Tempest (rev 3, Revised Hardware)
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 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"
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"
Télécharger Tempest (rev 3, Revised Hardware)
Contents of the ROM :
Technical
CPU
- maincpu M6502 (@ 1 Mhz)
- pokey1 POKEY (@ 1 Mhz)
- pokey2 POKEY (@ 1 Mhz)
Chipset
- POKEY (@ 1 Mhz)
- POKEY (@ 1 Mhz)
Display
- Orientation Tate
- Resolution 0 x 0
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 2
- Kind of controler dial
Clones of Tempest (rev 3, Revised Hardware)
Scoring for Tempest (rev 3, Revised Hardware)
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 : 6000 points
Level 5 : 16000 points
Level 7 : 32000 points
Level 9 : 54000 points
Level 11 : 74000 points
Level 13 : 94000 points
Level 15 : 114000 points
Level 17 : 134000 points
Level 20 : 152000 points
Level 22 : 170000 points
Level 24 : 188000 points
Level 26 : 208000 points
Level 28 : 226000 points
Level 31 : 248000 points
Level 33 : 266000 points
Level 36 : 300000 points
Level 40 : 340000 points
Level 44 : 382000 points
Level 47 : 415000 points
Level 49 : 439000 points
Level 52 : 472000 points
Level 56 : 531000 points
Level 60 : 581000 points
Level 63 : 624000 points
Level 65 : 656000 points
Level 73 : 766000 points
Level 81 : 898000 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.
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 : 6000 points
Level 5 : 16000 points
Level 7 : 32000 points
Level 9 : 54000 points
Level 11 : 74000 points
Level 13 : 94000 points
Level 15 : 114000 points
Level 17 : 134000 points
Level 20 : 152000 points
Level 22 : 170000 points
Level 24 : 188000 points
Level 26 : 208000 points
Level 28 : 226000 points
Level 31 : 248000 points
Level 33 : 266000 points
Level 36 : 300000 points
Level 40 : 340000 points
Level 44 : 382000 points
Level 47 : 415000 points
Level 49 : 439000 points
Level 52 : 472000 points
Level 56 : 531000 points
Level 60 : 581000 points
Level 63 : 624000 points
Level 65 : 656000 points
Level 73 : 766000 points
Level 81 : 898000 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.
Tips on Tempest (rev 3, Revised Hardware)
* Hints :
- Continue playing until you destroy all aliens or until all the aliens reach the rim of your universe. If you have a Blaster, you advance to the next level of play.
- Players should work their way up through the levels to become familiar with game play. Drop down a level if play is too difficult.
- Experienced players should start at highest level possible for maximum points.
- On a new playfield shoot at enemy dots at far rim.
- Try to shoot aliens while they are still in the corridors of the cosmic tube. They pose a greater threat (and are harder to hit) once they reach the rim of your universe.
- Shoot a Flipper as soon as it starts to flip. Anticipate where they are heading and fire your Blaster in that direction.
- Once a Flipper reaches the rim, you can shoot it only by waiting for it to flip into initial contact with your Blaster. But you must fire before it takes the next step and flips on top of your Blaster.
- Tankers carry other aliens. To destroy their cargo, move your Blaster back and forth across adjacent corridors as you fire.
- Fuseballs spend most of their time along the edges of the corridors, out of firing range. To make sure you hit them, move your Blaster from one side of a corridor to the other while you fire. Once they reach the rim, you can only destroy them with your SuperZapper.
- Use long Spikes to reclaim shots and kill enemies approaching you from adjacent lanes.
- Avoid shooting Fuseball Tankers near the top since emerging fuseballs usually zip up to the top and kill you.
- When Pulsars contract into a zigzag bolt of lightning, quickly move your Blaster away from their corridor.
- Fire at Pulsars after they fire, but before they get ready to fire again. Pulsars and Fuseballs are like Flippers in their ability to switch corridors.
- Watch for corridors that are open along the rim. You can still move your Blaster over the gaps, but beware...there is a Pulsar inside.
- Don't fire at missiles. They are dangerous and you don't get points for destroying them.
- Avoid spikes. At the end of a level, position your Blaster over a corridor that is free from spikes. During higher levels of play, blast away at the Spikers and their spikes to keep a safe corridor for your next hyperspace passage. Remember, you can't destroy them with just one shot.
- Use the SuperZapper right before last enemy reaches the top for a few extra points.
* 898000 points bonus :
1) You must have the Revision 1 ROMs in your machine.
2) You must have your machine set to coins and not on free-play.
3) Start a game and play until you successfully clear the red V stage. Die.
