[{"TitleName":"Gauntlet","Publisher":"U.S. Gold Ltd","Author":"Ben Daglish, Bill Allen, Kevin Bulmer, Tony R. Porter","YearOfRelease":"1986","ZxDbId":"0001989","Reviews":[{"Issue":{"Name":"Crash Issue 37, Feb 1987","Price":"£1","ReleaseDate":"1987-01-22","Editor":"Graeme Kidd","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Publishers: Roger Kean, Oliver Frey, Franco Frey\r\nPublishing Executive/Editor: Graeme Kidd\r\nSub Editor: Ciaran Brennan\r\nStaff Writers: Lloyd Mangram, Lee Paddon, Hannah Smith\r\nAdventure Editor: Derek Brewster\r\nStrategy Editor: Philippa Irving\r\nTech Tipster: Simon Goodwin\r\nContributing Writers: Jon Bates, Brendon Kavanagh, John Minson\r\nProduction Controller: David Western\r\nArt Director: Dick Shiner\r\nAssistant Art Director: Gordon Druce\r\nIllustrators: Ian Craig, Oliver Frey\r\nProduction: Seb Clare, Tim Croton, Mark Kendrick, Tony Lorton, Nick Orchard, Michael Parkinson, Cameron Pound, Jonathan Rignall, Matthew Uffindell\r\nAdvertisement Manager: Roger Bennett\r\nAdvertisement Assistant: Nick Wild\r\nSubscriptions: Denise Roberts\r\nMail Order: Carol Kinsey\r\n\r\nEditorial and Production: [redacted]\r\n\r\nMail Order and Subscriptions: [redacted]\r\n\r\nADVERTISING\r\nBookings [redacted]\r\n\r\nPrinted in England by Carlisle Web Offset, [redacted] - member of the BPCC Group.\r\n\r\nDistributed by COMAG, [redacted]\r\n\r\nNo material may be reproduced whole or in part without written consent of the copyright holders. We cannot undertake to return any written material sent to CRASH Magazine unless accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material which may be used in the magazine is paid for at our current rates.\r\n\r\n©1987 Newsfield Limited\r\n\r\nCover by Ian Craig\r\n\r\n101,483 Total\r\n92,992 UK and EIRE"},"MainText":"Producer: US Gold\r\nRetail Price: £8.99\r\nAuthor: Tony Porter, Kevin Bulmer, Bill Allen\r\n\r\nGauntlet 'The Official Conversion' has at last appeared. The main difference between the arcade classic and this version, is that US Gold have produced a game for one or two players - whereas up to four combatants can enter the coin-op arena.\r\n\r\nThe package comes complete with extensive instructions to help Gauntlet novices who didn't spend their formative years pumping coins into the arcade machine. The program is multi-load, with up to eight levels loading at a time.\r\n\r\nTo begin with, each player must choose one of the four characters, these are: Thor the Warrior, Thyra the Valkyrie, Merlin the Wizard, and Questor the Elf. Each has different levels of Strength, Armour and Magic Power. Strength determines how quickly a character can destroy opponents, Armour level determines the amount of damage a character sustains from a hit, while Magic Power affects the power of potions that are used. In a two player game, the pair of adventurers can work together, sharing the tasks between them and using their unique abilities to best effect.\r\n\r\nThe aim is to scurry around the spacious dungeons, blasting everything that moves and collecting as much food and treasure as possible. Keys must be found and collected so that locked sections of the dungeons can be entered and explored. While all this is going on, the exit to the next level must be located. Each dungeon consists of a maze of two-dimensional walls and doors, with exits to the other levels scattered about. At the start of each level a message details any special conditions that apply - for instance your shots stun your partner in some maze areas.\r\n\r\nCharacters begin with 2,000 health units, displayed on a counter at the bottom of the screen. Confrontations with the evil beings that inhabit the dungeons reduce health points, and death ensues when a character's health rating reaches zero. In the two-player game, a character can rejuvenate a dead partner, who re-enters with a zero score.\r\n\r\nThe dungeons are full of guards and demons waiting to do battle with intruders. Generators located in the mazes continually produce dozens of deadly denizens - unless they are quickly destroyed. Characters can either shoot the enemy or enter into hand-to-hand combat, which usually scores more points - at the expense of the loss of more energy. Hordes of opponents tend to congregate together in sections of the maze, just waiting for you to turn a corner or destroy a wall so they can get at you.\r\n\r\nGhosts are the most common opponents and hit a character once, drain some energy and then disappear: hand-to-hand fighting is pointless with spooks. Lobbers are sneaky fellows, throwing rocks and other heavy items over the maze walls. Demons spray fireballs which sap energy very rapidly. Grunts are armed with heavy clubs and run up to your character buffing away repeatedly. Sorcerers use their magic to defeat you, making themselves temporarily invisible and immune to your shots. Death is the toughest guardian of them all and can only be defeated by use of magic - the best approach is to avoid him altogether.\r\n\r\nFood and drink (some of which is poisoned) can be collected to restore health and boost your score. Potions found in the mazes have a range of effects - some act as 'smart bombs', while special potions confer additional fighting or shooting ability, increase your character's speed or improve magic power. All the collectable objects are picked up by walking over them, although potions can be shot, in which case their 'smart bomb' effect is reduced.\r\n\r\nPoints are awarded for each denizen despatched and for collecting objects. Every so often a bonus treasure room is encountered where the aim is to gather up all the treasure and escape before a time limit expires. Transporter pads appear on some levels, and stepping on one moves the player to another pad on the screen. As in the original game, some of the walls can be destroyed by repeated shots, while stepping on a trap makes a section of wall disappear.