Your cart is currently empty!
Tempest
Tempest
Tempest is a 1981 arcade video game by Atari, Inc., designed and programmed by Dave Theurer. It takes place on a three-dimensional surface divided into lanes, sometimes as a closed tube, and viewed from one end. The player controls a claw-shaped “blaster” that sits on the edge of the surface, snapping from segment to segment as a rotary knob is turned, and can fire blaster shots to destroy enemies and obstacles by pressing a button.
Tempest was one of the first games to use Atari’s Color-QuadraScan vector display technology. It was also the first to let players choose their starting level (a system Atari called “SkillStep”). This feature increases the preferred starting level, which could also be used to let the player continue the previous game if they wished. Tempest was one of the first video games that had a progressive level design where the levels themselves varied rather than giving the player the same layout with increasing difficulty.
Gameplay

The goal in Tempest is to survive and score as many points as possible, by clearing the screen of enemies that appear on the playing field. The player controls an articulating, claw-shaped ship at the near end of the field (referred to as a “blaster”, or in some sources as the “Live Wire”), moving it left and right using a rotary knob. The player can rapid-fire shots down individual lanes of the field, destroying any enemies or projectiles within the same lane. The blaster is also equipped with a “Superzapper” which, once per level, destroys all enemies currently on the field. A second use of the Superzapper in the same level destroys one random enemy. The Superzapper is recharged between each level.
The game features sixteen unique levels of different shapes, including geometric shapes, a flat line, and the symbol for infinity. Some levels are closed tubes that allow the player to loop throughout it continuously, while others have definite left and right endpoints. When all sixteen levels have been played, the sequence repeats with a different color scheme and higher difficulty. One set of levels (65 through 80) is “invisible” (black). After reaching Stage 99, the level counter stops increasing and each successive level shape is picked randomly.
Enemies first appear on the screen as swirling dots beyond the far end of the field, initially showing up one at a time, but coming faster and in greater numbers the more the game progresses. There are seven types of enemies in the game, each with their own behavior pattern. Flippers, shaped like pairs of linked chevrons, attempt to catch the player’s blaster and drag it to the far end of the field, costing a life if successful. Pulsars, shaped like wavy lines, periodically electrify the lane which they occupy; if the player’s ship is in the lane at that moment, it is destroyed. Fuseballs, white spheres with multiple tendrils, jump forward and back unpredictably along the edges of each lane, destroying the player’s ship on contact. They move slowly between the lanes which gives the player a brief opportunity to shoot them. Spikers are spirals that move up and down a lane, leaving a line of “spikes” which may be worn down by shooting it. After the first few levels, each level has a short line of spikes at the far end of every lane. Tankers, rhomboid in shape, slowly advance up the field in a particular lane, splitting into two Flippers upon destruction or reaching the player’s ring. Later levels also feature Fuseball and Pulsar Tankers, which split into two Fuseballs or two Pulsars when hit, respectively. Aside from the Fuseball and Pulsar, enemies can shoot destructible projectiles up the lane they reside in, which will destroy the player’s ship if they impact.
When all enemies on the field have been destroyed, the player “warps” to the next level by traveling down the field and into the space beyond it. The player must avoid or destroy any spikes that are in the way; hitting one will destroy the player’s ship, and the warp will have to be retried.
The player loses a life when the ship is destroyed or captured, and the game ends when all lives are lost. Extra lives (up to six at a time) are awarded at certain score intervals.
