![Tempest [Upright model] Tempest [Upright model] screenshot](images/game/2865_2.png)
Tempest © 1981 Atari.
Tempest is a classic into-the-screen shoot-em-up in which the player controls a claw-shaped Blaster ship that moves around the outer rim of a three-dimensional, wireframe tunnel. Enemies move down the tunnel towards the player's Blaster ship and must be destroyed. Any contact with either incoming enemy fire or the enemies themselves will cost the player a life. Completion of a tunnel will see the player warp through hyperspace to the next tunnel to tackle a new wave of enemies.
The tunnels are each rendered in one of sixteen different geometric shapes. Enemies increase in number as the game progresses and if an enemy reaches the outer rim occupied by the player's Blaster ship, it will chase and attempt to kill the player. Rim enemies can be killed, but this is difficult to achieve.
Some enemies also drag "spikes" - in the form of lines in the middle of the corridor - behind them as they travel up the tunnel towards the player. These spikes must be avoided during the hyperspace warp sequence at the end of the level, as contact results in the loss of a life.
Two "SuperZappers" are available per level. The first SuperZapper kills all enemies on the playfield at the time of firing, while the second randomly kills only one enemy on the playfield. The SuperZapper does not affect enemy shots, spikes or enemies that have not yet landed on the playfield.
One new feature Tempest introduces is "Skill-Step". This allows players to start a new game on the same level as was previously reached (although the new game must be restarted within thirty seconds) without having to replay previous levels. This allows skillful players to continue being challenged, while less experienced players can try to master higher levels. The 99 skill levels of play includes sixteen different playfields and seven different enemy targets.
* The tubes are divided into cosmic corridors through which the aliens travel, although some aliens such as Pulsars and Flippers can move from one corridor to the next. Regardless of the tube shapes, aliens always begin their invasion from the small, distant end of the tube. The sixteen unique tube shapes are as follows :
1. Circle
2. Square
3. Plus symbol
4. Bow-tie
5. Stylized Cross
6. Triangle
7. Clover
8. V
9. Steps
10. U
11. Completely Flat
12. Heart
13. Star
14. W
15. Fan
16. Infinity Symbol (figure 8 on its side)
The playfield's color scheme changes every sixteen levels. In addition, other events also cause playfield color variation. The SuperZapper causes the playfield to flash as enemies are zapped. Playfield rails flash rainbow colors when a player earns a bonus life and Pulsar enemies cause sections of the nearest rim to disappear and - during the pulse phase - adjacent rails to flash.
Tempest level color schemes:
*Levels 1-16:
Tunnel - blue
Player ship - yellow
SuperZapper - yellow
Flippers - red
Tankers - purple
Spikers/Spikes - green
Pulsars - N/A (these do not appear until the next colour scheme)
*Levels 17-32:
Tunnel - red
Player ship - green
SuperZapper - cyan
Flippers - purple
Tankers - blue
Spikers/Spikes - cyan
Pulsars - yellow
*Levels 33-48:
Tunnel - yellow
Player ship - blue
SuperZapper - blue
Flippers - green
Tankers - cyan
Spikers/Spikes - red
Pulsars - blue
*Levels 49-64:
Tunnel - cyan
Player ship - blue
SuperZapper - red
Flippers - green
Tankers - purple
Spikers/Spikes - red
Pulsars - yellow
*Levels 65-80:
Tunnel - black (invisible)
Player ship - yellow
SuperZapper - white
Flippers - red
Tankers - purple
Spikers/Spikes - green
Pulsars - cyan
*Levels 81-96:
Tunnel - green
Player ship - red
SuperZapper - purple
Flippers - yellow
Tankers - purple
Spikers/Spikes - blue
Pulsars - yellow
Levels 97 and up - Keeps color scheme from Levels 81-96, with random shapes from Level 99 onward.
![Goodies for Tempest [Upright model]](images/covermini160/2865_1.jpg)
Upright model
Game ID : 136002
Main CPU : MOS Technology M6502
Co-processor : Math Box
Sound Chips : (2x) POKEY
Tempest has a color X-Y or vector-generator monitor. This new monitor, with its 3-color guns and higher voltage, has the same technology that was used in Atari's black-and-white X-Y monitors. However, this new monitor displays dazzling color and unique visual effects in a spectacular 3-D video display.
Players : 2
Control : dial
Buttons : 2
= > (1) Fire, (2) Super Zapper

Tempest was released in October 1981, selling at an MSRP of $2295. Exactly 25,113 Upright units were produced. Tempest sold approximately 20,000 units to distributors before it was even released.
Tempest was an awesome arcade game that transported the player into abstract realms of space. It is still the favorite of devotees who seek to become one with this adventure through hyperspace.
Tempest was the first game to use 'Color-Quadrascan' and 'Skill-Step', both features unique to Atari vector games. The design of Tempest stemmed from an idea that Theurer had for a 3-D Space Invaders clone, but was changed when it was decided that the game wasn't very original or fun.
The first prototype of the game had the shape wireframe spinning and the gunner remaining stationary, but that caused motion sickness after a period of time so it was changed around.
The game's name started as 'Aliens', then was changed to 'Vortex' (a name Theurer likened to a 'feminine hygiene product'). The final name was decided on just before production started.
* The Creation of Tempest : Dave Theurer, who designed the game and wrote the software, said his original intention was to make a first-person perspective of the Space Invaders game, but he ended up doing something completely new and different.