4) Start a new game on the red V level and complete the stage to get a bonus taking your score to more than 160, 000.
5) As soon as you get the bonus from clearing the red V level get the last two digits of your score to 46 (by shooting spikes). Die.
6) Wait! Wait for one cycle of the machine's attract mode - high score initials, TEMPEST attract, game demonstration, high score table.
7) Start a new game, spin the spinner to the right all the way up to level 1 of the green stages.
8) Complete the stage for a bonus of 898000.
* These are cheats. (They weren't cheats at all. They were intentionally programmed in as a security measure.) They were removed in ROM 217 and 222 software revision 2. First, you must complete level 8 and get a score with the format XXYYZZ : XX must be greater than 16, YY between 29 and 60, ZZ is a code listed below...
00 - freeze screen
01 - access bookkeeping totals
05 - allows playing during attract mode
06 - 40 free credits
11 - 40 free credits
12 - 40 free credits
14 - credit sound without actual credit
15 - credit sound without actual credit
16 - 40 free credits
17 - 40 free credits
18 - 40 free credits
41 - switch last 2 digits of score
42 - increase score quickly
46
- Continue playing until you destroy all aliens or until all the aliens reach the rim of your universe. If you have a Blaster, you advance to the next level of play.
- Players should work their way up through the levels to become familiar with game play. Drop down a level if play is too difficult.
- Experienced players should start at highest level possible for maximum points.
- On a new playfield shoot at enemy dots at far rim.
- Try to shoot aliens while they are still in the corridors of the cosmic tube. They pose a greater threat (and are harder to hit) once they reach the rim of your universe.
- Shoot a Flipper as soon as it starts to flip. Anticipate where they are heading and fire your Blaster in that direction.
- Once a Flipper reaches the rim, you can shoot it only by waiting for it to flip into initial contact with your Blaster. But you must fire before it takes the next step and flips on top of your Blaster.
- Tankers carry other aliens. To destroy their cargo, move your Blaster back and forth across adjacent corridors as you fire.
- Fuseballs spend most of their time along the edges of the corridors, out of firing range. To make sure you hit them, move your Blaster from one side of a corridor to the other while you fire. Once they reach the rim, you can only destroy them with your SuperZapper.
- Use long Spikes to reclaim shots and kill enemies approaching you from adjacent lanes.
- Avoid shooting Fuseball Tankers near the top since emerging fuseballs usually zip up to the top and kill you.
- When Pulsars contract into a zigzag bolt of lightning, quickly move your Blaster away from their corridor.
- Fire at Pulsars after they fire, but before they get ready to fire again. Pulsars and Fuseballs are like Flippers in their ability to switch corridors.
- Watch for corridors that are open along the rim. You can still move your Blaster over the gaps, but beware...there is a Pulsar inside.
- Don't fire at missiles. They are dangerous and you don't get points for destroying them.
- Avoid spikes. At the end of a level, position your Blaster over a corridor that is free from spikes. During higher levels of play, blast away at the Spikers and their spikes to keep a safe corridor for your next hyperspace passage. Remember, you can't destroy them with just one shot.
- Use the SuperZapper right before last enemy reaches the top for a few extra points.
* 898000 points bonus :
1) You must have the Revision 1 ROMs in your machine.
2) You must have your machine set to coins and not on free-play.
3) Start a game and play until you successfully clear the red V stage. Die.
4) Start a new game on the red V level and complete the stage to get a bonus taking your score to more than 160, 000.
5) As soon as you get the bonus from clearing the red V level get the last two digits of your score to 46 (by shooting spikes). Die.
6) Wait! Wait for one cycle of the machine's attract mode - high score initials, TEMPEST attract, game demonstration, high score table.
7) Start a new game, spin the spinner to the right all the way up to level 1 of the green stages.
8) Complete the stage for a bonus of 898000.
* These are cheats. (They weren't cheats at all. They were intentionally programmed in as a security measure.) They were removed in ROM 217 and 222 software revision 2. First, you must complete level 8 and get a score with the format XXYYZZ : XX must be greater than 16, YY between 29 and 60, ZZ is a code listed below...
00 - freeze screen
01 - access bookkeeping totals
05 - allows playing during attract mode
06 - 40 free credits
11 - 40 free credits
12 - 40 free credits
14 - credit sound without actual credit
15 - credit sound without actual credit
16 - 40 free credits
17 - 40 free credits
18 - 40 free credits
41 - switch last 2 digits of score
42 - increase score quickly
46
Tempest (rev 3, Revised Hardware) and M.A.M.E.
