ThunderCross

Tempest

Since Tempest was one of the first games with properly differentiated levels, it is fitting to give it a level guide... of sorts.

Tempest Level 1 Tempest Level 2

Level 1 - Circle

A nice simple one to start things off, this level is populated solely by flippers. As it's the first level, the flippers don't even bother to flip so they are pretty much sitting targets.

Level 2 - Square

Symbolically, a square represents all sorts of things. None of these are relevant however, so just shoot the flipping flippers.

Tempest Level 3 Tempest Level 4

Level 3 - Plus

This level adds to the excitement by introducing the tankers. These purple diamonds break up into two flippers if shot. If they reach the top, they deliver their cargo directly to the rim.

Level 4 - Binoculars

Now you must watch out! The deadly spikers make their appearance, leaving behind their lethal green trails. If you hit a spike whilst warping out at the end of a level, the Claw will shatter. This is bad. Batter down the spikes with your weaponry and keep your escape route clear.

Tempest Level 5 Tempest Level 6

Level 5 - Cross

On this level the 'ends' of the cross are best avoided, as the flippers don't have to rotate as far in order to enter them.

Level 6 - Triangle

Bermuda Triangle!. It will make you disappear! Especially if you don't kill all of the enemies.

Tempest Level 7 Tempest Level 8

Level 7 - Clover

Bit of an odd shape this one. There really aren't any particularly good or bad places.

Level 8 - V

The first 'open' level, you will notice that at the ends of the 'V' you can only be approached from one side...

Tempest Level 9 Tempest Level 10

Level 9 - Steps

Fortunately unrelated to the awful pop group, the best place to lurk is the one in the picture. Flippers from the right must rotate through 270 degrees to reach you. Move to the left as required to clean out infiltrators.

Level 10 - U

Like the 'V', the ends of the 'U' are good places to lurk. Keep one of the lanes clear for escape purposes.

Tempest Level 11 Tempest Level 12

Level 11 - Flatland

This stage marks the fuseball's first appearance. This ball of energy is not confined to the sectors like the other enemies, but can roam freely. It can only be destroyed when in the centre of a sector and a fuseball on the rim can only be killed with the superzapper. However, the fuseball can be used to your advantage. Near the end of the level, it will rush upwards to the rim. Use the superzapper, and all the remaining enemies will be destroyed and you will warp to safety. This technique can then be used on the succeding levels.

Level 12 - Heart

Not very heart-shaped I know, but there you go. The 'spike' in the middle is the place to be, swapping sides so that flippers always have to go the long way round to reach you.

Tempest Level 13 Tempest Level 14

Level 13 - Star

Can be nasty, this one. Completely symmetrical, so no good or bad sectors.

Level 14 - Omega

Unlike the other open levels, the raised middle sector is probably the best bet. Flippers from either side must rotate through quite an obtuse angle to get to you.

Tempest Level 15 Tempest Level 16

Level 15 - Valley

This level is based on an accurate geographic profile of Silicon Valley at the latitude of Atari's headquarters. Actually, I made that up but it sounded good. The 'ledge' on the right is a nice place to visit.

Level 16 - Infinity

A fitting final level, this figure-of-eight shape can be quite confusing to play. Stay on the left-hand lobe, as flippers must flip around the outside of it.

Complete this level and the cycle starts again, but this time the tubes are red. The final enemy is introduced, the annoying pulsar. This animated light-bulb filament can electrify a sector, frying the Claw. They 'pulse' at a steady rate, so they can be avoided.

After the red levels come the yellow levels, then cyan. Next up are the legendary invisible levels, followed by green ones. After level 100, the level is chosen at random.

And on and on!

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