TY - BOOK AU - Ruggill,Judd Ethan AU - McAllister,Ken S. ED - Project Muse. TI - Tempest : : Geometries of Play / T2 - Landmark video games SN - 9780472900107 PY - 2015/// CY - Ann Arbor PB - University of Michigan Press KW - Design KW - gnd KW - Ästhetik KW - Videospiel KW - Video games KW - Social aspects KW - fast KW - Tempest (Video game) KW - COMPUTERS KW - General KW - bisacsh KW - Information technology: general issues KW - bicssc KW - Digital video: professional KW - Jeux video KW - Aspect social KW - États-Unis KW - Conception KW - Histoire KW - Tempest (Jeu) KW - United States KW - History KW - lcgft KW - Electronic books. KW - local N1 - Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest; Open Access N2 - "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."--Publisher's description UR - https://muse.jhu.edu/book/42622/ ER -