\r\n\r\nCOMMENTS\r\n\r\nControl keys: player 1/player 2 - 1/8 Up, Q/I Down, S/K Left, D/L Right, Z/M Fire, CAPS/SPACE Use magic\r\nJoystick: Kempston, Cursor, Interface 2\r\nUse of colour: adequate\r\nGraphics: inevitably, a bit small\r\nSound: unremarkable\r\nSkill levels: one\r\nScreens: 512 scrolling levels","ReviewerComments":["Gauntlet has turned out to be a much better game than any of its clones. The programmers have managed to capture a lot of the spirit of the arcade machine - this version is nearly as playable as the original and far cheaper. Graphically Gauntlet is pretty run-of-the-mill. The sound is generally lame, the tune is instantly forgettable and the effects are dull and infrequent. Don't be put off by these shortcomings - gameplay is where Gauntlet really picks up my marks: I could easily play it until the end. If you have been waiting for a decent game of this type to appear then I doubt that you'll find better.\r\nBen Stone","Hey wow! The biggest arcade hit that I never saw hits the Spectrum. Yeuch! What puny little graphics; but WOW! - what a game! This is just what Spectrum owners need: a proper, involved two-player game. Despite the fact that I am against most multi-load systems, it's hardly surprising that Gauntlet has got one; it must be one of the biggest games about. If you're only likely to play it on your own, than think before you splash out, but in two-player mode it's hard to stay away from. Well done US Gold.\r\nMike Dunn","At last the original game hits the streets (well the CRASH office anyway). This is just as playable as the arcade machine - and the conversion retains the fast screen scrolling. It even manages to keep the old 'come on follow me' feeling - if you're playing with a friend co-operation is essential as the dungeon scrolls around the characters on screen and it's easy to get trapped if you try to go your separate ways. Gauntlet is more of a shoot/pick 'em up game than any of its clones, and as such it contains much more fast action fun. Cancel all engagements for the next few months, Gauntlet has arrived!\r\nPaul Sumner"],"OverallSummary":"General rating: This conversion is let down a little by the graphics and sound, but the gameplay more than makes up for such deficiencies.","Page":"16,17","Denied":false,"Award":"Crash Smash","Reviewers":[{"Name":"Ben Stone","Score":"","ScoreSuffix":""},{"Name":"Mike Dunn","Score":"","ScoreSuffix":""},{"Name":"Paul Sumner","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Oops. Game Over time. Cameron and his new assistant Mike Parkinson aren't too good at playing GAUNTLET for the camera: they've just snuffed it at the hands of a host of ghosts!"},{"Text":"Our dynamic duo have just entered a new level. Good job one of them is carrying a key - the entrance is a locked chamber. Questor could do with a snack to boost his health points..."},{"Text":"Thor the Warrior hangs back while Questor the Elf gets ready to shoot some spooks. Treasure and food are on offer if the ghosts can be dealt with."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"90%","Text":""},{"Header":"Graphics","Score":"77%","Text":""},{"Header":"Playability","Score":"94%","Text":""},{"Header":"Addictive Qualities","Score":"94%","Text":""},{"Header":"Value For Money","Score":"91%","Text":""},{"Header":"Overall","Score":"92%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 58, Nov 1988","Price":"£1.5","ReleaseDate":"1988-10-20","Editor":"Dominic Handy","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Dominic Handy\r\nAssistant Editor: Stuart Wynne\r\nStaff Writers: Mark Caswell, Philip King, Lloyd Mangram, Nick Roberts\r\nPhotography: Cameron Pound, Michael Parkinson\r\nContributors: Jon Bates, Raffaele Cecco, Mel Croucher, Ian Cull, Simon Goodwin, Ian Lacey, Barnaby Page, Ian Philipson, Paul Sumner\r\n\r\nPRODUCTION\r\n[redacted]\r\n\r\nProduction Manager: Jonathan Rignall\r\nReprographics Supervisor: Matthew Uffindell\r\nArt Director: Mark Kendrick\r\nAssistant Art Director: Wayne Allen\r\nProduction Team: Ian Chubb, Melvin Fisher, Robert Hamilton, Robert Millichamp, Tim Morris, Yvonne Priest\r\n\r\nEditorial Director: Roger Kean\r\nPublisher: Geoff Grimes\r\nAdvertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nSales Executives: Sarah Chapman, Andrew Smales\r\nAssistant: Jackie Morris, Lee Watkins [redacted]\r\n\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise Roberts\r\n[redacted]\r\n\r\nTypeset by The Tortoise Shell Press, Ludlow. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group. Distribution by COMAG, [redacted]\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens (like a game that has been offered as a prize being scrapped) we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of CRASH. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop the Sticky Solutions Department a line at the [redacted] address). No person who has any relationship, no matter how remote, to anyone who works for either Newsfield or any of the companies offering prizes, may enter one of our competitions. No material may be reproduced whole or in part without the written consent of the copyright holders. We cannot undertake to return anything sent into CRASH including written and photographic material, software and hardware - unless it is accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material is welcome, and if used in the magazine is paid for at our current rates.\r\n\r\nTotal: 96,590\r\nUK/EIRE: 90,822\r\n\r\n©CRASH Ltd, 1988\r\n\r\nCover Design & Illustration by Oliver Frey"},"MainText":"Gauntlet\r\nProducer: Kixx\r\nPrice: £2.99\r\nOriginal Rating: 92%\r\n\r\nThe much-acclaimed Atari coin-op arrived on the Spectrum in February 1987 with 512 multiloaded, scrolling levels. But this 'official conversion' only arrived after several very good clones of the arcade machine had appeared.\r\n\r\nThe belated licensed version, like the clones, only catered for two players, unlike the four of the arcade original. But even with just a daring duo, cooperation is essential for success. Partly this is due to the differing capabilities of the characters.\r\n\r\nThe simple aim of the adventurers is to explore the many levels, while shooting and hacking as many monsters as possible. The ghosts, demons aid rock-throwing lobbers emerge from generators (which can be shot) and swarm through the mazes attacking the heroes. Contact with them reduces the player's energy level and if this drops to zero, the adventure (and life) is over. Luckily, nourishment is scattered around, along with magic potions to destroy many enemies at once.