TY - BOOK AU - Ruggill,Judd Ethan AU - McAllister,Ken S. TI - Tempest: geometries of play T2 - Landmark video games SN - 9780472900107 AV - GV1469.35.T46 R85 2015eb U1 - 794.8 23 PY - 2015/// CY - Ann Arbor PB - University of Michigan Press KW - Tempest (Video game) KW - Video games KW - Design KW - History KW - Social aspects KW - United States KW - Digital video: professional KW - bicssc KW - Information technology: general issues KW - COMPUTERS KW - General KW - bisacsh KW - fast KW - Videospiel KW - gnd KW - �Asthetik KW - Electronic books KW - lcgft N1 - Includes bibliographical references and index; Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest; Open Access N2 - "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 UR - https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1057587 ER -