You're at the top of a long tube. Lots of colorful things are crawling up the tube at you, and shooting things at you. When you shoot them all, you go whizzing down the tube... to yet another tube.
We could make up some kind of Back Story
for this... but we won'tnote
. It's a Shoot 'em Up
, and fun enough that it doesn't need any excuse. Besides, we're Atari
, and this is The Golden Age of Video Games
; we know you're going to keep feeding quarters into anything with our logo on it, story or no. Go nuts, guys! This video game was released in 1981.
Not to be confused with William Shakespeare
's The Tempest,
which is a Third Person "Romance" about a long-lost genius, his beautiful daughter, and the fell things that are discovered in their seeming paradise when a foreign ship crashes there...
For the Urban Legend
version, see Polybius
Tempest provides examples of:
- The Artifact: The illustrations on the side of the original cabinet show actual monsters rather than the abstract squiggles that serve as the enemies/targets in the actual game. This was because they were designed and printed at a time when the plan was for them to look like that. By the time the developers threw in the towel on making credible-looking monsters with the game's vector graphics, it was too late to change them.
- Asteroids Monster: The Tankers will split into two Flippers when shot at. Later on in the Yellow levels they can split into Fuseballs and Pulsars.
- Color-Coded Characters: As you start out, your player is yellow, the playfield's blue, the spikes are green and the enemies are red & purple. Everything changes colors after the cycle of 16 playfields resets, however.
- Endless Game: There are 16 different field designs, and once you clear the last level, you're sent back to the first but with a difficulty increase and the color palette altered, coloring the fields in the next loops red, yellow, cyan, black, and green in that order. Once you clear the final green level (Level 96), the next two levels (97 and 98) are repeats of levels 81 and 82 respectively, and then you're stuck in a random sequence of green levels, while the level counter is capped at 99.
- Everything Trying to Kill You
- Excuse Plot: It's an old-school arcade game. What did you expect?
- Hard Mode Perks: Starting on higher waves gives you a point bonus, which is usually a much higher value than if you reach the level naturally.
- Interface Screw: In levels 65 to 80, the playfield is completely black. At least lanes still light up if you're in them, or if a Pulsar zaps them.
- Kaizo Trap: Sort of. As you zoom through the end of a stage to the next, if you hit a spike you will die. The first few levels with spikes at least give you a brief "Avoid Spikes" warning.
- Shoot 'em Up
- Smart Bomb: The Super Zapper (renamed the Super Tapper in TxK). You get one free use each level, and it will eliminate every enemy on the field automatically. Try to use it a second time and it will result in a weaker blast that only kills one enemynote .
- Vector Game
- What Could Have Been: Tempest was originally a game called Vortex. Instead of the player moving, the playfield moved and the gameplay was modeled on Space Invaders. This was scrapped due to motion sickness; in turn, this fact might have inspired the Polybius legend.
The sequels (Tempest 2000, Tempest 3000, Space Giraffe and TxK) provide examples of:
- Action Bomb: TxK has two enemies shaped like rainbow polygonal shapes that detonate when shot.
- A Winner Is You:
- Animal Motifs: A recurring theme in the sequels as with many of Jeff's projects is the mention of ungulates such as bulls, cows, llamas, ox, and sheep.
- Camera Screw: 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.
- Cyberpunk Is Techno: listen to the iconic soundtrack. This was also sold as a stand-alone audio CD. Jeff Minter originally wanted to use the same soundtrack for Space Giraffe too, but he did not because, in his words, "attempting to acquire the rights from Atari was hell". This might also be why he keeps denying that Space Giraffe is Tempest.
- Damn You, Muscle Memory: In TxK, the in-between level sequences where you can gain a few bonus points by lining up the particle with the center of the screen, you're using reversed flying controls (where up makes you go up and down makes you go down). However in the "Fly through Rings" bonus stages, you use normal flying controls (where hitting up makes you go down, and vice versa).
