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* WhatDoYouMeanItWasntMadeOnDrugs: Developed by Jeff Minter, the sequels to Tempest constantly flood the game field with psychedelic visuals like flashes of light, particle effects, multicolored abstract backgrounds and deranged sounds. The flashiness had gotten so extreme in ''Space Giraffe'' that gamers protested that it made it almost impossible to understand what was going on in the level, so Jeff Minter made an alternate mode (called "NUXX", as opposed to the normal "Acid Mix" mode) where the backgrounds are dark.
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* EventObscuringCamera: Specific to ''Space Giraffe'', where the camera is positioned to create blind spots in your vision (i.e. columns perpendicular to the screen). Additionally, there is camera spinning starting on stage 49.

Added: 301

Changed: 416

Removed: 109

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YMMV cannot be played with


* DemonicSpiders: The Pulsars, which appear starting from level 17 in the original. Each time they change to a new lane, they will shoot an electrical charge that will instantly kill you if you happen to be there while they release the charge. Even the control panel lampshades this by saying "'''VERY DANGEROUS'''".

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* DemonicSpiders: DemonicSpiders:
**
The Pulsars, which appear starting from level 17 in the original. Each time they change to a new lane, they will shoot an electrical charge that will instantly kill you if you happen to be there while they release the charge. Even the control panel lampshades this by saying "'''VERY DANGEROUS'''".



** Inverted; this game was inspired by a nightmare.
** Then came Space Giraffe in which the audio and visual designs are reminiscent of descriptions of Polybius.

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** Inverted; this game was inspired by a nightmare.
** Then came
Space Giraffe Giraffe, in which the audio and visual designs are reminiscent of descriptions of Polybius.






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* SelfImposedChallenge: In ''[=TxK=]'', beating levels without ever jumping [[note]]In ''[=TxK=]'', you can no longer gain score if your ship is in mid-air, compared to past installments that don't have this rule in place[[/note]].

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* SelfImposedChallenge: In ''[=TxK=]'', beating levels without ever jumping [[note]]In ''[=TxK=]'', you can no longer gain score if your ship is in mid-air, compared to past Jeff's earlier installments that don't have this rule in place[[/note]].
let you still gain points while airborne[[/note]].
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* SelfImposedChallenge: In ''[=TxK=]'', beating levels without ever jumping [[note]]In ''[=TxK=]'', you can no longer gain score if your ship is in mid-air, compared to past installments that don't have this rule in place[[/note]].
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* Fuseball Tankers and Pulsar Tankers, for different reasons. The former will immediately spawn two Fuseballs when shot, quickly crowding up the web with a highly unpredictable foe. If you shoot the Tanker before it reaches the top, the Fuseballs will gun for the top of the web and take you out if you don't immediately move out of the way. The Pulsars released by the Pulsar Tankers can similarly zap you immediately upon spawning in without warning.

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* ** Fuseball Tankers and Pulsar Tankers, for different reasons. The former will immediately spawn two Fuseballs when shot, quickly crowding up the web with a highly unpredictable foe. If you shoot the Tanker before it reaches the top, the Fuseballs will gun for the top of the web and take you out if you don't immediately move out of the way. The Pulsars released by the Pulsar Tankers can similarly zap you immediately upon spawning in without warning.
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* Fuseball Tankers and Pulsar Tankers, for different reasons. The former will immediately spawn two Fuseballs when shot, quickly crowding up the web with a highly unpredictable foe. If you shoot the Tanker before it reaches the top, the Fuseballs will gun for the top of the web and take you out if you don't immediately move out of the way. The Pulsars released by the Pulsar Tankers can similarly zap you immediately upon spawning in without warning.
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** ''[=TxK=]'''s Autosave system is also faulty. If you quit a game mid-progress by pressing Start then Select, it does not record the highest level you reached, along with the best score and number of lives you had for each level. Only by getting a Game Over, intentionally or otherwise, will the game actually save.

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** ''[=TxK=]'''s Autosave system is also faulty. If you quit a game mid-progress by pressing Start then Select, it does not record the highest level you reached, along with the best score and number of lives you had for each level. Only by saving the settings in the Options menu or getting a Game Over, intentionally or otherwise, will the game actually save.

