Jeff Minter has been creating unique games for years now, but his most loved creation was for the commercial failure that was the Atari Jaguar. Tempest 2000 proved so popular that even now people hunt out the Jaguar just to play it. It’s easily one of the best games ever made and Minter revisited the formula later via Space Giraffe in 2007 and then again with TxK in2015. Now we have another version of the game for the Switch and it’s been more than worth the wait (it’s basically TxK for console under a new name due to all sorts of weird legal issues which we won’t get into).
As ever, the game is presented in a smooth vector style with
your ship moving around the top of a shape and monsters landing and approaching
from the bottom. The aim is to stop them reaching the top by blasting them
away. When they reach the top of the shape, they begin to move along it and try
and grab you. Quick players can duck underneath the enemies as they rotate or
blast them off quickly.
As the game progresses the number of enemy types increase
far more than in other Tempest games. You may start with the monsters that
simply head up and roll across the top of the screen but there are soon enemies
that shoot back at you or electrify parts of the vector shape. Things start
getting even more crazy as soon as level 10 with giant exploding balls setting
off fireworks effects that both look spectacular and dazzle the player in equal
measure.
To help you along the way are a host of power ups which can
dramatically change your style of play. Along with more powerful lasers the
most useful are the jump and Ai Drone. The jump allows you to leap away from
the rim of the level and over creatures moving along the top. The Ai Drone acts
as an assistant and will roll along the rim blasting away at enemies. It can
even save you if one of the monsters reaches you and begins to drag you away. Our
favourite powerup though is one which effectively turns you into a battering
ram for a short period time. This allows you to skim across the top and knock
off all the monsters that have made that far.
As well as the increased creature types the levels also do
some new things. Some continually rotate around while others bend and split
meaning that different routes around the shapes open or close as the level
progresses. These levels take the simple Tempest formula and create something
more intense. This is where the game really shines, and they act to raise an
already excellent game to whole new levels.
There are three different modes available in the game but
they more or less boil down to the same thing. The Pure mode has you start from
level one and go as far as you can before dying. The Classic mode lets you
start from any level you have reached with your score and lives intact. This
means if you lose two or three lives on a certain stage you can return to them
and try and get through with more lives or a higher score. The final mode is
Survival. This is like classic, but no extra lives are given throughout the
game. All the modes have online scoreboards, but it can be difficult to see
where you rank against your friends due to some strange decisions with how
information is displayed.
Tempest 4000 represents a game perfect for the Switch. All
the neon and music work in tandem with the fast gameplay to create a game
perfect for the Switch screen on the go or when docked. This is a game that
gets its hooks into you early and just won’t let you go. It’s a full-on
adrenaline ride filled with clever touches and the odd moment of quirky humour
and exactly the sort of thing we want for the Switch.
Overall 8/10
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