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Tempest
1980
Designed by Dave Theurer
Tempest is
abstract even by Atari standards. Each level is a one-screen web, divided into
lanes. The player can move around freely along the outside of the web using a
dial, but his position always resolves into being in one of the web's lanes,
and shots always travel down the center of a lane.
The web is in perspective,
with the player's movement area being at the close end, and the center of the
web in the distance. This is where the enemies come from, and clearing a level
means destroying all the major enemies on the web.
The primary enemy is the Flipper, a tie-shaped thing that
sails out from the distant center of the web towards the rim where the player
resides. One shot kills a Flipper, but there's many of them and they're pretty
quick, and the player must try to shoot them before they make it to the end.
If
a Flipper makes it, it "flips" along the outside of the web, out of
the player's reach, and tries to "capture" him by flipping behind him
and taking him in, which costs him a life. Flippers on the outside can be
killed either with the Superzapper or by shooting just as the Flipper's about
to hit the player.
The most interesting "enemy" are the Spikes. They
don't directly attack the player; in fact, they don't move at all. They start
each level on the board, protruding into the lanes of the web from the distant
opening. If a shot traveling down a lane hits one, it "pounds" the
Spike back a bit, the amount varying according to the level, and a Spike pounded
all the way back vanishes.
While they may block shots meant for more aggressive foes, they
aren't dangerous until the level is complete.
When cleared, the player sails down and through the web, with a 3D effect,
to reach the next level. Any Spikes left during the level remain during this
sequence, and if the player hits one along the way he loses a life and is sent
back into the previous level.
The player can still move and shoot during the
exit animation, so the can try to dodge into empty lanes and pound short ones
down while exiting, but it's usually better to make sure there are free lanes
available when the last enemy is killed... which means there are actually times
when it's best not to kill that last foe. One of the enemies, Spikers, has as
its purpose in life the growing of Spikes.
Tempest is one of
the twitchiest games ever made, requiring total concentration to survive later
waves. Most twitch games ultimately use a joystick, sometimes two, because of
their familiarity to the player. Player movement in Tempest, however, is ultimately one-dimensional. The player
movement zone during each wave is the outside of the web only.
Since dials are a very analog form of
control, the game can throw situations at the player requiring speed and
precision where ordinary digital movement would be inadequate, and indirectly
helps take the rough edges off the design. If the player's lane is surrounded
by enemies he can still escape if he can only twist the knob fast enough, while
if he had a constant travel rate there would be more situations that come down
to being inescapable.
Link: Interview with the designer of Tempest
(unnamed, but obviously Theurer).
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The speed was unparalleled for 1978, and featured two steering wheels, as it was meant to be played with one player controlling the front, and another at the back. Unfortunately the game is completely broken if you just play the back end, as the computer will drive the front flawlessly for you, and you have more time to adjust if you're in back, but still, it was pretty neat for the time. I also quite liked how the game would reverse image polarity when you reached a certain point - everything black became white. Goooood times.
Heh heh heh... good one, Ed & Atari. Good one. I hope you're enjoying the fancy car I must have bought for you. :)
There were a few of mistakes I thought that should be corrected.
Asteroids was not the first game to have controls where a ship had left/right buttons and thrusted in the direction the ship was facing. That belongs to what many consider the first video game, Space Wars which was released in the arcade by Cinematronic and pre-dates Asteroids by several years in creation and at least a year in the arcades.
Tramil was not responsible for the Atari 8bit systems. He was at Commodore, making Atari's competitor at the time. He may have been around for a few of the last models.
Also, where did you get the info that Marble Madness used the POKEY chip for its sound? Having programmed the POKEY for many years I would never have guessed it could make those sounds, at least not unassisted.
And Gregg's suspicions are correct: Marble Madness did not use POKEY for sound. That duty was handled by a Yamaha YM2151, the sound chip developed for Yamaha's line of DX synthesizer keyboards. Atari's Marble Madness was the first arcade game to use it.
There is some confusion about Space Wars. Cinematronic's Space Wars was released in 1977, two years before Asteroids. It was inspired by the 1962 DEC PDP-1 computer game Spacewar!, which is sometimes credited as the first video game or graphical computer game (although it missed that honor by decade). Spacewar! was never a coin-op, but another game that was inspired by it was, and it was the first. It was called Computer Space, and like Asteroids, had Spacewar!-like controls. It was released in 1971 and was created by future Atari founders Nolan Bushnell and Ted Dabney.
In the interest of fairness, I'll mention that the very, very first coin-op video game was another Spacewar! inspired game called The Galaxy Game. It was released two months before Computer Space. Only one them was ever made, and at 10 cents a play on $20,000 worth of hardware, it could never be economically viable, so I'm not sure it should be considered a legitimate coin-op.
Deleted the bit about POKEY being responsible for MM's sounds.
Thanks for the tips.