Difference between revisions of "Tempo"
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Revision as of 18:30, 22 September 2021
Tempo | ||||||||||||||||||||
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System(s): Sega 32X | ||||||||||||||||||||
Publisher: Sega | ||||||||||||||||||||
Developer: Sega, Red Company | ||||||||||||||||||||
Sound driver: SMPS Z80 (modified) | ||||||||||||||||||||
Genre: Action[1][2] | ||||||||||||||||||||
Number of players: 1 | ||||||||||||||||||||
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Tempo (テンポ) is a 1995 action platforming game developed for the Sega 32X by Sega and Red Company. It was the first game in Red's Tempo series, and was followed by Tempo Jr. and Super Tempo.
In the game, you control a grasshopper named Tempo, who uses the power of music to rid the world of Rythmia from the minions of the music-hating King Dirge Sound on the television show The Major Minor Show. You defeat enemies by either jumping on them, falling on them, or kicking on them, and you can stun them by shooting music notes at them. When in midair, you can glide slowly downward, destroying any enemy that touches your feet. If you find a special DANCE panel, you can summon your butterfly friend Katy to assist in killing enemies and opening up secret paths.
Contents
Gameplay
The game plays like a straight platformer. causes Tempo to kick, causes Tempo to jump, and causes Tempo to shoot musical notes from his hands. While in midair, holding will cause Tempo to slowly float downward using his wings. Enemies are mainly killed by hitting them with your feet; kicking an enemy gives you +100 points each time, while jumping on them gives you +10. Shooting music notes will stun enemies (but won't affect the score you get when you destroy them). Two powerups available in the level will cause Tempo to shoot two notes at a time or eight notes in a circle each time; the powerups will fall from Tempo to nearby ground whenever he is hit.
Finding a panel that says "DANCE" on it will cause Katy to appear. Katy will automatically kill enemies if Tempo stuns them with a note. If you find a panel that says "KATY" while Katy is following you, Katy will destroy a nearby obstacle, opening up a secret path. The "DANCE" panel will also kill every enemy on screen at the time.
Health is measured by a health bar at the top left corner of the screen. You lose a certain amount of health with each hit, depending on the enemy or obstacle you hit. Once your health reaches a dangerously low point, Katy will flee. You can regain health by collection music notes scattered around the level. Green, red, and orange notes will refill a certain amount of health; the amount decreases with each respective color. A large yellow music note will refill your health once. Some platforms, such as the electric drums in Hi Fi Performance, will give you music notes of decreasing heath value each time they are jumped on.
In each level there is a set of diamonds blocking an alternate path that will electrocute you when touched. A nearby flower encased in ice will cause the diamonds to turn into music notes when touched.
In each level there is a series of trophy-like platforms similar to the one shown when Tempo starts the level; standing on these will warp you to a different part of the level. These platforms usually come in pairs, so standing on one will always take you to the other.
Levels
The game's stages are divided into three different (literal) levels; hitting up and down on the stage select screen allow you to choose the level to choose the stage to play from, though you must beat all the stages on one level to be able to go to the next.
