000 01705nam a2200205Ii 4500
008 221202s xx 000 0 und d
100 1 _aRuggill, Judd,
_eauthor
245 0 _aTempest :
_b Geometries of Play
264 1 _aAnn Arbor
_bUniversity of Michigan Press
_c2015
300 _a1 online resource (167 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 _aLandmark Video Games
520 _aAtari'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.
653 _aMedia
700 1 _aMcAllister, Ken
856 _uhttps://docs.google.com/spreadsheets/d/1yKIrdCPDAG_9c22mwoOIO2DOhtj65Wqa/edit?usp=sharing&ouid=106555315294820607512&rtpof=true&sd=true
_yList of Curated E-Books
942 _cE-BOOK
999 _c96980
_d96977