Added: 317

Changed: 410

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* ScrappyMechanic: In ''[=TxK=]'', you can be killed by an enemy's bullet even if you're in a lane adjacent to where the bullet was fired.
** ''[=TxK=]'''s Autosave system is also faulty. If you quit a game mid-progress by pressing Start then Select, it does not record the highest level you reached, along with the best score and number of lives you had for each level. Only by getting a Game Over will the game actually save.

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* ScrappyMechanic: ScrappyMechanic:
**
In ''[=TxK=]'', you can be killed by an enemy's bullet even if you're in a lane adjacent to where the bullet was fired.
** ''[=TxK=]'''s Autosave system is also faulty. If you quit a game mid-progress by pressing Start then Select, it does not record the highest level you reached, along with the best score and number of lives you had for each level. Only by getting a Game Over Over, intentionally or otherwise, will the game actually save.

Added: 51

Changed: 48

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* NightmareFuel: Inverted; this game was inspired by a nightmare.

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* NightmareFuel: NightmareFuel:
**
Inverted; this game was inspired by a nightmare.
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** The monsters depicted on the arcade cabinet look pretty scary.
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* PolishedPort: The Macintosh port of ''Tempest 2000'', which unlike other ports retains nearly every feature of the game and keeps the graphics very close to the original release, and even offers the ability to play at a higher resolution and with far less lag than the Jaguar version contains. The downside is it requires a pretty specific window of old Macintosh hardware to function properly.
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** The ''Tempest 2000'' soundtrack, as expected from Jeff "Yak" Minter.

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** The ''Tempest 2000'' soundtrack, as expected from Jeff "Yak" Minter. [[https://www.youtube.com/watch?v=bqgPjgXbzv4 Here's a sample.]]
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migrated from main


%% Administrivia/ZeroContextExample * GoodBadBugs

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%% Administrivia/ZeroContextExample * GoodBadBugsGoodBadBugs: The first ROM-set was plagued by a bug (sometimes claimed to be a test routine that was overlooked when preparing the game for release) which meant that ending the game with a score in a certain pattern could be used to do various tricks -- including getting 40 free credits. (Referenced in ''Literature/ReadyPlayerOne'', although the instructions in that book are wrong.) Naturally, this was soon fixed at the behest of arcade owners.

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* SugarWiki/AwesomeMusic: The ''Tempest 2000'' soundtrack, as expected from Jeff "Yak" Minter.

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* SugarWiki/AwesomeMusic: SugarWiki/AwesomeMusic:
**
The ''Tempest 2000'' soundtrack, as expected from Jeff "Yak" Minter.Minter.
** ''[=TxK=]'''s soundtrack is composed by multiple people, and as such is inspired by ''Tempest 2000''. Notable candidates include ''[[https://www.youtube.com/watch?v=IKSwdpDf700 You Like]]'' and ''[[https://www.youtube.com/watch?v=0WuRtiXjqW0 Noise Pulse.]]''
** ''Tempest 4000'' includes both of the above.

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Changed: 43

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%% * GoodBadBugs
* MostWonderfulSound: Earning an extra life. Even the current shape sparkles in different colors in celebration.

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%% Administrivia/ZeroContextExample * GoodBadBugs
* MostWonderfulSound: SugarWiki/MostWonderfulSound: Earning an extra life. Even the current shape sparkles in different colors in celebration.



* WhatDoYouMeanItWasntMadeOnDrugs: Developed by Jeff Minter, the sequels to Tempest constantly flood the game field with psychedelic visuals like flashes of light, particle effects, multicolored abstract backgrounds and deranged sounds. The flashiness had gotten so extreme in ''Space Giraffe'' that gamers protested that it made it almost impossible to understand what was going on in the level, so Jeff Minter made an alternate mode (called "NUXX", as opposed to the normal "Acid Mix" mode) where the backgrounds are dark.

to:

