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Tempest 2000 - Atari - Atari Jaguar     HTML Manual   

Tempest 2000 Manual
Tempest 2000


Back in 1981 Tempest introduced the gaming world to an extra-sensory visual 
and futuristic play experience that went beyond any video game concept ever 
developed. With never-before-seen QuadraScan Color video graphics, Tempest 
set new standards for 3D animation and challenge, and became the first arcade 
game to be a guaranteed hit.

In Tempest 2000, the video game that defined arcade intergalactic warfare has
officially warped into the 64-bit dimension. This time, we've energized the
original with powerful 3D polygons, particle displays, Melt-O-Vision(TM) 
graphics, cycle-shading, and a 100% pure CD-quality techno-rave soundtrack...
plus three new blistering modes of high-velocity, brain-warping action unlike 
anything you've ever experienced.

Ride the rim and unleash your SuperZapper on crafty Flippers and Fuseballs in
Traditional Tempest. Team up with a friend, or an A.I. Droid, and light up the
webs against pesky Spikers and Pulsars in Tempest Plus. Venture through 100
uncharted galaxies filled with hostile Demon Heads and Warp Bonus Tokens 
in Tempest 2000. Then use your Mirror and go Blaster-to-Blaster against the 
most formidable alien of them all - your best buddy - in Tempest Duel.

Getting Started

1. Insert your JAGUAR Tempest 2000 cartridge into the cartridge slot of
   your JAGUAR 64-bit Interactive Multimedia System.
2. Press the POWER button.

3. Press any fire button to discontinue the title screens.

Game Controls [See Fig.I]

A	Jump

B	Fire/Enter your selections under the various menus in the game

C 	SuperZapper

OPTION	Call up Game Options Menu from the Main Game Menu

PAUSE	Pause the game action

LEFT	Move Blaster clockwise/left

RIGHT	Move Blaster counterclockwise/right

1, 4, 7 Default Web view moves in relation to how you move

2, 5, 8 Locked Web view

3, 6, 9 Close-up view moves in relation to how you move

0 	Turn music on or off

# and * Restart game

Main Game Menu [Fig. II]

Press any fire button to bypass the title screens and reach the Main Game Menu.
To make a selection in the Main Game Menu, press the joypad up or down to 
scroll through the available options and press any fire button to toggle 
between the selections under those options.

Options Menu [Fig. III]

To access the Options Menu, press the Options button at the Main Game Menu. 
To make a selection in the Options Menu and Options sub-menus, press the joypad
up or down to scroll through the available options and press the C button to 
toggle through the selections under those options. Select "Exit" to enter all 
your selections and return to the Main Game Menu. While in the Options Menu you
may change the Display Set Up or customize the Control Set Up.

Display Set Up allows you to choose the options that look best on your set by
adjusting the interlace and vector formations.

To reconfigure the button assignments under Control Set Up, position the cursor
beside a command and press the button on the joypad you wish to assign that 

Adjusting SFX/Music Volume

Press Pause during play and press the A button to access the music volume, or 
the B button to access the sound F/X menu. To adjust the volume, press the 
joypad up to increase volume, down to decrease volume.

Bonus Start Screen

Before you begin each game, you can choose the level you wish to play on.
You will be given Bonus Start points for completing the level you start on.
Bonus Points are based on the difficulty of that level. Press the joypad up 
and down to select a level. Press any fire button to start the game.

Traditional Tempest

Board your Blaster and light up the webs in the original arcade classic.
Traditional Tempest is the training ground for all other Tempest games. Here
you can learn to move on the web, and target your enemies. Plan your moves
carefully, as constant spinning and shooting will only work for you in the 
early levels. Concentrate on precise Blaster control and try to destroy the 
most dangerous enemies first, namely Tankers and Pulsars. And don't forget 
to use your SuperZapper. Good luck, Rookie! The first webs are easy. 
They let you get used to the action. You can even stay in one place while 
firing constantly. Use these webs to learn, because soon you'll need to move 
and fire with split-second timing to survive.

Tempest Plus 

Tempest Plus is a combination of Traditional Tempest and Tempest 2000 with 
three all-new play modes: Take on the aliens alone, with the aid of an A.I.
Droid, or share your lives with a friend as a team. This is a good place to 
start if you are new to Tempest - the A.I. Droid is the ultimate training 
partner. And as in Traditional Tempest, precise Blaster control and aim are 
crucial for survival - you've got more schizo Tankers to contend with...and 
Fuseballs, and Flippers, and Spikers and Spikes.

