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Atari Tempest - High Score

Atari Tempest
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Tempest™
Enemies in the
Tempest™
game
Enemy
Description
Level First
Appears
Points for
Kill
Flipper
X
Originates at far
rim
and
rides
up
two
rails.
Flips
in the
tube
on
near rim.
Kills player by
flipping onto shooter or
by shooting him.
Player kills flipper by shooting when it
is
in the tube or when it is
“standing” up. Or use Superzap.
1
150
Tanker
Originates
at
far rim or from a spiker. Rides between rails.
Car-
ries one or two
flippers, fuseballs,
or pulsars and expels these when
shot or near rim.
Kills player by
shooting him.
Player kills by
shooting tanker in the
tube.
Or
use Superzap.
3
100
Spiker
©
Originates
at
far rim. Rides
up
between rails on spike which
it builds.
Kills player on contact.
Player kills
by
shooting one or more times.
4
50
Spike
Originates at far rim and
builds
up toward near rim.
Kills player on contact.
Player
kills
by
shooting one or more times.
4
1-3
Fuseball
Originates at far rim or from Tanker. Quickly rides on one
rail,
jumps to
next rail and seeks out shooter.
Kills player on contact.
Player kills by shooting when fuseball is jumping between rails.
Or
use
Superzap.
11
250, 500,
750
Pulsar
vW
Originates at
far rim or from Tanker. Rides
up and
down
on two
rails. Flips on near rim and seeks
out
shooter.
Kills if
player
is
on same rails when it pulses, flips onto or
shoots player.
Player kills by shooting pulsar
in
the tube. Or use Superzap.
20
200
The following hints will
help
in
game 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.
Shoot the
flipper
at
the
top
as soon
as it
starts
to
flip.
Use
long
spikes
to
reclaim
shots and kill ene-
mies (at
the
top) approaching
you
from
adja-
cent lanes.
Avoid
shooting fuseball-tankers near
the
top
since emerging fuseballs
usually zip up
to
the
top
and kill
you.
Use Superzap
right
before last enemy
reaches
the
top
for
a
few
extra points.
4. High
Score
Initial
Mode
This
mode
begins
when
a
player
has
one of
the
eight
top scores.
First,
there
is
a fireworks
display.
Next,
the high
score table
appears.
Finally,
a player
enters
his initials
directly
into
the
table
following
the
instructions at
the
bottom
of the
screen.
The ini-
tials
and
score are
highlighted
in
a
special
color.
You
may bypass
this
mode
by
pressing
the
start
button.
All
but the
three
highest
scores
are
erased
when-
ever
you enter
the
self-test
mode,
or press
the
RE-
SET
button
on the
game PCB,
or turn
off
the
power.
This
resetting
replaces
the
five
lowest
scores
with
fictitious
scores
and initials.
If
you change
game
options,
lines
per
game,
bonus
level
or difficulty,
or if
you erase
the
special
“permanent”
memory,
the high
score
table
is replac-
ed
with
eight
fictitious
scores and
initials.
Therefore,
the
table will
always
be
displayed
on the
screen,
possibly
consisting
of
one
or
more
real
scores
and
players’
initials.
16

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