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Tempest - Arcade

Publisher:Atari  ?              No-Intro:N/A
Developer:Atari  ?              GoodName:N/A
Year:1980              TOSEC:N/A
Category:Shooter              MAME:tempest
Controls:View              Commands:N/A
Game Manual:Download              Game Music:N/A

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Also on: Amstrad CPC, Atari 5200, Atari ST, Microsoft Xbox Live Arcade, Sinclair ZX Spectrum


In game image of Tempest on the Arcade.
In Game
Title screen of Tempest on the Arcade.
Title Screen
Printed Circuit Board for Tempest.
Select Screen for Tempest.
Select Screen
Artwork for Tempest.
Game Over Screen for Tempest.
Game Over Screen
High Score Screen for Tempest.
High Score Screen
Arcade Cabinet for Tempest.
Arcade Cabinet Marquee for Tempest.
Arcade Control Panel for Tempest.
Control Panel
Advert for Tempest on the Arcade.

Tempest is a classic into-the-screen shoot-em-up in which the player controls a yellow, claw-shaped "Blaster" ship that moves around the outer rim of a three dimensional, wireframe tunnel. Enemies move down the tunnel towards the player's ship and must be destroyed. Any contact with either incoming enemy fire or the enemies themselves will cost the player a life. Completion of a tunnel will see the player "warp" to the next tunnel to tackle a new wave of enemies.

The tunnels are each rendered in one of sixteen different geometric shapes. Enemies increase in number as the game progresses and if an enemy reaches the outer rim occupied by the player's Blaster ship, it will chase and attempt to kill the player. Rim enemies can be killed, but this is difficult to achieve.

Some enemies also drag "spikes" - in the form of green lines - behind them as they travel up the tunnel towards the player. These spikes must be avoided during the warp sequence at the end of the level, as contact results in the loss of a life.

Two "Superzaps" are available per level. The first Superzap kills all enemies on the playfield at the time of firing, while the second randomly kills only one enemy on the playfield. The Superzap does not affect enemy shots, spikes or enemies that have not yet landed on the playfield.

One new feature Tempest introduced was "Skill-Step". This allowed players to start a new game on the same level as was previously reached (although the new game must be restarted within thirty seconds) without having to replay previous levels. This allowed skilful players to continue being challenged, while less experienced players could try to master higher levels. The 99 skill levels of play included sixteen different playfields and seven different enemy targets.

* Tempest level shapes:

1. Circle

2. Square

3. Plus symbol

4. Bow-tie

5. Stylized Cross

6. Triangle

7. Clover

8. V

9. Steps

10. U

11. Completely Flat

12. Heart

13. Star

14. W

15. Fan

16. Infinity Symbol (figure 8 on its side)

The playfield's colour scheme changes every sixteen levels. In addition, other events also cause playfield colour variation. The Superzap causes the playfield to flash as enemies are zapped, Playfield rails flash rainbow colours when a player earns a bonus life and Pulsar enemies cause sections of the nearest rim to disappear and - during the pulse phase - adjacent rails to flash.

Tempest level colour schemes:

*Levels 1-16:

Tunnel - blue

Player ship - yellow

Super Zapper - yellow

Flippers - red

Tankers - purple

Spikers/Spikes - green

Pulsars - N/A (these do not appear until the next colour scheme)

*Levels 17-32:

Tunnel - red

Player ship - green

Super Zapper - cyan

Flippers - purple

Tankers - blue

Spikers/Spikes - cyan

Pulsars - yellow

*Levels 33-48:

Tunnel - yellow

Player ship - blue

Super Zapper - blue

Flippers - green

Tankers - cyan

Spikers/Spikes - red

Pulsars - blue

*Levels 49-64:

Tunnel - cyan

Player ship - blue

Super Zapper - red

Flippers - green

Tankers - purple

Spikers/Spikes - red

Pulsars - yellow

*Levels 65-80:

Tunnel - black (invisible)

Player ship - yellow

Super Zapper - white

Flippers - red

Tankers - purple

Spikers/Spikes - green

Pulsars - cyan

*Levels 81-96:

Tunnel - green

Player ship - red

Super Zapper - purple

Flippers - yellow

Tankers - purple

Spikers/Spikes - blue

Pulsars - yellow

Levels 97 and up - Keeps colour scheme from Levels 81-96, with random shapes from Level 99 onward - Keeps color scheme from Levels 81-96, with random shapes from Level 99 onward

Game description from www.arcade-history.com

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