Tempest 2000

Warp into the 21st century in this total remake of the coin-op classic!
Tempest 2000 thrusts you into an intergalactic battlezone with Demon Heads,
Mirrors and Mutant Flippers, bonus warp worlds, A.I. Droids, Zappo 2000
points, even a special Jump that lets you blast off the web to defend against
dastardly UFOs. Hint: Your best weapon against savage Demon Heads is a
Particle Laser...and a lightning-fast trigger finger, of course.

Tempest Duel

Go up against the meanest alien of all - your buddy! In Tempest Duel your 
Blaster is equipped with a Mirror that lets you deflect your opponent's shots
right back at him. (Unfortunately, your opponent's got a Mirror too.) When you
fire a shot, your mirror temporarily disappears, so you'll need to develop a
shoot-and-spin strategy if you are to become "King of the Web." There are
also several objects - a Purple Generator and Cube - that you can use to 
disrupt your opponent's strategy. But beware! You are always fair game to
the savage Flippers. Hint: Move into the corridors that contain Flippers. 
This way you can draw your opponent into shooting enemy Flippers for you. 
May the best Blaster win!

Memory Save

Volume, High Score and Keys information are retained in the cartridge even if
you have turned off your Jaguar 64-bit Interactive Multimedia System. The
cartridge will store up to 100,000 changes. After 100,000 changes have been
recorded, no more changes will be retained. To clear the currently saved
changes, press *, Option and # while on the Tempest 2000 Main Game screen.


In Tempest 2000 you will be awarded Keys for your high scores. Whenever you 
pass level 17 you will be asked to enter your initials. Keys will take you back 
to the odd numbered web you last completed. For example, if you complete 
level 27 and you got killed on level 28, the Key will be set to begin at 
level 27. If you died on level 29, the Key will be awarded at level 27 because
that is the last odd numbered level completed. The game will save up to four
Keys - so use them wisely.

Keys are only awarded in Tempest 2000. If you want to continue a game of either
Tempest Plus or Traditional Tempest, you must pass level 17. If you pass that 
level and die, the game will remember where you left off, but you must start 
another game right after the previous game. If you let the game cycle to demo 
mode, or if you reset the game, the game will be forgotten, and then you will 
have to start at the beginning again.

You may also use this method in Tempest 2000, but only if you did not start 
the game with a Key. If you select a "Just Start" game of Tempest 2000, past 
level 17 and restart the game immediately, the game will be remembered.

Beastly Mode

If you have the skill, reflexes, and raw talent of the Tempest Dudes, then you
might be able to play Tempest 2000, the "Beastly Mode." Beastly Mode is an
option you receive after all 100 levels of Tempest 2000 have been completed.
In Beastly Mode your shots come in much smaller bursts and travel much slower. 
The enemies here, however, are more intelligent, shoot faster...and much often.
The reward is greater points.

Warp Bonus Round

The Warp Bonus Round is a relaxing interlude to enjoy, and rack up some serious 
points in Tempest 2000. If you collect three Warp Power-ups (you'll know when 
you get them because you will receive the message "Two more to Warp" when you 
first get one), the Warp Power-up will also act as an instant SuperZapper, 
killing everything on screen. If you make it past the warp you will not only 
earn the 20,000 point bonus, but you will warp five levels ahead. There are 
three different warp types, each more mind-blowing than the next. 
Go ahead, get warped!

Game Play [See fig. IV)

Reserve Blasters (1) You begin the game with one Blaster and three Reserve 
Blasters. Reserve Blasters are used when the active Blaster is destroyed. 
Bonus Reserve Blasters are credited every 20,000 points.

Score (2) This displays your current score.

Web (3) This is the field of battle.

Warp Bonus Icons (4) Collect three Warp Bonuses and you will enter a special 
                     bonus stage.

Rim (5) This is where you launch all your attacks from.

Core (6) Enemy ships emerge from here.

Corridor(7) These are grooves in the web from which the enemy makes its attack.

Blaster (8) This is your ship.

Enemy (9) Your enemies ascend toward you, from the core to the rim. Some fire 
          missiles, others can destroy you by capturing you and dragging you
          down into the core.

Power Ups (10) Collect Power Ups to upgrade your arsenal and jump from the rim.



Flippers are bowtie-shaped aliens that arise from the core and move toward the 
rim. Flippers can move from one corridor to the next by flipping over a corridor
boundary, firing missiles along the way. Should they reach the rim, Flippers 
will flip towards you and capture your Blaster by making contact with it.


