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Tempest
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Name: |
Tempest |
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| Company: |
Atari |
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Model #: |
CX-2687 |
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Programmer: |
Michael Kosaka (Graphics) |
| Year: |
1984 |
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Released? |
No |
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Notes: |
A review of this game was
seen in Ultimate Gamer magazine. |
On the list of games that 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 were disastrous.
Thankfully Atari killed off this experiment gone wrong before it could
hurt anybody.

I've said it once and I'll say it again; If there's one thing the 2600
doesn't do 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 it's complex geometric patterns!
The 2600 version gets around this by not having 3D tubes, but rather
a flat looking shape with the enemies coming from one side and the player
moving on the other. For some reason the "shape" seems to flux and
change a bit as things move around the screen, this is probably the result
of a programming glitch. The "shape" is 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 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 nasty looking game.
Amazingly there are four different types of enemies present in this
version.
| Flippers |
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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 |
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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 |
|
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 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. 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 they were asked to do the impossible. 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.

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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