\r\n\r\nAlthough graphically and sonically rather dull the Spectrum version of Gauntlet retains (most importantly) all the playability of the classic coin-op. While the large amount of levels require a multiload, since eight load in a time play doesn't suffer too many interruptions. A huge, action-packed game, this is a bargain. If you were silly enough to miss it first time around, get it NOW!","ReviewerComments":[],"OverallSummary":"","Page":"110","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Phil King","Score":"85","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"85%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 14, Feb 1987","Price":"£1","ReleaseDate":"1987-01-08","Editor":"Teresa Maughan","TotalPages":106,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nArt Editor: Caroline Clayton\r\nProduction Editor: Sara Biggs\r\nAssistant Editor: Phil South\r\nStaff Writer: Markus Berkmann\r\nDesigner: Darrell King\r\nContributors: Steve Adams, Luke C, Mike Gerrard, Ian Hoare, Gwyn Hughes, ZZKJ, Tommy Nash, Max Phillips, Rick Robson, Rachael Smith\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Julian Harriott\r\nProduction Manager: Sonia Hunt\r\nManaging Editor: Kevin Cox\r\nPublisher: Roger Munford\r\nPublishing Director: Stephen England\r\n\r\nPublished by Sportscene Specialist Press Ltd, [redacted] Company registered in England.\r\nTypesetters: Carlinpoint [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1987 Felden Productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Sinclair is a monthly publication."},"MainText":"RUN THE GAUNTLET\n\nThere's nothing the YS lovebirds like more than cuddling together round a nice, warm Gauntlet machine. We asked Dauntless Rachael Smith and Gormless Gwyn Hughes whether they dig the dungeons, Spectrum-style.\n\nFAX BOX\nGame: Gauntlet\nPublisher: US Gold\nPrice: £8.99\nJoystick: Kempston, Sinclair, Protek\nKeys: Player 1: Up 1; Down Q; Left A; Right S; Fire Z; Magic Caps Shift; Player 2: Up 8; Down I; Left K; Right L; Fire M; Magic Space\nReviewer: Gwyn Hughes, Rachael Smith\n\nRachael: What better place to start than the start? After an initial adventure in the land of multi-load, of course.\n\nGwyn: The main program's on side one: the dungeons on side two. A second player can join a one person game at any stage.\n\nRachael: Though you don't get a choice of character that way.\n\nGwyn: If you want to change characters at all, you have to re-load the whole thing.\n\nRachael: The score's ticking away. Move!\n\nGwyn: Ghosts! Let me get them. I've got more powerful projectiles.\n\nRachael: Boasting again!\n\nSTARTING OUT\n\nGwyn: Look - there's a sorcerer coming.\n\nRachael: This calls for some hand to hand combat.\n\nGwyn: That should certainly do for him.\n\nRachael: There are loads of angry ghosts on the other side of that door.\n\nGwyn: That's because we've been hanging around. They carry on appearing until they fill the screen.\n\nRachael: And we've to fight our way through?\n\nGwyn: You forget my magic potion. Get close to them, so there are as many as possible on-screen, press the magic button and...\n\nRachael: Nice one, Merlin.\n\nGwyn: it kills every nasty on screen.\n\nRachael: Haven't you noticed that monsters outside the screen never enter it?\n\nGwyn: So you clear the screen you're in...\n\nRachael: ...then walk on a little to scroll it a bit further - but only so a few more nasties appear.\n\nMONSTER MASH\n\nRachael: That wasn't bad for a first course. What's next?\n\nGwyn: Hang on. I'm just loading it.\n\nRachael: Help! It wasn't like this last time.\n\nGwyn: No. Though the maze remains the same. some of the elements shift about.\n\nRachael: Watch it, your health's pretty low, and I don't like the look of that crowd in there.\n\nGwyn: There's a lot of cider, to compensate.\n\nRachael: But will you reach it in time?\n\nGwyn: No good hanging around. Let's go in.\n\nRachael: It's no good. Your health indicator is flashing. You're done for.\n\nGwyn: Only one thing for it. Reincarnate. And in a single player game you could always use the ability to create a second character, before the first one dies.\n\nRachael: I'm a-maze-d you're not mapping this.\n\nGwyn: You think I've got time to get out the old graph paper? Anyhow - there are too many things that change during the game. Doors. Walls that disappear. Much better to get to know the sort of pitfalls that each level holds in store.\n\nRachael: Most exits seem to be on the edges of the screens\n\nGwyn:... or in the centre.\n\nRachael: If you don't fight for some time, exits appear everywhere, anyhow.\n\nGwyn: I've never stood still long enough. Inactivity makes all the invisible walls melt, releasing whatever lies behind them.\n\nREST ROOM\n\nGwyn: Are you running away?\n\nRachael: No, just checking ahead.\n\nGwyn: You couldn't get far. The two characters have to be within the screen area.\n\nRachael: I know. The only opportunity I get for a moment's peace is when you've left a maze. Then I can run around, picking up any bits of treasure you missed.\n\nGwyn: Getting picked up by any wandering monsters we neglected to kill, more like. Co-operation's the name of the game now. So it's side by side and keep firing till we've cleared the generator.\n\nWHAT'S YOUR POISON?\n\nRachael: Look - another potion.\n\nGwyn: Better let me have it. I can do more damage when I use it with the magic key.\n\nRachael: It could give me extra armour or fight power or shot speed... I'm going to pick it up.\n\nGwyn: Not if I shoot it first!\n\nRachael: Hey! Not fair! I thought you said we were co-operating.\n\nGwyn: Yes, but I reckon it's of more use to us if I have it to clear a crowd of grunts, say.\n\nRachael: Then why didn't you say so. It'll be less powerful because you got it by shooting rather than picking it up.\n\nGwyn: We're both pretty low.\n\nRachael: Use magic then.\n\nGwyn: It won't clear enough of those demons to get us to safety.\n\nRachael: Not for both of us ...\n\nGwyn: What do you mean?\n\nRachael: When the going gets tough, the tough get going. As soon as you're dead I'm running for the exit. So long sucker...