Spikers produce Blaster-crushing Spikes that whirl in from the core along the
center of a corridor. The Spiker builds a Spike to a random height, then rides
the Spike back down to the core and continues the process in another corridor, 
launching missiles along the way.


Spikes are razor-sharp lines along the middle axis of the corridors that can
destroy your Blaster when you warp from the rim through the hole. Destroying
a Spike takes several shots as you must break it down piece by piece.


Fuseballs are five multi-colored, multi-segmented lines joined at their ends to
produce a Medusa-like wriggling form. Fuseballs are not constrained by the
corridor side boundaries but move outward or inward when in the corridor.
Fuseballs are constrained by the rim but will descend off the rim back through
the hole when along a corridor boundary. Fuseballs can be destroyed by a shot 
or SuperZapper, but cannot be shot when riding a corridor boundary. 
If a Fuseball touches your Blaster, you're history.


Pulsars are expanding and contracting lightning bolt-like forms that transform
from a straight line into a zig-zag. Pulsars move from the core toward the rim
and can move between corridors by flipping in a manner similar to Flippers.
Beware! Pulsars are harmless as a flat line. But when a Pulsar pulses, like a 
switch that closes an electrical circuit, it will electrify the entire 
corridor. When this happens the corridor will flash as a warning. If you are 
on the corridor, you will fry.


Tankers are diamond-shaped objects that move from the core toward the rim
and are constrained to a single corridor. Tankers contain other objects and,
depending on the level, contain Flippers, Fuseballs, or Pulsars; the type of
object can be determined by the appearance of the Tanker.

When a Tanker is hit by fire from your Blaster, or approaches the rim of the
hole, the contents of the Tanker are released. No point are scored for the 
destruction of the Tanker if it self-destructs upon reaching the rim.

Mutant Flippers (Tempest 2000 only)

Mutant Flippers are more hostile than Flippers and attack at a much faster 

Mirrors (Tempest 2000 only)

Mirrors are just that - they reflect you fire back in your face. Mirrors climb
up the web and stop in front of you - blocking on-coming enemies. The best way 
to destroy a Mirror is to fire and dodge, as Mirrors are defenseless when 
launching lasers. In Tempest Duel, you are armed with Mirrors.

Demon Heads (Tempest 2000 only)

Demon Heads are very aggressive and extremely deadly. Beware! When hit, 
a Demon Head's horn will fly off and head straight for your Blaster.

UFOs (Tempest 2000 only)

Perhaps the most elusive of all enemies, UFOs fly above the web and fire 
lightning bolts at your Blaster. The only way to destroy a UFO is to jump over
him and blow him back into the stratosphere.


You can score in two ways: by destroying alien objects, and by collecting
bonus points for starting and completing a higher level. Points for destroying
enemies are awarded as follow:

Flippers:		150 pts.
Spikers:	 	 50 pts.
Spikes:			 10 pts./hit
Fuseballs:		250, 500, or 750 pts.
Pulsars:		200 pts.
Tankers:		100 pts.
Flipper Tankers:	100 pts.
Fuseball Tankers:	100 pts.
Pulsar Tankers:		100 pts.
Mutant Flippers:	150 pts.
Mirrors:		250, 500, or 750 pts.
Demon Heads:		150 pts.
UFOs			250, 500, or 750 pts.

Weapon Power Ups (Tempest 2000 only)

You will find a host of different weapons scattered throughout each level.
They fly from enemies you destroy. To collect a Weapon Power-up, simply
move into it. The following is a list of the different items you can collect.

Particle Laser: More powerful than standard shots.

Zappo 2000: 2000 points.

A.I. Droid: Gives you an A.I. Droid to help you defend the web.

Jump Enabled: Gives you the ability to jump. You can steer and shoot while 

SuperZapper: Destroys everything on-screen. Second shot will destroy only one 
             of your enemies. you get one SuperZapper per web.

Warp Bonus Token: Counts toward a bonus level and supplies you with a free 
                  instant SuperZapper.

Out of Here: Ends web and gives you an extra 5000 points.


Programming:	Jeff Minter
Art:		Joby Wood
Music and SFX:	Imagitec Design, Inc.
SFX:		ted and Carrie Tahquechi
Producer:	John Skruch
Testers:	Joe Sousa, Andrew Keim, Hank Cappa, Lance Lewis,
		Dan McNamee, Scott Hunter, Tom Gillen, Sean Patten
Documentation:	Joe Sousa