From: klui@corp.hp.com (Kenneth K.F. Lui)
Newsgroups: comp.sys.mac.games
Subject: Re: ARASHI 1.0a on sumex-aim
Date: 21 Dec 1992 03:50:05 GMT
Organization: Hewlett-Packard Company
NNTP-Posting-Host: hpcc90.corp.hp.com
Keywords: Arashi Storm Tempest

In article <1992Dec18.214115.20015@netcom.com> gloomboy@netcom.com (Chris Yaryan) writes:
>FYI, the release version of S.T.O.R.M. 0.9b1 has been released as
>ARASHI 1.0a. It is in the info-mac/game directory of sumex-aim.stanford.edu

I've had a Tempest machine for some time now, but haven't played
it for quite a while.  Arashi is a very good attempt at capturing
the feel of Tempest.  Here are some suggestions at making the
game as-Tempest-as-possible.

1. Spikers turn into tankers once they reach back towards the end
of the tube.  (Spikes stay where they are, of course).

2. When Pulsars pulse, the lane lines where they're in flicker
from white-to-whatever the tube's color is in addition to the end
of their lane disappearing.  This lane flicker makes it a lot
easier to see when the pulsars are dangerous and when they may be
safely shot.

3. The message "AVOID SPIKES" appear on levels 4, 5, 6, 7, and 8
before shooting down the tube.  Enemies that are at the edge of
the tube disappear; the crawler remains on the screen.

4. Spikes don't appear on level 3.

5. Fuseballs never traverse more than one lane, in either
direction, when they reach the top of a tube.  They'll go back
down a bit, move to another lane, come to the edge, and so on.
Once there are very few enemies left--probably less than 5 or so
(I'm not sure about the exact amount)--then fuseballs all go to
the top of the tube and traverse its circumference.  When fuse-
balls travel the length of the tube, they stay between two lanes
and can't be shot--they're only vulnerable when they move from
lane to lane (that is, from the middle of two lanes to another
adjacent middle).

5a. Likewise for pulsars, they don't traverse the circumference
of the tube until it's time for fuseballs to stay at the edge of
the tube.

6. Tankers, spikers, pulsars, and flippers are the only enemies
that shoot back.  Shots do not appear out of nowhere.

7. When the crawler is shot, the enemies stop moving.

8. If the crawler is captured by a flipper or pulsar, both
parties go down the tube.

9. If the last crawler is captured by a flipper or pulsar, both
parties, along with the tube disappears into "infinity."

10. The invisible levels appear as white outlines in the level
selector.

11. The crawler don't go to the next level until all enemies
have either been destroyed or are at the top edge of the tube.

12. Multi-colored tankers don't exist in Tempest.  Only their
centers tell the player what types of tankers they are:
	blank = carries flippers (1 or 2)
	colored as a pulsar = carries pulsars (1 or 2)
	multi-colored = carries either 1 or 2 fuseballs or
			1 fuseball and 1 pulsar (rarely)

13. The coloring scheme for the invisible is the same as the blue
levels, except the grid is not visible.  If interested, I'll post
the correct color schemes for all levels.

14. When you reach a new level, the grid along with the enemies
circling at the bottom, spikes, and the crawler are all visible.
When you get to the invi's, you don't see anything until you
start a particular level in Arashi--which is not true of Tempest.

15. Each "dot" circling at the end of the tube corresponds to an
enemy.  On Arashi, levels with spikes don't seem to follow this
convention.  (i.e. There are no dots at the end, but spikers and
fuseballs still come up.)

Just my initial impressions.  Great work!!  Hmm, gotta power the
game up tonight and have a go at it...


Ken
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Kenneth K.F. Lui, klui@corp.hp.com                  3000 Hanover Street MS20BJ
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