Rich Adam : "Dave implemented a first-person Space Invaders. Everybody played it but they didn't keep coming back. You could tell when you had something cool, the engineers kept coming back. This was good and bad because there were times when you wanted to work on your game and everybody would want to be playing it. But when he was doing the first-person Space Invaders, Dave didn't run into this problem of everyone wanting to play the game...and he said to himself : 'Well, maybe this isn't working. What can I do?' Then I came in one day and all of a sudden he had this round tube with these things coming up it. I said, 'What the heck is that Dave?' He said, 'I don't know. Aliens from the center of the Earth? I don't know.' I think he said something about having had a dream about it. I said, 'How does it work?' He said, 'I don't know. They're coming up around the edge of this thing and you're trying to blow them away.' He just sort of started out with this concept and took it from there. I can see why he would say that Tempest was certainly his proudest achievement. He worked extremely hard on that. It's pure creation from his own brain.".
* Remembrances from the Video Game Masters : Although known for his hard work and for his ability to focus on and conquer exceedingly tough software problems, Dave Theurer looks back upon his days at Atari as having been fun and rewarding.
Dave Theurer : "It was just so exciting working on these new games. All my life I loved explosions. When I went to college I was a chemistry major because I wanted to do something where I could make explosions. When I was a kid I had a chemistry set and I'd blow stuff up all the time. Eventually, you learn that you can't really do that in real life, so the next best thing is to do it on the screen, so here I was blowing stuff up on the screen. Simulating real life is fun too. It's almost like you can create your own universe. Well, you are creating your own universe. That's rewarding, to see something come alive.".
Playing games, both video and pinball, was a constant part of life for the engineers at Atari.
Dan Pliskin : "In the morning, I used to go in and I'd make up a pot of Italian roast or French roast coffee and pour myself a big mug. Then I'd go and sit it on a pinball machine and drink coffee and play pinball until scores got up to, like, a couple hundred thousand. That would be my indication that I was sharp enough to go and design something.".
* Popular from the Start : Tempest was a game that immediately captivated people from the very start.
Lyle Rains : "Like a number of these games that were very addictive, the Tempest controls were good enough to where once you learned how to manipulate them you could almost become one with the machine. That is, a good Tempest player gets to spin that knob and do the firing in the right time and get into sync with the machine or get into a rhythm. I don't know exactly what to call it, but you were so close to the action that part of you entered the experience. You forgot about what was going on around you and you were just there. And you could get very good at it. I think what people like is the ability to accomplish amazing things".
* The Great 25-Cent Escape : Not only did players often find a sense of welcome escape in the video games they played, but this was very much the intention of some of the great game designers.
Dave Theurer : "I want to design it for a guy who's totally frazzled by his job and needs a way to temporarily escape. There's a certain class of games...where you just get into a trance when you're playing them. As long as you're in this trance you'll do fine."
The default high score screen of Cyberball 2072 features names of many Atari arcade games, including TEMPEST.
A Tempest unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Twilight Zone - The Movie', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1986 movie 'Running Scared', in the 1986 movie 'Maximum Overdrive' (A cocktail cabinet) and in the 1987 movie 'Death Wish 4 - The Crackdown'.
A Tempest unit appears in the music video 'Subdivisions' by RUSH.
In 1982, Atari released a set of 12 collector pins including : Missile Command, Battle Zone, Tempest, Asteroids Deluxe, Space Duel, Centipede, Gravitar, Dig Dug, Kangaroo, Xevious, Millipede and Food Fight.

| Spike | 1-3 points |
| Spiker | 50 points |
| Tanker | 100 points |
| Flipper | 150 points |
| Pulsar | 200 points |
| Fuseball | 250, 500, or 750 points (The closer it is to your Blaster when you shoot it, the more points you get. |
| In addition to the above points, you also get bonus points for starting at higher levels then Level 1. Listed are the bonus points for all starting levels. There is no real pattern except that the bonus gets higher the more levels you skip at your starting point. | |
| Level 3 | 6,000 points |
| Level 5 | 16,000 points |
| Level 7 | 32,000 points |
| Level 9 | 54,000 points |
| Level 11 | 74,000 points |
| Level 13 | 94,000 points |
| Level 15 | 114,000 points |
| Level 17 | 134,000 points |
| Level 20 | 152,000 points |
| Level 22 | 170,000 points |
| Level 24 | 188,000 points |
| Level 26 | 208,000 points |
| Level 28 | 226,000 points |
| Level 31 | 248,000 points |
| Level 33 | 266,000 points |
| Level 36 | 300,000 points |
| Level 40 | 340,000 points |
| Level 44 | 382,000 points |
| Level 47 | 415,000 points |
| Level 49 | 439,000 points |
| Level 52 | 472,000 points |
| Level 56 | 531,000 points |
| Level 60 | 581,000 points |
| Level 63 | 624,000 points |
| Level 65 | 656,000 points |
| Level 73 | 766,000 points |
| Level 81 | 898,000 points |
| NOTE | The bonus points are rewarded only once per game, when you complete your starting level. |
| At the beginning of the game, you can always start on levels 1, 3, 5, 7, or 9. Whenever you complete a game, you have either ten seconds or until you press a key to continue a game. You can start a game at any bonus level below where you finished your last game. Therefore you must end your previous game on level 12 or higher to start your next game on level 11. | |
| If you fail to clear the starting level you have chosen, that level is not available for you in the next game. However, all starting levels below it are available. For instance, if you start a game on level 17 but do not finish, then your next game can start as high as level 15. | |