- Elite Mook: TxK adds a stronger bulkier variety of the Flipper enemy early on in the game that likes to cover the field in their bullets once you reach the later stages.
- Everything's Better with Llamas: the games contain multiple references to llamas and other ungulates, in the form of psychedelic imagery (during the game) and text (the names of some levels and some entries in the high score table).
- Game-Breaking Bug: TxK has one on the form of the player randomly moving even when no input is being touched on the left analog stick. This mostly seems to happen when you're in the middle of exiting a level. What's that? A Spike? Have fun with your ship randomly deciding to run into it even when you're in a lane that's 100% clear of obstacles.
- Another one happens in the "Stay on the Green Path" bonus stages. If you're moving with the left Analog Stick, the particle you're moving will suddenly lock in place as you're moving it. If it happens near the end, it will without a doubt screw up your entire run, denying you the 50,000 point bonus.
- Have a Nice Death: When you die in Tempest 2000, you can read on your screen what caused your death (e.g. "Caught you!" "Shot you!" and so on). This was changed since Tempest 3000, where you just get different sound effects depending on how you died.
- Interface Screw: Thanks to the camera in most of these sequels, you usually cannot see enemies or enemy projectiles that are in the same lane or directly adjacent to you. In TxK you can turn the camera left and right by tilting your device, but nothing happens if you tilt it up/down, which would be the more useful view angles to look around in.
- Marathon Level: Usually, the final level of a world in TxK (the eighth of each world) will be longer than usual. The levels of World 13 (levels 97-100) contain perhaps the longest number of enemies the player will face at once by far.
- More Dakka: In the twelfth world of TxK, an enemy is introduced that stays below the web where your shots can't reach and will unleash Bullet Hell in the columns that it's in.
- Musical Nod: TxK's ending screen uses the "Flossie's Frolic" music from Space Giraffe.
- Sdrawkcab Name: The first two levels (65 and 66) of the ninth world in TxK are named "Olleh" and "Xob", as they are remixed versions of the first two levels ("Hello" and "Box") now mobile instead of static.
- Self-Imposed Challenge: In TxK, beating levels without ever jumping note .
- That One Level:
- In a Google Tech Talk video, Jeff Minter had a discussion about his games created at Llamasoft. He discussed Space Giraffe, where he designated level 64 "Flumm Ox" as that one level. "If you get to level 64, I guarantee the first time you get there you would just go 'What the smeg is going on there' and you'll die." He then plays through the level.
In particular, Level 64 is a 4-pointed star, with the tips being tight together. Enemies are generally slow, and everything has a psychadelic shading to look different. The level being with a large number of "danger!" announcements (those enemies that reach the top shoot two horizontal bullets), followed by spheres, flowers that extend past the limit. The combination of these makes the level difficult, at least according to the author.
Choosing Space Giraffe NUXX on startup removes the color shift that plagues level 64, and renames the level to "Stargoat". The NUXX option tones down the background and psychadelic effects, but doesn't change the overall difficulty of the level.
- The Very Definitely Final Dungeon: World 13 in TxK; It's the shortest of the worlds in the game and the only one not to introduce a new enemy species, but it's a survival against four very difficult Zerg Rushes.
- Warp Zone: In Tempest 2000, if you succeed in any of the bonus rounds, you will gain a 20,000 point bonus and warp ahead five levels. The warp doesn't happen if you're nearing the end of the game.
- TxK changes this to instead give 50,000 points, but without the warp.
- What Could Have Been: Jeff Minter's plan was to have Tempest 2000's soundtrack in Space Giraffe. This did not happen because, in his words, trying to get the rights back from Atari was hell.
- Xtreme Kool Letterz: A Tempest 2000 review on Youtube mentioned that, had it been actually made in 2000, it would have been called "Tempest 2K". So in 2013, Jeff Minter made another Tempest sequel and called it TxK.