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 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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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 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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Tempest: Geometries of Play

Tempest: Geometries of Play

Tempest: Geometries of Play
Tempest: Geometries of Play

Tempest: Geometries of Play

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Overview

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.


Product Details

ISBN-13: 9780472900107
Publisher: University of Michigan Press
Publication date: 08/27/2015
Series: Landmark Video Games
Sold by: Barnes & Noble
Format: eBook
Pages: 166
File size: 3 MB

About the Author

Judd Ethan Ruggill is Associate Professor of Communication at Arizona State University and co-directs the Learning Games Initiative with Ken McAllister.


Ken S. McAllister is Professor of English and Associate Dean of Innovation and Research at the University of Arizona.


Table of Contents

Contents

List of Figures

Introduction

One: Reading Tempest

Two: A Genealogy of Tempest

Three: Contexts

Four: Life after Tempest

Five: Conclusion

Appendixes

Appendix A: Relevant Software and Hardware Companies Created between 1979 and 1982

Appendix B: Arcade Machines Released between 1979 and 1982

Notes

Works Cited

Index

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