0.143u5 [Aaron Giles]
0.33b7 [Darrin Redick]
0.26 [Brad Oliver, Bernd Wiebelt, Allard van der Bas, Al Kossow, Hedley Rainnie, Eric Smith]
WIP:
- 0.146: Couriersud improved sound emulation for POKEY chip. Changed audio emulation to emulate borrow 3 clock delay and proper channel reset. New frequency only becomes effective after the counter hits 0. Emulation also treats counters as 8 bit counters which are linked now instead of monolytic 16 bit counters. Fixed high pass filters for POKEY. Added POKEYN device based on modern device. Fixed random lfsr generation. Consolidated polynom code. Removed legacy left overs from pokey code. Added a internal pokey_channel class. Convert all remaining drivers to use the modern pokey device.
- 0.145: Miodrag Milanovic converted ATARIVGEAROM to a modern devices.
- 0.143u5: Added clone Tempest (rev 1, Revised Hardware). Corrected the rom labels, description and documentation for the revised hardware rev 3 of Tempest. Added DIP locations for the Tempest sets [Brian Troha]. Changed description of clone '(rev 2, Revised Hardware)' to parent 'Tempest (rev 3, Revised Hardware)'. Renamed (tempest) to (tempest3) and (tempest3) to (tempest).
- 0.136u4: Mathis Rosenhauer reduced flickering in Tempest (video\avgdvg.c).
- 0.129u5: Couriersud added save state support to Tempest.
- 0.115u1: Mathis Rosenhauer moved Atari vector PROMs into separate regions. Added user2 rom (036174.01) and the user3 Mathbox PROMs (36175/76, 036177/78, 036179/80 - low/high nibbled). Changed region proms to user1.
- 0.113u3: Derrick Renaud fixed analog controls in Tempest by adding back a faux VBLANK timing.
- 0.112: Stephane Humbert updated Tempest to support 2nd Player controls.
- 0.108u5: Mathis Rosenhauer rewrote the Atari vector generators, using the schematics and actual state machine PROMs. The state machine is now emulated so timing should be much more realistic. Clipping hardware in bzone and others is emulated instead of hardcoded. Improved accuracy of clocks and various other bits of cleanup. Added prom ($0 - AVG PROM).
- 0.108u1: Brian Troha improved documentation in the Tempest drivers. Changed description of clone 'Tempest (rev ?)' to 'Tempest (rev 2, Revised Hardware)'. Fixed rom names.
- 0.106u13: Aaron Giles reimplemented the sparkle circuit to bring back stars in Tempest.
- 0.102u3: RansAckeR fixed cocktail mode and input in Tempest.
- 0.75: Aaron Giles added clone Tempest (rev ?).
- 7th October 2003: Aaron Giles added another set of Tempest.
- 0.71u3: Frank Palazzolo moved flipping and swapping API stuff from vector.c to avgdvg.c, this is specific to Tempest and Quantum only.
- 0.58: Changed palettesize from 33024 to 32768 colors.
- 30th January 2002: Aaron Giles added better vector sparkle effect emulation as used in Major Havoc and Tempest.
- 0.37b14: Changed screen orientation to vertical.
- 5th April 2001: Nicola Salmoria fixed Tempest and Quantum screen orientation and added screen flip / rotate support to the vector routines, but the changes are not yet complete.
- 0.37b7: Juergen Buchmueller fixed the Pokey emulation so that the Tempest reset bug is fixed, this time for real and forever.
- 28th August 2000: Juergen Buchmueller modified the Pokey RNG functions to finally work as they would in real hardware.
- 7th August 2000: KBD fixed, hopefully finally, the Tempest 150k reset bug.
- 25th June 2000: Juergen Buchmueller fixed the Pokey sound core, and Tempest sounds a bit better now.
- 0.36RC2: Changed M6502 CPU1 and the 2x Pokey clock speed to 1512000 Hz.
- 4th March 2000: Juergen Buchmueller tweaked Tempest again to work better.
- 5th February 2000: Juergen Buchmueller rewrote the Pokey code and made some speedups to the Pokey core.
- 0.36b12: The hangs in Tempest caused by the Pokey protection should now be fixed once and for all [Juergen Buchmueller].
- 15th December 1999: Juergen Buchmueller hopefully fixed the Tempest reset bug. The hangs in Tempest caused by the Pokey protection.
- 0.33b7: Darrin Redick added Tempest (rev 3) and clone (rev 2). Changed 'Tempest' to clone '(rev 1)'. Renamed (tempest) to (tempest1). Bernd Wiebelt was inspired by Retrocade and Vector Dream, changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value.