Ground level
Indigestion Performance | |
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Fight your way through the mouth and into the belly of a large monster to fight a boxing glove in a boxing ring. | |
Hi Fi Performance | |
A digital maze of conveyor belts, electric drum pads, electroshock televisions, and dancing bug monsters in the background frame this gimmick-filled area, ending with a fight with a pair of headphones. | |
Downtown Performance | |
An urban city filled with basketball-playing enemies, skyscrapers that rise and fall, and lots of city-related gimmicks leading to a fight with a giant shoe. |
Second level
Circus Performance | |
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Jungle Performance | |
Top level
Winter Performance | |
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Final Performance | |
Production credits
- Designer: Keisuke Abe
- Character Animation Design: Keita Komiyama
- Producers: Hiroshi Aso, Yukihiko Hojo (RED), Mike Larsen
- Assistant Game Designer: Ryoma Kaneko (RED)
- Assistant Producer: Bill Person
- Lead Programmer: Tsukasa Aoki
- Player Programmer: Yuzo Iwai
- Enemy Programmer: Naohiro Hirao
- 32X Programmer: Masanaga Uekusa
- Miscellaneous Utilities: Tomonobu Takahashi
- Object Graphics: Hiroyuki Hirama
- 32X Graphics: Masahiro Kumono
- Background Graphics: Yuta Ihara, Mototaka Nakatsu
- Graphics Assistant: Akira Soejima, Yasuhumi Yamaguchi
- Assistant Map Designer: Hito Ii (RED), G. Chatani (RED)
- Product Manager: Ami Matsumura-Blaire
- Lead Testers: Norihito Sekine, Jeff Junio
- Assistant Lead Testers: Lorne Asuncion, Don Carmichael, Mike Herauf
- Music: Chamy
- Composer: Hiroyuki Hamada
- Sound Effects: Masaru Setsumaru
- Sound Programmers: Atsumu Miyazawa, Akio Setsumasa
- Vocals: Dawn Marie Moore, Jerick De Perio, Bob Timbello (RED)
- Choreography: Hiro Kurosu
- Choreography (Dance Assistant): Yukiko Tsukamoto
- Supervisors: Takashi Shoji, Takeshi Niimura, Ryoichi Hasegawa
- Presented by: Sega 1995, Red 1995
- Assistant Lead Tester: Lance Nelson
- Testers: Arnold Feener, Ly Ly, Joe Cain, Jeff Hedges, Dana Green, John Amirkhan, Janine Cook, Kerry Kirkham, Phil Co, Peter Clark, Richie Hideshima, Maria Tuzzo, Sean McInnes, Rachael Bristol, Christine Watson, Sean Doidge, Len Jung, Crisi Albertson, Erik Larsen, Robert Buckingham, Amber-Leigh Junier, Sam Saliba, Noah Mackenzie, Atom Ellis, Howard Gipson, Steve Bourdet, Jeff Loney, Ed Riel, Nicole Tatum, Chris Lucich, Tony Lynch, Lloyd Kinoshita, Dan Webber, Steve Rapp, Chris Charles, Charles Artoux, Eric Simonich, and Todd Morgan
- Manual: Wendy Dinsmore
Magazine articles
- Main article: Tempo/Magazine articles.
Promotional material
Artwork
Physical scans
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62 | |
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Based on 17 reviews |
Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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✔ |
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3MB | Cartridge (JP/US) | |||||||||||
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1995-02-07 | Page | |||||||||||
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1995-02-06 | Page | |||||||||||
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1995-02-06 | Page | |||||||||||
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1995-02-04 | Page | |||||||||||
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1995-01-26 | Page | |||||||||||
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1995-01-24 | Page | |||||||||||
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1995-01-21 | Page | |||||||||||
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1994-12-29 | Page |
References
- ↑ File:Tempo 32x jp cover.jpg
- ↑ 2.0 2.1 http://sega.jp/fb/segahard/32x/soft.html (Wayback Machine: 2013-06-19 13:31)
- ↑ 3.0 3.1 GamePro, "May 1995" (US; 1995-xx-xx), page 60
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 307
- ↑ Electronic Games (1992-1995), "May 1995" (US; 1995-0x-xx), page 82
- ↑ Famitsu, "1995-03-31" (JP; 1995-03-17), page 1
- ↑ GameFan, "Volume 3, Issue 4: April 1995" (US; 1995-xx-xx), page 19
- ↑ Game Players, "Vol. 8 No. 5 May 1995" (US; 1995-0x-xx), page 50
- ↑ Game Informer, "May 1995" (US; 1995-0x-xx), page 49
- ↑ MAN!AC, "06/95" (DE; 1995-05-10), page 52
- ↑ Mega Force, "Mai 1995" (FR; 1995-0x-xx), page 72
- ↑ Next Generation, "May 1995" (US; 1995-04-18), page 92
- ↑ Saturn Fan, "1995 June" (JP; 1995-05-08), page 40
- ↑ Sega Saturn Magazine, "April 1995" (JP; 1995-03-08), page 132
- ↑ Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 86
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 199
- ↑ Video Games, "6/95" (DE; 1995-05-17), page 90
- ↑ VideoGames, "March 1995" (US; 1995-02-xx), page 83
- ↑ VideoGames, "May 1995" (US; 1995-0x-xx), page 74
Tempo | |
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Main page | Maps | Hidden content | Magazine articles | Reception | Region coding | Technical information |
Tempo series of games |
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Tempo (1995) | Tempo Jr. (1995) | Super Tempo (1998) |
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- Pages with broken file links
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- Tempo
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