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dc.contributor.authorRuggill, Judd
dc.contributor.authorMcAllister, Ken
dc.date.accessioned2019-11-09 03:00:31
dc.date.accessioned2020-04-01T09:36:53Z
dc.date.available2020-04-01T09:36:53Z
dc.date.issued2015
dc.identifier1006095
dc.identifierOCN: 1055764294en_US
dc.identifier.urihttp://library.oapen.org/handle/20.500.12657/24038
dc.description.abstractAtari’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.
dc.languageEnglish
dc.relation.ispartofseriesLandmark Video Games
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UB Information technology: general topicsen_US
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGV Digital video: professionalen_US
dc.subject.otherMedia
dc.titleTempest: Geometries of Play
dc.typebook
oapen.identifier.doi10.3998/lvg.13030180.0001.001
oapen.relation.isPublishedBye07ce9b5-7a46-4096-8f0c-bc1920e3d889
oapen.relation.isbn9780472072699;9780472052691
oapen.pages167
oapen.place.publicationAnn Arbor
oapen.identifier.ocn1055764294


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