\n\nGwyn: I'm reincarnating if you make it... and I might use you for a bit of target practise!","ReviewerComments":[],"OverallSummary":"","Page":"56,57","Denied":false,"Award":"Your Sinclair Megagame","Reviewers":[{"Name":"Gwyn Hughes","Score":"9","ScoreSuffix":"/10"},{"Name":"Rachael Smith","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[{"Text":"GWYN'S GUIDE TO GAUNTLET GOODIES\r\n\r\nPICK UP A POTION\r\nAs well as giving you then chance to use magic, potions can have other useful side effects. Extra armour, magic power, shot speed or power, and fight and pick up power can all lurk in these bottles. But be careful not to blast them in your attempts to destroy any nearby nasties!\r\n\r\nAMULETS\r\nFound on the lower levels, wearing one of these charming charms gives you the Sorcerer invisibility effect, which means you can run around without the monsters realising you're there.\r\n\r\nTRANSPORTERS\r\nNo, not train spotters - though you might find one in the very last level! They can get you into sealed rooms. Of course, whether you want to go into sealed rooms is another matter, as they often contain some really nasty problems!"},{"Text":"MONSTER MASH\r\n\r\nRachael. I'm a zyder drinker. Would pecker? Perhaps, but cider can be poisoned, taking away special powers, potions or health points. Still, if you're thirsty, you'll take the risk.\r\n\r\nRachael. If you watched the scenery scroll by, you'll have seen that the vertical passage, on the right, is a cul-de-sac. So whether you fight those ghosts depends on how hungry you are for extra points.\r\n\r\nGwyn. my possessions indicator shows that I've picked up a potion that allows me to blast everything on the screen. But better save it for a really tight corner - like a room crammed with monsters!\r\n\r\nGwyn. We might do better if we stuck together on this one. Immediately we take the chest and jug, we'll free the ghosts, which means we need to start firing. I'd better go for the ghost generator because my missiles are more powerful."},{"Text":"REST ROOM\r\n\r\nRachael. What, no monsters? No, 'cos this is a treasure room, so we can run around collecting what we want. Rather like being let loose in Harrods sale before the crowds arrive.\r\n\r\nRachael. A bit of maths is called for if you're to score here. The bonus is 100 times the number of chests that you pick up. Don't waste too much time weaving in an out of alcoves though.\r\n\r\nGwyn. You only have a few seconds to reach the exit, and if you don't get out with the loot there's no bonus for you. A competitive pair could try to block each other's exit though. Nyah, nyah, nyah!\r\n\r\nGwyn. No time for jokes. If we're to get it all we'll have to make sure we work in tandem. These random rooms appear so infrequently you don't want to lose the opportunity for your bonus."},{"Text":"STARTING OUT\r\n\r\nRachael. Mummy, where do little ghosts come from? From piles of bones, of course. Shoot the generators as soon as possible to stop the endless flow of nasties. And if your partner gets it, destory his skeleton, or he'll become spiritual too!\r\n\r\nRachael. Hey, Gwyn you big turkey! This adds a hundred to the score and gets you a hundred health points too. Bootiful! But be careful not to shoot it by mistake or bang goes your Sunday lunch.\r\n\r\nGwyn. We could make for this exit, which leads to level four, but if we battle upwards we'll reach a highway to eight. And there's a door to the next dungeon, if you want to take the scenic route.\r\n\r\nGwyn. That chest's almost as impressive as yours. Just pass over it to pick it up... and the hundred points in contains."},{"Text":"THE RACHAEL SMITH GUIDE TO DUNGEON DENIZENS\r\n\r\nGHOSTS\r\nWho ya gonna call? Anybody with fire power, because they only hurt if they touch you. Ghosts tend to queue up to attack, so just blast away straight down the line.\r\n\r\nGRUNTS\r\nSo called because of their conversational power. These dummies go for brute force, so try and shoot them before they get close enough to join you to their club... a big one with a nail through itl\r\n\r\nDEMONS\r\nSneaky, they tend to lurk round corners and will spit fireballs at you. When you close in they prefer to bite, but this is less damaging than their incendiaries, So be offensive.\r\n\r\nLOBBERS\r\nLittle green men who toss rocks over walls. Best way to deal with the cowardly little tossers is with a well aimed missile, because they try to run away.\r\n\r\nSORCERERS\r\nThese strobe on and off worse than a disco light, and when you can't see them, you can't shoot them. Unless you're very lucky, missiles will be more miss than hit, so get a grip on these goons.\r\n\r\nDEATH\r\nThe big D is a big problem. Only a magical potion can do for him what he'd do for you. He'll drain 200 points before he's had enough. When cornered by him, activate a second character, who'll appear where Death was, destroying him!"},{"Text":"WHAT'S YOUR POISON?\r\n\r\nGwyn. Well, if it isn't the dynamic demons. Halitosis fireballs make these little devils a danger from a distance, so get in close and dispense with the, hand to hand.\r\n\r\nRachael. At last, a potion that did me some good. It increased my armour protection, so that I take less damage - rather like wearing two anoraks when you're trainspotting in the depths of winter.\r\n\r\nRachael. Uh oh... he looks deathly pale. That's 'cos it's Death himself, or Mr Death as the instructions call him. And you can see why! Contact just saps your strength, and magic is the only way to dispose of him.\r\n\r\nGwyn. Yes, Death's a real killer. But he's trapped behind a wall for the moment. Best course when you meet him is to out-run him, because though he'll try to follow, you can usually leave him behind."},{"Text":"WHO'S WHO\r\n\r\nTHYRA THE VALKYRIE\r\nRachael This is me, Thyra - and no jokes about the thize of my thighs, right! Best protected warrior, with my shield, but I'm not that strong when it comes to throwing anything more then a tantrum. I can junk generators with my trusty sword and can even summon up a Iittle magic with the right potions.\r\n\r\nMERLIN THE WIZARD\r\nGwyn My Celtic roots made me a natural for Merlin. No good in a bout of arm wrestling, but goodness, gracious, great balls of fire shoot from my fingers with devastating results. Using potions is my main skill and I can clear a whole screen with magic - jus' like that.