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 difficul...

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Bibliographic Details
Other Authors: Ruggill, Judd Ethan, author (author), McAllister, Ken S., 1966-, contributor (contributor)
Format: eBook
Language:Inglés
Published: Ann Arbor : University of Michigan Press 2015.
Edition:1st ed
Series:Landmark video games
Digitalculturebooks
Subjects:
See on Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009423011306719
Description
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 analyse 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.
Item Description:Description based upon print version of record.
Physical Description:1 online resource (167 pages) : digital, PDF file(s)
Also available in print form
Bibliography:Includes bibliographical references and index.
ISBN:9780472900107
9780472121144