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Tempest
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Name:
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Tempest |
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| Company: |
Atari |
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Model #:
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CX-2687 |
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Programmer:
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Unknown (Programmer) & Michael Kosaka
(Graphics) |
| Year: |
1984 |
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Released?
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No
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Notes:
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A review of this
game was seen in Ultimate Gamer magazine. |
On the list of games that probably should never have been
tried on the 2600, Tempest has to be near the top. Why
Atari decided they could reproduce a 3D vector game on the 2600
is beyond me, but the results weren't pretty. Sometimes
one has to respect the limitations of the 2600.

I've said it once and I'll say it again; If there's one thing
the 2600 doesn't do well it's diagonals. Unfortunately
Tempest is chockfull of diagonals as the tubes angle out from the
center of the screen to form complex geometric patterns.
This leads us to the next problem, if there's a second thing
the 2600 doesn't do well it's complex geometric patterns!
The 2600 version gets around this by not having 3D tubes,
but rather a flat looking shape (often jokingly compared to a pair
of woman's underware) with the enemies coming from one side and
the player moving on the other. For some reason the board
seems to flux and change a bit as things move around the screen,
this is probably the result of a programming glitch. The
board s segmented into what could be called tubes (if you
use your imagination), but these "tubes" don't seem to correspond
to where the real tubes (which are invisible) are.

This brings us to the next problem, if there's a third thing the
2600 doesn't do well and it's 3D perspective. Atari couldn't
get around this one; the 3D perspective is what makes Tempest
"Tempest". Atari tried to simulate this by changing the
enemy's size to make it look like it was getting closer.
Unfortunately there aren't nearly enough frames of animation
to do this, so the enemies sort of jump forward in an awkward
fashion. The enemy graphics are very blocky and becomes even
more evident as the size is increased when they approach the outer
edge of the tube. This combined with a very blocky looking
"shape" for the board makes for one ugly looking game.
Amazingly, even with the 2600's limitations, there are four
different types of enemies present in this version.
| Flippers |
|
These are the little bowtie shaped guys who
are the main enemy of the game. They're not
dangerous until they reach the top of the tube and start
coming after you. |
| Flipper Tankers |
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These will break into two Flippers when
hit. |
| Pulsars |
|
These guys are dangerous! They will
electrocute the tube they're in every now and then killing
you instantly if you're on it. In this version the
tube doesn't light up when electrocuted, but the Pulsar
itself will glow a second before, warning you to beware. |
| Fuseballs |
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These fun little guys are similar to
Flippers but they only zip up and down the tube they're
in. |
The controls in this early version are often very
frustrating. There appear to be set places where your
blaster can move to (hidden tubes), but they don't seem to
correspond to the shape on the screen. This wouldn't be so
bad if they were at regular intervals, but they seem to be very
close together towards the middle of the screen and very far apart
near the edges (a side effect of mirroring the playfield).
This makes lining up your shots with the incoming enemies very
difficult because you're not quite sure where the next "hidden
tube" is. This coupled with the fact that the "jumping"
enemies move very quickly up the short tubes makes for a very
difficult game. The firing is a bit off as well, and it
appears that your blaster will fire towards the left side of it's
graphic instead of from the middle. This wouldn't be so bad
if the bullets didn't have a bad habit of disappearing when too
many object are on the screen (probably due to flicker), this can
lead to some mysterious deaths from invisible bullets.
Thankfully you have your Super Zapper in this version, which
can be activated by pressing up and fire.

In the programmers defense, they did a wonderful job on
Tempest considering she was attempting to do the impossible. But
while a game technically can be done on the 2600, doesn't
necessarily mean it should be (see Double Dragon for another
example). Also, since this version isn't complete, it's
really not fair to start judging it yet. Given some time,
I'm sure a much more playable version with improved graphics and
smother gameplay could have been put together. While it
probably wouldn't have ever looked like its arcade counterpart,
this prototype proves that Tempest could (in a very limited
fashion) be done on the 2600. A later version with some
added features like a title screen was reviewed in Ultimate Gamer
magazine, but it's unknown what happened to that prototype.

The name of the programmer for the 2600 version of
Tempest has been a bit of a mystery. Carla Meninsky has
generally been identified as the programmer, but some other
programmers seem to recall that someone else worked on
Tempest. Carla herself shed some light on this when she
mentioned that the prototype we have isn't her version at
all. More digging shows that the current prototype (dated
1-5-84) was made long after Carla had left Atari. So it appears
that Atari decided to assign another programmer to make a new
version of Tempest after Carla left rather than use her existing
code. Unfortunately, Carla's original version remains lost
and the identity of the programmer behind this version remains a
mystery.
Prototype
Box Artwork
| Version |
Cart Text |
Description |
| 1/5/84 |
Tempest 1-5-84 |
Early version |
| 2/28/84 |
Tempest 2-28 |
Version reviewed in Ultimate
Gamer |
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