\r\n\r\nTHOR THE WARRIOR\r\nRachael He's mighty Thor - no thurprithe, ath hith thkin absorbs twenty percent of the damage. He's so butch that he's also a winner when it comes to ranged and close combat - and I wouldn't mind a bit of that with him, knoworrimean!!! But I'd have to love him for his body, because he's a total klutz when it comes to magic.\r\n\r\nQUESTOR THE ELF\r\nGwyn Good elf to you, because Questor sets out on the quest with leather armour. He's not got much when it comes to putting shot - or should that he shooting a put? His hand to hand's a bit dodgy too, but his magical ability will do for most monsters and generators."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"8/10","Text":""},{"Header":"Playability","Score":"9/10","Text":""},{"Header":"Value For Money","Score":"9/10","Text":""},{"Header":"Addictiveness","Score":"9/10","Text":""},{"Header":"Overall","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 35, Nov 1988","Price":"£1.5","ReleaseDate":"1988-10-11","Editor":"Teresa Maughan","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nDeputy Editor: Ciaran Brennan\r\nStaff Writer: Duncan MacDonald\r\nProduction Editor: Jackie Ryan\r\nDesigner: Catherine Higgs\r\nTechnical Consultant: David McCandless\r\nContributors: Guy Bennington, Marcus Berkmann, Richard Blaine, David Cadle, Jonathan Davies, Mike 'Skippy' Dunn, Greville Edwards, Mike Gerrard, Sean Kelly, Graeme Kidd, David Powell, Peter Shaw, Rachael Smith, Phil South, Ben Stone\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Simon Stansfield\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nMarketing Manager: Bryan Denyer\r\nPublisher: Kevin Cox\r\nPublishing Director: Roger Munford\r\nFinance Director: Colin Crawford\r\nManaging Director: Stephen England\r\nChairman: Felix Dennis\r\n\r\nPublished by Dennis Publishing Ltd, [redacted] Company registered in England.\r\nTypesetters: Carlinpoint [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1988 Felden Productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Sinclair is a monthly publication."},"MainText":"GAUNTLET\r\nKixx\r\n£2.99\r\nReviewer: Marcus Berkmann\r\n\r\nWorra licence! Gauntlet, if anything, is an even bigger game than Uridium - top by miles in the Desert Island Disks chart earlier this year, and generally considered to be one of the best and most enduring of all arcade conversions. If you don't know of it, you may well have had your head buried in cement for the past two years, but for those few yet to experience its joys, here's a rundown.\r\n\r\nYou, for some reason known only to yourself, are stuck in this many-levelled world of mazes, all of a particular size but each of its own pattern. Nasties abound, and depending which characters you have chosen (you can take two of four on offer) you can fire at them with variable degrees of effectiveness. Sooner or later you die, of course, but don't we all? I couldn't get the famous SYM SHIFT cheat to work on this one, but I'll be fascinated to hear of anyone who can. Good blasting.","ReviewerComments":[],"OverallSummary":"","Page":"88","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Marcus Berkmann","Score":"8","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 43, Aug 1987","Price":"£1","ReleaseDate":"1987-07-30","Editor":"Roger Kean","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nAssistant Editor: Barnaby Page\r\nStaff Writers: Lloyd Mangram, Richard Eddy, Ian Phillipson, Ben Stone\r\nPhotographers: Cameron Pound, Michael Parkinson\r\nOffice: Sally Newman\r\nTechnical Editor: Simon N Goodwin\r\nAdventure: Derek Brewster\r\nPBM: Brendon Kavanagh\r\nStrategy: Philippa Irving\r\nLondon: John Minson\r\nContributors: Gareth Adams, Jon Bates, Robin Candy, Mel Croucher, Mike Dunn, Franco Frey, Dominic Handy, Nick Roberts, Mark Rothwell, Paul Sumner\r\n\r\nPRODUCTION\r\n\r\nProduction Controller: David Western\r\nArt Director: Gordon Druce\r\nIllustrator: Oliver Frey\r\nLayout: Tony Lorton, Mark Kendrick, Tim Croton, Seb Clare\r\nProcess and Planning: Matthew Uffindell, Jonathan Rignall, Nick Orchard\r\nAdvertisement Manager: Roger Bennett\r\nAdvertisement Assistant: Nick Wild\r\nSubscriptions: Denise Roberts\r\nMail Order: Carol Kinsey\r\n\r\nEditorial and Production: [redacted]\r\n\r\nMail Order and Subscriptions: [redacted]\r\n\r\nADVERTISING\r\n[redacted]\r\n\r\nTypesetting by The Tortoise Shell Press, Ludlow\r\n\r\nColour origination by Scan Studios [redacted]\r\n\r\nPrinted in England by Carlisle Web Offset, [redacted] - member of the BPCC Group.\r\n\r\nDistributed by COMAG, [redacted]\r\n\r\nNo material may be reproduced whole or in part without written consent of the copyright holders. We cannot undertake to return any written material sent to CRASH unless accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material which may be used in the magazine is paid for at our current rates.\r\n\r\n©1987 Newsfield Limited\r\n\r\nCover by Oliver Frey"},"MainText":"Issue 37 (February 1987) Page 16\r\n\r\nROBIN: Gauntlet, the official conversion, arrived in CRASH Towers just in time for the February 1987 issue - where it was immediately Smashed and hailed as 'a much better game than any of its clones'. It follows the arcade original quite faithfully, with a few alterations due to the limitations of the Spectrum.\r\n\r\nThe original is a one-to-four-player game where each player plays simultaneously. The abilities of the characters vary - for instance, some are better at combat than others. The aim is to rush about the spacious mazes hacking at anything that moves and eating anything that doesn't. You have to find a key to get into some parts of the maze.\r\n\r\nThere are six groups of nasties out to stop you. At the top of the tree comes Death himself, who can only be killed if you have a magic potion; the other baddies can be killed in hand-to-hand combat, or shot.\r\n\r\nYou have only one life, which is represented by a health score. This goes down when you're wounded by the enemy and goes up when food and drink are collected. Scattered about each maze are objects which give limited help, such as increased fire power and invisibility.\r\n\r\nTo progress to the next level you have to find an exit - and if you're particularly proficient, you can buy The Deeper Dungeons, a 512-screen add-on to Gauntlet.