* WhatDoYouMeanItWasntMadeOnDrugs: Developed by Jeff Minter, the sequels to Tempest constantly flood the game field with psychedelic visuals like flashes of light, particle effects, multicolored abstract backgrounds and deranged sounds. The flashiness had gotten so extreme in ''Space Giraffe'' that gamers protested that it made it almost impossible to understand what was going on in the level, so Jeff Minter made an alternate mode (called "NUXX", as opposed to the normal "Acid Mix" mode) where the backgrounds are dark.dark.
----
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* PortingDisaster: The unreleased Atari 2600 port only had enough memory to feature one screen from the arcade's selection of 16 screens, and it ends up looking like a striped pair of men's underwear.
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** Then came Space Giraffe in which the audio and visual designs are reminiscent of descriptions of Polybius.
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** ''[=TxK=]'''s Autosave system is also faulty. If you quit a game mid-progress by pressing Start then Select, it does not record the highest level you reached, along with the best score and number of lives you had for each level. Only by getting a Game Over with a new high score (in the local Top 10) will the game actually save.

to:

** ''[=TxK=]'''s Autosave system is also faulty. If you quit a game mid-progress by pressing Start then Select, it does not record the highest level you reached, along with the best score and number of lives you had for each level. Only by getting a Game Over with a new high score (in the local Top 10) will the game actually save.
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None

Added DiffLines:

* MostWonderfulSound: Earning an extra life. Even the current shape sparkles in different colors in celebration.
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None


* CrowningMusicOfAwesome: The ''Tempest 2000'' soundtrack, as expected from Jeff "Yak" Minter.

to:

* CrowningMusicOfAwesome: SugarWiki/AwesomeMusic: The ''Tempest 2000'' soundtrack, as expected from Jeff "Yak" Minter.
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* GoodBadBugs

to:

%% * GoodBadBugs
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* ScrappyMechanic: In ''[=TxK=]'', you can be killed by an enemy's bullet even if you're in a lane adjacent to where the bullet was fired.
** ''[=TxK=]'''s Autosave system is also faulty. If you quit a game mid-progress by pressing Start then Select, it does not record the highest level you reached, along with the best score and number of lives you had for each level. Only by getting a Game Over with a new high score (in the local Top 10) will the game actually save.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DemonicSpiders: The Pulsars, which appear starting from level 17 in the original. Each time they change to a new lane, they will shoot an electrical charge that will instantly kill you if you happen to be there while they release the charge. Even the control panel lampshades this by saying "'''VERY DANGEROUS'''".
**In ''[=TxK=]'', Pulsars lose some speed, but now their electrical charges last much larger and if one stays near the top of the play field too long, it will generate a Fuseball that will never leave the top of the play field until you kill it.
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* WhatDoYouMeanItWasntMadeOnDrugs: Developed by Jeff Minter, they constantly flood the game field with psychedelic visuals like flashes of light, particle effects, multicolored abstract backgrounds and deranged sounds. The flashiness had gotten so extreme in ''Space Giraffe'' that gamers protested that it made it almost impossible to understand what was going on in the level, so Jeff Minter made an alternate mode (called "NUXX", as opposed to the normal "Acid Mix" mode) where the backgrounds are dark.

to:

* WhatDoYouMeanItWasntMadeOnDrugs: Developed by Jeff Minter, they the sequels to Tempest constantly flood the game field with psychedelic visuals like flashes of light, particle effects, multicolored abstract backgrounds and deranged sounds. The flashiness had gotten so extreme in ''Space Giraffe'' that gamers protested that it made it almost impossible to understand what was going on in the level, so Jeff Minter made an alternate mode (called "NUXX", as opposed to the normal "Acid Mix" mode) where the backgrounds are dark.
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* NightmareFuel: Inverted; this game was inspired by a nightmare.

to:

* NightmareFuel: Inverted; this game was inspired by a nightmare.nightmare.
* WhatDoYouMeanItWasntMadeOnDrugs: Developed by Jeff Minter, they constantly flood the game field with psychedelic visuals like flashes of light, particle effects, multicolored abstract backgrounds and deranged sounds. The flashiness had gotten so extreme in ''Space Giraffe'' that gamers protested that it made it almost impossible to understand what was going on in the level, so Jeff Minter made an alternate mode (called "NUXX", as opposed to the normal "Acid Mix" mode) where the backgrounds are dark.
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This isn\'t YMMV. Moving.


* ExcusePlot: It's an old-school arcade game. What did you expect?

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