000 03299cam a22006374a 4500
001 musev2_42622
003 MdBmJHUP
005 20240815120742.0
006 m o d
007 cr||||||||nn|n
008 181005s2015 miu o 00 0 eng d
010 _z 2020707365
020 _a9780472900107
020 _z9780472052691
020 _z9780472072699
020 _z9780472121144
035 _a(OCoLC)1049859900
040 _aMdBmJHUP
_cMdBmJHUP
100 1 _aRuggill, Judd Ethan.
245 1 0 _aTempest :
_bGeometries of Play /
_cJudd Ethan Ruggill and Ken S. McAllister.
264 1 _aAnn Arbor :
_bUniversity of Michigan Press,
_c2015.
264 3 _aBaltimore, Md. :
_bProject MUSE,
_c2018
264 4 _c©2015.
300 _a1 online resource (166 pages).
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 0 _aLandmark video games
505 0 _aReading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest.
506 0 _aOpen Access
_fUnrestricted online access
_2star
520 _a"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
588 _aDescription based on print version record.
650 7 _aDesign
_2gnd
650 7 _aÄsthetik
_2gnd
650 7 _aVideospiel
_2gnd
650 7 _aVideo games
_xSocial aspects.
_2fast
_0(OCoLC)fst01166440
650 7 _aVideo games
_xDesign.
_2fast
_0(OCoLC)fst01166425
650 7 _aTempest (Video game)
_2fast
_0(OCoLC)fst01923140
650 7 _aCOMPUTERS
_xGeneral.
_2bisacsh
650 7 _aInformation technology: general issues.
_2bicssc
650 7 _aDigital video: professional.
_2bicssc
650 6 _aJeux video
_xAspect social
_zÉtats-Unis.
650 6 _aJeux video
_xConception
_xHistoire.
650 6 _aTempest (Jeu)
650 0 _aVideo games
_xSocial aspects
_zUnited States.
650 0 _aVideo games
_xDesign
_xHistory.
650 0 _aTempest (Video game)
651 7 _aUnited States.
_2fast
_0(OCoLC)fst01204155
655 7 _aHistory.
_2lcgft
655 7 _aHistory.
_2fast
_0(OCoLC)fst01411628
655 7 _aElectronic books.
_2local
700 1 _aMcAllister, Ken S.,
_d1966-
710 2 _aProject Muse.
_edistributor
830 0 _aBook collections on Project MUSE.
856 4 0 _zFull text available:
_uhttps://muse.jhu.edu/book/42622/
999 _c231743
_d231742