\r\n\r\nThe biggest letdown in the Spectrum conversion of Gauntlet is the graphics, which are small and simple. And, unlike the arcade original, the Spectrum Gauntlet allows only two players. Still, the conversion retains all the playability and addictive qualities that made the original such a smash hit. The multiload system gets a bit annoying at times - but it's a small price to pay.\r\n\r\nRICKY: Because Gauntlet is the official conversion, it includes all the best features, and it's no disappointment after the arcade game. However, I could only enjoy Gauntlet as a two-player game - on my own I found it didn't generate the same enthusiasm.\r\n\r\nThen: 92%\r\nNow: 89%","ReviewerComments":[],"OverallSummary":"","Page":"40","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Richard Eddy","Score":"","ScoreSuffix":""},{"Name":"Robin Candy","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"US Gold's Gauntlet: run it again, and again..."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"89%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 38, Feb 1989","Price":"£1.6","ReleaseDate":"1989-01-10","Editor":"Teresa Maughan","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nArt Editor: Catherine Higgs\r\nDeputy Editor: Matt Bielby\r\nProduction Editor: Jackie Ryan\r\nStaff Writer: Duncan MacDonald\r\nDesigner: Thor Goodall\r\nTechnical Consultant: David McCandless\r\nContributors: Marcus Berkmann, Guy Bennignton, Richard Blaine, Ciaran Brennan, Jonathan Davies, Mike 'Skippy' Dunn, Mike Gerrard, Sean Kelly, Catherine Peters, Peter Shaw, Rachael Smith, Phil South, Ben Stone\r\nAdvertisement Manager: Simon Stansfield\r\nAdvertisement Executive: Stephen Bloy\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nAdvertisement Production: Katherine Balchin\r\nMarketing Manager: Bryan Denyer\r\nPublisher: Terry Grimwood\r\nFinance Director: Colin Crawford\r\nManaging Director: Stephen England\r\nChairman: Felix Dennis\r\n\r\nPublished by Dennis Publishing Ltd, [redacted] Company registered in England.\r\nTypesetters: Carlinpoint [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1989 Felden Productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Sinclair is a monthly publication."},"MainText":"GAUNTLET\r\nKixx\r\n£2.99\r\nReviewer: David McCandless\r\n\r\nYes, the metal glove that reduced many a games player into a shivering sleepless wreck. Thisis one of the oly coin-op conversions that ever really captured the addictive essence of the original and was the big Christmas hit in '86. I was enchanted by this one for months.\r\n\r\nIf you don't know already the idea is to direct your beefy medieval hero (or heroine) on a quest through billions of multi-load levels, fighting off hordes of ghosts, ogres and grim reapers, collecting potions, treasure and extra-weaponry, sifting through caverns, mazes and bonus screens, blasting, exploding, pulverising, shooting... aarrghhh! It's brilliant! The creatures are fairly brainless, churning about, chasing you. They're fairly easy to dispatch as well, a couple of well-timed axes down their ectoplasmic gullets usually does the biz. You race towards the exits but doors block off sections of the maze, so keys must be collected to open them. The mazes become progressively more complex and progressively more populated with nasty cultures. You collect extra weapons and deal death in a fun way.\r\n\r\nThe graphics are a little simplistic, the colours a little garish and the multi-load a bit tedious, but all these niggles are swiftly forgotten when you experience the pleasure of simultaneous two player action. Playing with a friend (at the computer, I hasten to add) lends another dimension to the game. You can be savagely nefarious and leave your partner to the Reaper's mercy, be savagely sadistic and shoot him 'accidently' or even be savagely cooperative - either way it's bags of fun and well worth the money.","ReviewerComments":[],"OverallSummary":"","Page":"53,55","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"David McCandless","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 59, Feb 1987","Price":"£1","ReleaseDate":"1987-01-18","Editor":"David Kelly","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: John Gilbert\r\nSenior Staff Writer: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nDesigner: Gareth Jones\r\nAdventure Help: Gordo Greatbelly\r\nZapchat: Jon Riglar\r\nHelpline: Andrew Hewson\r\nContributors: Richard Price, Andy Moss, Gary Rook\r\nHardware Correspondent: Rupert Goodwins\r\nAdvertisement Manager: Louise Fanthorpe\r\nSenior Sales Executive: Jacqui Pope\r\nProduction Assistant: Alison Morton\r\nAdvertisement Secretary: Linda Everest\r\nSubscriptions Manager: Carl Dunne\r\nPublisher: Terry Pratt\r\n\r\nTelephone [redacted]\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nCover Illustration: Stuart Hughes\r\n\r\nIf you would like to contribute to Sinclair User please send programs or articles to:\r\nSinclair User\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\nOriginal programs should be on cassette and articles should be typed. Please write Program Printout on the envelopes of all cassettes submitted. We cannot undertake to return cassettes unless an SAE is enclosed. We pay £20 for each program printed and £50 for star programs.\r\n\r\nTypeset by PRS Ltd, [redacted]\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1987 Sinclair User ISSN No 0262-5458\r\n\r\nABC 90,215 July-Dec 1985"},"MainText":"Label: US Gold\r\nAuthor: Gremlin\r\nPrice: £9.95\r\nJoystick: various\r\nMemory: 48K/128K\r\nReviewer: Graham Taylor\r\n\r\nWell, here we are then, the real thing.\r\n\r\nAfter Dandy and Druid the Gauntlet surrogates, we have Gauntlet, the Official Licenced Version.\r\n\r\nBoth Druid and Dandy were good games (and Dandy particularly a very adequate Gauntlet substitute) and both were released around two months before this one. Does it stand a chance? Do you need to buy it? I'd say yes.\r\n\r\nThings begin badly however, for various reason, when you're setting up right at the start. Partly because of Spectrum memory restrictions and partly because a Gauntlet Expander tape is planned in the next few months (US Gold needs to get some of that money back somehow) you have to keep stopping and starting the tape, making selections, number of players, which character you want to be and so on and then restarting the tape.