Tempest vs. Tempest: The Making and Remaking of Atari's Iconic Video Game

(tempest.homemade.systems)

41 points | by mwenge 3 hours ago

6 comments

  • ndiddy 1 hour ago
    Really nice work! From skimming it, it seems really well written. I'm looking forward to reading through the whole thing. I like how you contextualized how the different versions of the game were written and included primary source documents. The visual diagrams are also neat and help your explanations. If you're interested in even more Tempest source code, the code for the MS-DOS version of Tempest 2000 is publicly available here. https://archive.org/details/tempest-2000-dos-source-code I haven't tried building it myself, but from skimming through the files it seems to be intended for Borland Turbo Assembler in ideal mode.
  • bandrami 1 hour ago
    That's so cool. I remember loving this game in the arcade but then being annoyed when I had to also buy a paddle wheel to play it on my 2600, which was then useful for exactly 0 other games.
    • VectorLock 1 hour ago
      Video game history is littered with cool peripherals that were only supported by less than a handful of games. NES R.O.B., SuperScope, etc.
      • bandrami 24 minutes ago
        How I longed for that Power Glove, though in retrospect it's an incredibly stupid interface.
    • ButlerianJihad 51 minutes ago
      The "paddle" and "driving" controllers looked the same, but they did not have the same function.

      A paddle controller for the Atari 2600 had a hard stop, so that it could only make one revolution (or a bit less) in each direction. Therefore, you could use it with Tennis or Pong or whatever else just had you going back-and-forth.

      https://en.wikipedia.org/wiki/Paddle_(game_controller)

      A driving controller spun freely in both directions without stopping its motion. This was not analogous to the steering wheel of a car, but it did permit driving games to be relatively free-wheeling, and you could spin the car's wheels endlessly in either direction.

      In my experience, paddle controllers were more compatible with more games, but if you had a diverse library, it behooved you to keep driving controllers on-hand for that eventuality. Other unique controllers included the BASIC Programming pads, and one of those space games which had some really intricate controls on the dash.

      The "driving" controller class was the type that was supported by Tempest. Analogous to the arcade controller, you could spin indefinitely in either direction without having the physical tab to stop the motion. This definitely contributed to the fun and suspense of the gameplay!

      • bandrami 26 minutes ago
        Mine had no stop so it must have been the driving controller (though now I may be mixing up my 2600 with my 7200). Time flies.
    • chuckmeyer 1 hour ago
      Wait. Did you never play Kaboom? Kaboom was awesome!
      • bandrami 25 minutes ago
        I had a very limited library. I think it was Pitfall, Combat, Tempest, and Berzerk. Kaboom looks fun though.
  • chuckmeyer 1 hour ago
    The vector graphics are why I always seek this game out first in any arcade.
  • faxuss 1 hour ago
    Great work and detail. It gets quite technical at times; simplifying a bit would make it more accessible.
  • gedy 2 hours ago
    Worked with Dave Theurer some years ago, nice guy.
    • artifact_44 1 hour ago
      Same. Super down to earth. We had our office next to his company that was making a graphics processing tool called Debabelizer. We used it heavily in our games workflow, and would occasionally find bugs... more than once, Dave came over to our office and debugged it on his laptop right in front of us. Truly inspirational dude.
      • neurocline 52 minutes ago
        Wow, I loved DeBabelizer Pro. Got a lot of use out of it when porting games.
  • maxkonrad 3 hours ago
    gold mine