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oapen-20.500.12657-240382024-03-22T19:23:14Z Tempest: Geometries of Play Ruggill, Judd McAllister, Ken Media thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGV Digital video: professional 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. 2019-11-09 03:00:31 2020-04-01T09:36:53Z 2020-04-01T09:36:53Z 2015 book 1006095 OCN: 1055764294 9780472072699;9780472052691 http://library.oapen.org/handle/20.500.12657/24038 eng Landmark Video Games application/pdf Attribution-NonCommercial-NoDerivatives 4.0 International 1006095.pdf https://cdcshoppingcart.uchicago.edu/Cart2/ChicagoBook.aspx?ISBN=9780472052691&press=umich University of Michigan Press 10.3998/lvg.13030180.0001.001 10.3998/lvg.13030180.0001.001 e07ce9b5-7a46-4096-8f0c-bc1920e3d889 9780472072699;9780472052691 167 Ann Arbor open access
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OAPEN
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English
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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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1006095.pdf
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1006095.pdf
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1006095.pdf
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University of Michigan Press
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2019
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https://cdcshoppingcart.uchicago.edu/Cart2/ChicagoBook.aspx?ISBN=9780472052691&press=umich
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1799945201602527232
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