\r\n\r\nWorse. During the game after every eight levels or so you have to restart the tape to load in the next batch of levels. You'd better hope you don't get any problems with the hyperload...\r\n\r\nIs it authentic? Yes very, although the graphics are simplified compared with the arcade original.\r\n\r\nA good many of the mazes are exactly the same in layout as on the machine. I was very pleased to discover that one of my favourite sections, where a great mass of ghosts crowd the doorway just waiting for you to open it, was retained almost exactly. The shapes of the ghosts, the food supplies, the bottles, the bags of gold, all are retained from the original.\r\n\r\nBetter still, the gameplay is such that you can make use of strategies developed at great expense and over many hours on the arcade machine. As ever the monster generators are the key - get them first - and on some levels its definitely more feasible to go treasure hunting than others. Other times it's better to head straight for the exit just as fast as possible...\r\n\r\nLike the original, it works best as a two-player game and the program provides for a large number of alternative arrangements for keys and/or joysticks so that the whole thing becomes logistically feasible.\r\n\r\nThe choice of characters at the beginning is the same. There's Thor who's like Rambo - tough but lacks the noddle to cope with spells. Thyra is pretty good at everything except shot power. Merlin is butch but is good at the magic stuff. And Questor who isn't much of a shot and can't take much punishment but is good at everything else. Well defended characters are probably best for beginners.\r\n\r\nHow does it rate? Personally I still prefer Avenger as a marginally more complex game but if you are an addict of the arcade game, and who isn't, I think even Dandy owners might not be able to resist it.\r\n\r\nIt's actually about as good a conversion as it could reasonably be hoped for. A relief for Gauntlet players everywhere.","ReviewerComments":[],"OverallSummary":"As good a conversion of the classic arcade original as could be expected. No-one should be disappointed.","Page":"40,41","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Graham Taylor","Score":"5","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[{"Text":"HINTS AND TIPS\r\n\r\nChoose a well defended character if you are new to the game, eg Thyra (if you can bare to play a woman) or Thor.\r\n\r\nDon't rush out the nearest exit on Level 1. There are reasons to investigate locked gates...\r\n\r\nShoot monster generators first.\r\n\r\nDon't always try to kill all the monsters in the vicinity. If the way is fairly clear and you can run past, do so.\r\n\r\nBe careful not to shoot food or treasure.\r\n\r\nWatch out for poisoned food."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"5/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Computer Issue 2, Feb 1987","Price":"£1","ReleaseDate":"1987-01-15","Editor":"Gary Evans","TotalPages":84,"HasCoverTape":false,"FlannelPanel":"Editor: Gary Evans\r\nDeputy Editor: Francis Jago\r\nStaff Writer: John Barnes\r\nSub Editor: Harold Mayes MBE\r\nProduction Editor: Jim McClure\r\nProduction Assistants: Nick Fry\r\nEditorial Secretary: Sheila Baker\r\nDesigner: Chris Winch\r\nDesign Assistant: Neil Tookey\r\nHead Of Advertising Sales: Dory Mackay\r\nAdvertisement Manager: David Lake\r\nAdvertisement Executive: Tim Seymour\r\nClassified: Paul Monaf\r\nPublisher: Paul Coster\r\nFinancial Director: Brendan McGrath\r\nManaging Director: Richard Hease\r\n\r\nYour Computer, [redacted]\r\nISS 0263 0885\r\n\r\n©1987 Focus Magazines Limited\r\nPrinted by The Riverside Press Ltd, England.\r\nTypeset by Time Graphics Ltd, [redacted]\r\n\r\nDistributed by Quadrant Publishing Services, [redacted].\r\n\r\nReasonable care is taken to avoid errors in this magazine but no liability is accepted for any errors which may occur. No material in this publication may be reproduced in any way without the written consent of the publishers. The publishers will not accept responsibility for the return of unsolicited manuscripts, listings, data tapes or discs.\r\n\r\nWe will assume permission to publish all unsolicited material unless otherwise stated. We cannot be held responsible for the safe return of any material submitted for publication. Please keep a copy of all your work and do not send us original artwork.\r\n\r\nUnfortunately we are unable to answer lengthy enquiries by telephone. Any written query requiring a personal answer MUST be accompanied by a stamped, self-addressed envelope; please allow up to 28 days for a reply.\r\n\r\nSubscriptions: UK £15 for 12 issues. Overseas (surface mail) £25 - airmail rates on request. Please make a cheque/postal orders payable to Focus Magazines (allow 5 weeks from receipt of order to delivery of first subscription copy). Send orders to Your Computer Subscriptions, [redacted].\r\n\r\nBack issues of the magazine from January onwards are available for £1.50 (UK), £3 (Overseas) from the Back Issues Department, [redacted].\r\n\r\nDistributed by Business Press International, [redacted]."},"MainText":"Various\r\nU.S. Gold\r\nArcade Adventure\r\n£9.95\r\n\r\nFinally it has arrived. By that I do not mean that U.S. Gold is late launching the game - just that with the way this magazine is produced, this game missed the January issue by a matter of minutes and, therefore, you will probably have made your decision about it rather than waiting for this review.\r\n\r\nIf you bought the game, relax, for it is undoubtedly the best version and for anyone who knows and loves the arcade game, it is the only version immediately familiar both to look at and play. Having recovered from the immediate shock of having my copy, albeit an early version, I delved further to check how well the conversion had been achieved.\r\n\r\nLevels 1 and 2 are disconcertingly sparse and, therefore, the unmarked floors disguise the feeling of movement. From level 3 onwards, however, the game comes into its own - ghosts, demons, wizards and a plethora of other baddies, all equally well-defined, with only one objective - to kill you.