Tempest : Geometries of Play

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 A...

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Detalles Bibliográficos
Autores principales: Judd Ethan Ruggill, Ken S. McAllister
Formato: Libro
Publicado: University of Michigan Press 2015
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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          Judd Ethan Ruggill
          Ken S. McAllister
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          Judd Ethan Ruggill
          Ken S. McAllister
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        Video games--Social aspects--United States
        Tempest (Video game)
        Video games--Design--History
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          COMPUTERS / General
          COMPUTERS / Design, Graphics & Media / Video & Animation
          Video games--Social aspects--United States
          Tempest (Video game)
          Video games--Design--History
      ab: 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.
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