- 0.30: Valerio Verrando added Tempest Tubes (hack 1980). Emulation of AVG sparkling bit (Tempest stars/fireworks) [Brad Oliver]. Known issues: Several people complained that mouse control is reversed. This is not the case. The more obvious place where this can be seen is the level selection screen at the beginning: move the mouse right, the block goes right. Anyway, if you don't like the key assignments, you can change them.
- 0.29: Brad Oliver updated pokyintf.c source to be more like 8910intf.c. Variable clock frequency, port callbacks, a clipping parameter, variable updates per frame. Most noticeably, Tempest has much improved sound with more frequent updates. New fix to avoid lockup in Tempest after 150,000 points - this one should really work [Keith Gerdes]. Known issues: Keyboard control is too fast. Use the mouse.
- 0.28: Sean Trowbridge found a workaround to make Tempest not lock up at 150,000 points.
- 0.27: Brad Oliver and Bernd Wiebelt fixed Tempest, no longer crash after level 13, has better colors (colorram emulation) and is overall a bit faster. Thanks to the precious information on the Pokey random number generator provided by Eric Smith, Hedley Rainnie and Sean Trowbridge, some problems with Centipede (start with 18 credits) and Tempest (hang after level 13) are now solved. Trackball support for Tempest. Bernd Wiebelt sincerely hopes he fixed the BCD-emulation in the 6502 emulation. At least the authentic Tempest feeling (broken X/Y monitor) is gone, since the game now starts without pressing Fire.
- 0.26a: Some credits that were left out last time: Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their vecsim emulator which had emulated these games previously on the unix and the mac, and thanks to Neil Bradley for pointing out the critical bug in the vector generator engine which prevented Tempest from working.
- 0.26: Added Tempest (Atari 1980). Known issues: The game start with a blank screen. Press CTRL to start. Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt and Allard van der Bas, MAME entered in vectorial emulation world! All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow, Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel and Tempest. Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their VECSIM emulator which had emulated these games previously on the UNIX and MAC. Control: Arrows = Left/Right move around and CTRL = Zap and ALT = Super Zapper.
- 12th November 1996: Dumped Tempest (rev 1).
LEVELS: 99 (endless)
Other Emulators:
* AAE
* JAE
* Retrocade
Romset: 26 kb / 14 files / 19.8 zip
0.33b7 [Darrin Redick]
0.26 [Brad Oliver, Bernd Wiebelt, Allard van der Bas, Al Kossow, Hedley Rainnie, Eric Smith]
WIP:
- 0.146: Couriersud improved sound emulation for POKEY chip. Changed audio emulation to emulate borrow 3 clock delay and proper channel reset. New frequency only becomes effective after the counter hits 0. Emulation also treats counters as 8 bit counters which are linked now instead of monolytic 16 bit counters. Fixed high pass filters for POKEY. Added POKEYN device based on modern device. Fixed random lfsr generation. Consolidated polynom code. Removed legacy left overs from pokey code. Added a internal pokey_channel class. Convert all remaining drivers to use the modern pokey device.
- 0.145: Miodrag Milanovic converted ATARIVGEAROM to a modern devices.
- 0.143u5: Added clone Tempest (rev 1, Revised Hardware). Corrected the rom labels, description and documentation for the revised hardware rev 3 of Tempest. Added DIP locations for the Tempest sets [Brian Troha]. Changed description of clone '(rev 2, Revised Hardware)' to parent 'Tempest (rev 3, Revised Hardware)'. Renamed (tempest) to (tempest3) and (tempest3) to (tempest).
- 0.136u4: Mathis Rosenhauer reduced flickering in Tempest (video\avgdvg.c).
- 0.129u5: Couriersud added save state support to Tempest.
- 0.115u1: Mathis Rosenhauer moved Atari vector PROMs into separate regions. Added user2 rom (036174.01) and the user3 Mathbox PROMs (36175/76, 036177/78, 036179/80 - low/high nibbled). Changed region proms to user1.
- 0.113u3: Derrick Renaud fixed analog controls in Tempest by adding back a faux VBLANK timing.
- 0.112: Stephane Humbert updated Tempest to support 2nd Player controls.
- 0.108u5: Mathis Rosenhauer rewrote the Atari vector generators, using the schematics and actual state machine PROMs. The state machine is now emulated so timing should be much more realistic. Clipping hardware in bzone and others is emulated instead of hardcoded. Improved accuracy of clocks and various other bits of cleanup. Added prom ($0 - AVG PROM).