\r\n\r\nEach of the characters is excellently defined, with Thor in particular being a personal favourite. All the little touches from the game are there, including the exit on level 5 which takes you to level 8, and some fiendish treasure rooms which certainly make the adrenalin flow.\r\n\r\nThe music, created by Ben Dalglish, is faithful to the original and the effects are neat and suitable. To conclude, Gauntlet will by now have been the Christmas number one and, contrary to most people. I feel it deserves to be. It is one of the best arcade conversions yet and two-player mode is really good fun.","ReviewerComments":[],"OverallSummary":"","Page":"45","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Francis Jago","Score":"5","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"5/5","Text":""},{"Header":"Sound","Score":"5/5","Text":""},{"Header":"Playability","Score":"5/5","Text":""},{"Header":"Value For Money","Score":"4/5","Text":""},{"Header":"Overall","Score":"5/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ZX Computing Issue 35, Mar 1987","Price":"£1.5","ReleaseDate":"1987-02-19","Editor":"Bryan Ralph","TotalPages":92,"HasCoverTape":false,"FlannelPanel":"Editor: Bryan Ralph\r\nAssistant Editor: Cliff Joseph\r\nConsultant Editor: Ray Elder\r\nAdvertising Manager: John McGarry\r\nDesign: Argus Design\r\nA.S.P. Advertising and Editorial [redacted]\r\n\r\nPrinted by Chase Web, [redacted]\r\n\r\nAdvertisement Copy Controller: Andy Selwood\r\n\r\nDistributed by: Argus Press Sales and Distribution Ltd, [redacted]\r\n\r\nZX Computing Monthly is published on the fourth Friday of each month. Subscription rates can be obtained from ZX Subscriptions, [redacted]\r\n\r\nThe contents of this publication, including all articles, designs plans, drawings and other intellectual property rights herein belong to Argus Specialist Publications Limited. All rights conferred by the law of Copyright and other intellectual property rights and by virtue of international copyright conventions are specifically reserved to Argus Specialist Publications Limited and any reproduction requires the prior written consent of the company.\r\n\r\nArgus Specialist Publications Limited. ©1987"},"MainText":"THE ARCADE CONVERSION SET TO MAKE CONVERTS OF US ALL.\r\n\r\nUS Gold\r\n£9.95\r\n\r\nThis is the game that everyone has been waiting for. During a wait for the official version of Gauntlet from US Gold, the rest of the software industry has developed an overwhelming compulsion to produce Gauntlet imitations. This chorus of \"send in the clones\" has brought us Storm (Mastertronic), Dandy (Electric Dreams) and Druid (Firebird).\r\n\r\nSo, has the market been saturated to the extent that Gauntlet is an anti-climax? The short answer is no. Despite approaching with misgivings that it could be disappointing (given the hype its received) I can report that the official Gauntlet is by far the most enjoyable and addictive of them all.\r\n\r\nThe original arcade game could be played by up to four players. On the Spectrum of course, this is whittled down to two (thankfully both can play with a joystick) but it is the option of cut and slash teamwork as you clear dungeon after dungeon of nasties that adds a whole new dimension to playing a Spectrum game. You would expect this two player option to slow down the action but surprisingly there is no loss of speed and the action is frenetically fast.\r\n\r\nYou have a choice of four characters and, if playing the two player game, it's best to choose characters that have complimentary characteristics. Thor, for instance, is a warrior with excellent muscle power and good in close combat but a dunce when it comes to casting spells. You might want to team him with Merlin who gets pummelled badly in hand to hand fighting, but can use his magic power to wipe out monsters and the generators that spawn them.\r\n\r\nThyra the Valkyrie's speciality is hand to hand combat and Questor the Elf relies on his magic charms to make up for moderate abilities at fighting.\r\n\r\nAs for adversaries, the dungeons are overflowing with them, ranging from ghosts to Death, whose fatal charms will drain you of health unless you have the spell to kill him. In addition there are Grunts, Demons, Lobbers and Sorcerers all with their own characteristics and each requiring a slightly different approach to dispatch them most effectively.\r\n\r\nBe warned that due to the complexity of Gauntlet (512 levels) there is a lot of time spent rewinding and loading from tape. If you don't find Gauntlet compulsive this could be a drag but if you become addicted these breaks can become a welcome respite from the unrelenting battle.\r\n\r\nDUNGEON PLAYS\r\n\r\nThe aim of the game of course is to fight, barge, charm, shoot and punch your way through those 500-plus levels. It's not a game for dedicated strategists. For one thing the swarms of dungeon dwellers threatening you leave little time for planning ahead. There are, however, ploys you'll need to implement if you want to survive. Unless you are an advanced player you can forget about the points tally - worry instead about your health score. Go for all the food you can pick up (some of it is poisoned but after a while you can spot the difference) initially I found myself shooting food by mistake in the heat of the fray (not a good idea).\r\n\r\nIf cornered by monsters try to destroy the generators, you can't clear a screen completely until you have. Mass slaying of roomfuls of magic ghouls may make you feel good but think of your health which will be sapped by each individual contact.\r\n\r\nGauntlet holds a lot of surprises; the graphics are vivid and maintain their clarity, even on a screen teeming with detail. The speed of the game will satisfy even the hardened arcade player, the lifespan of the game will keep the value-conscious happy and there are enough elements to it to satisfy those who want something more than to just shoot things. Of course if you just like shooting things and know somebody else who likes shooting things too, then this game will seem very close to heaven.","ReviewerComments":[],"OverallSummary":"","Page":"82,83","Denied":false,"Award":"ZX Monster Hit","Reviewers":[],"ScreenshotText":[{"Text":"Thor the Warrior."},{"Text":"Thyra the Valkyrie."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]}]}]