan Ruggill and Ken S. McAllister.

By: Contributor(s): Material type: TextTextSeries: Landmark video gamesPublisher: Ann Arbor : University of Michigan Press, 2015Description: 1 online resource (154 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780472900107
  • 0472900102
  • 9780472121144
  • 0472121146
  • 9780472121144
Subject(s): Genre/Form: Additional physical formats: Print version:: Tempest.DDC classification:
  • 794.8 23
LOC classification:
  • GV1469.35.T46 R85 2015eb
Online resources:
Contents:
Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest.
Summary: "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description
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Includes bibliographical references and index.

Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest.

"Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description

Print version record.

Open Access EbpS

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