- 0.108u1: Brian Troha improved documentation in the Tempest drivers. Changed description of clone 'Tempest (rev ?)' to 'Tempest (rev 2, Revised Hardware)'. Fixed rom names.
- 0.106u13: Aaron Giles reimplemented the sparkle circuit to bring back stars in Tempest.
- 0.102u3: RansAckeR fixed cocktail mode and input in Tempest.
- 0.75: Aaron Giles added clone Tempest (rev ?).
- 7th October 2003: Aaron Giles added another set of Tempest.
- 0.71u3: Frank Palazzolo moved flipping and swapping API stuff from vector.c to avgdvg.c, this is specific to Tempest and Quantum only.
- 0.58: Changed palettesize from 33024 to 32768 colors.
- 30th January 2002: Aaron Giles added better vector sparkle effect emulation as used in Major Havoc and Tempest.
- 0.37b14: Changed screen orientation to vertical.
- 5th April 2001: Nicola Salmoria fixed Tempest and Quantum screen orientation and added screen flip / rotate support to the vector routines, but the changes are not yet complete.
- 0.37b7: Juergen Buchmueller fixed the Pokey emulation so that the Tempest reset bug is fixed, this time for real and forever.
- 28th August 2000: Juergen Buchmueller modified the Pokey RNG functions to finally work as they would in real hardware.
- 7th August 2000: KBD fixed, hopefully finally, the Tempest 150k reset bug.
- 25th June 2000: Juergen Buchmueller fixed the Pokey sound core, and Tempest sounds a bit better now.
- 0.36RC2: Changed M6502 CPU1 and the 2x Pokey clock speed to 1512000 Hz.
- 4th March 2000: Juergen Buchmueller tweaked Tempest again to work better.
- 5th February 2000: Juergen Buchmueller rewrote the Pokey code and made some speedups to the Pokey core.
- 0.36b12: The hangs in Tempest caused by the Pokey protection should now be fixed once and for all [Juergen Buchmueller].
- 15th December 1999: Juergen Buchmueller hopefully fixed the Tempest reset bug. The hangs in Tempest caused by the Pokey protection.
- 0.33b7: Darrin Redick added Tempest (rev 3) and clone (rev 2). Changed 'Tempest' to clone '(rev 1)'. Renamed (tempest) to (tempest1). Bernd Wiebelt was inspired by Retrocade and Vector Dream, changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value.
- 0.30: Valerio Verrando added Tempest Tubes (hack 1980). Emulation of AVG sparkling bit (Tempest stars/fireworks) [Brad Oliver]. Known issues: Several people complained that mouse control is reversed. This is not the case. The more obvious place where this can be seen is the level selection screen at the beginning: move the mouse right, the block goes right. Anyway, if you don't like the key assignments, you can change them.
- 0.29: Brad Oliver updated pokyintf.c source to be more like 8910intf.c. Variable clock frequency, port callbacks, a clipping parameter, variable updates per frame. Most noticeably, Tempest has much improved sound with more frequent updates. New fix to avoid lockup in Tempest after 150,000 points - this one should really work [Keith Gerdes]. Known issues: Keyboard control is too fast. Use the mouse.
- 0.28: Sean Trowbridge found a workaround to make Tempest not lock up at 150,000 points.
- 0.27: Brad Oliver and Bernd Wiebelt fixed Tempest, no longer crash after level 13, has better colors (colorram emulation) and is overall a bit faster. Thanks to the precious information on the Pokey random number generator provided by Eric Smith, Hedley Rainnie and Sean Trowbridge, some problems with Centipede (start with 18 credits) and Tempest (hang after level 13) are now solved. Trackball support for Tempest. Bernd Wiebelt sincerely hopes he fixed the BCD-emulation in the 6502 emulation. At least the authentic Tempest feeling (broken X/Y monitor) is gone, since the game now starts without pressing Fire.
- 0.26a: Some credits that were left out last time: Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their vecsim emulator which had emulated these games previously on the unix and the mac, and thanks to Neil Bradley for pointing out the critical bug in the vector generator engine which prevented Tempest from working.
- 0.26: Added Tempest (Atari 1980). Known issues: The game start with a blank screen. Press CTRL to start. Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt and Allard van der Bas, MAME entered in vectorial emulation world! All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow, Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel and Tempest. Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their VECSIM emulator which had emulated these games previously on the UNIX and MAC. Control: Arrows = Left/Right move around and CTRL = Zap and ALT = Super Zapper.
- 12th November 1996: Dumped Tempest (rev 1).
LEVELS: 99 (endless)
Other Emulators:
* AAE
* JAE
* Retrocade
Romset: 26 kb / 14 files / 19.8 zip