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![]() Ok, so Bedlam's spinning effect (I'll get to that later) isn't that bad -- plus I paraphrased -- but it might make your eyes hurt. Aside from flat-out copying some popular game -- as there's been approximately five million clones of Pac-Man, Breakout, and Space Invaders games ALONE (ok, so I'm just flat-out making that one up just out of thin air) -- there's also good ol' reverse engineering, where you take a certain popular game, change a few aspects of it around, and presto, you've got a new game, like the arcade hit of Star Castle becoming Yars' Revenge for the Atari 2600. And, with Atari not porting it's vector games to the Vectrex (why the hell didn't they DO that?), sole Vectrex games company GCE HAD to bring Tempest to their console. So, Bedlam was born. Being altered from a game where a player was supposed to attack and invade castles instead (hmmm, is that Star Castle again?), this time around, rather than being along the edges of levels in Tempest, your ship is in the center, and all kinds of stuff flies towards YOU. Your enemies range from dumb drone ships that fly towards you without stopping, ones that will stop in their tracks once you face them ( coward , as the Williams Sinistar would say), others that will start circling around you if they get too close (see photo of the x-shaped ship very close to the player's), and a ship that has very powerful shields that can't be destroyed, but can only be pushed back once you shoot it. Nice... Since the Vectrex didn't have a huge screen, the graphics weren't bad, but a couple of ships were hard to tell apart (I'll get to this later). The levels themselves were big, nice geometric shapes though, and the controls worked great, although the sound effects weren't the greatest, just a series of blips and bleeps and all, mostly, with just a slight chance of pitch.
Worse yet, though, is a really miserable glitch that involves your Zap button, which is a once per round feature that will SUPPOSEDLY wipe out all ships on the screen: unfortunately, if there's a lot of ships onscreen, and you press that button while you're moving, poof, they're still there afterwards; what the hell? So when that happens, it's best to stay still and let the ships get as close as possible while not moving, which, once you let them have it then, that usually works. Sheesh. Was this game playtested? I really don't see why that glitch could NOT have been missed, much less fixed, but then, with the video game crash happening the year that this was released, and the Vectrex was in the process of losing it's over $30 million at the end, they probably just shipped it out the door as quickly as possible, I assume. So, unless you liked Tempest, but really sucked at it, this game rates about a C+. It's a fairly rare Vectrex game today, so I wouldn't pay too much for it, as it will wear thin after a while, especially once the levels start rotating around...literally I didn't need Dramamine for this back in the day, but I DID have to ask mom what I could do for my achy eyes, which she introduced me to cutting slices of cucumbers and putting one on each eyelid; yowtch. Until Christopher Tumber reappears and either makes more copies of Tsunami/Vix, or allows Vectrex cart maker Mark Shaker to produce it, we're out of luck as far as playing Tempest on that console, since Tsunami was his version of Tempest, but he seems to have disappeared off the internet , as a post I read said somewhere. And that bites far more than going around and around in circles. ![]() ![]() ![]() ![]() |
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