Gauntlet II box art

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Gauntlet II

Gauntlet II

Jan 1, 1986

Main game

3.13 average rating based on 75 ratings

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The gameplay is very similar to the original Gauntlet, a topdown dungeon crawl supporting up to four players. The biggest difference from the original game is that players can choose identical classes, instead of being limited to a particular one for each joystick; each player is differentiated by color. Thus, instead of having a "warrior", "wizard", and "valkyrie" (for instance), in Gauntlet II there could be a "red wizard", a "blue elf" and a "green warrior". In addition to the new "class" system, new level designs were added, including the possibility of encountering them in altered ways by having the … More
The gameplay is very similar to the original Gauntlet, a topdown dungeon crawl supporting up to four players. The biggest difference from the original game is that players can choose identical classes, instead of being limited to a particular one for each joystick; each player is differentiated by color. Thus, instead of having a "warrior", "wizard", and "valkyrie" (for instance), in Gauntlet II there could be a "red wizard", a "blue elf" and a "green warrior". In addition to the new "class" system, new level designs were added, including the possibility of encountering them in altered ways by having the play-field turned in steps of 90°. Other new features included the enemy "It", which upon contact would make a player "It" and draw all enemies towards him/her. The only way to release this curse is by touching another player or entering the exit, turning any level containing "It" into a fantasy filled game of tag. Other notable additions include the ability to ricochet shots off walls by means of a special pick-up, acid puddles that caused large, predetermined amounts of damage and a large dragon which would occupy multiple squares and require multiple hits to destroy. New level elements were also added, adding more variety to the original game. These included "all walls are invisible", "magic walls" which changed into monsters or items when hit, "stun tiles" which stunned the player, and fake exits. Another challenge in the game is the possibility to find a "secret room". This can be found by completing specific achievements within the level (e.g., "don't be fooled", means that you must find the real exit first). The secret room contains items such as food and magic potions (extra shot power, extra shot speed, extra magic power, extra speed, extra armor and extra fight power). This sequel was also the first to feature what is now known as the Gauntlet theme tune, which resembles a simplified Baroque fugue. Less
Release Dates
Jan 1986 (North_America)
Arcade
1987 (Europe)
Amstrad CPC, Commodore C64/128/MAX
1988 (Europe)
Atari ST/STE
1989 (North_America)
Amiga, DOS
1989 (Europe)
Nintendo Entertainment System, ZX Spectrum
User Stats
221
In Collection
15
Wish Listed
5
Playing
41
Backlogged
How Long Is Gauntlet II?
100% completion: 5.6 hours
Total completions: 1
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Chovus
Chovus updated their status Feb 1, 2025
Chovus updated their status Feb 1, 2025

Played as valkyrie as far as level 75 before I got bored. I noticed level 68 was a repeat because it was annoying with teleporters, then I played a few more to see if they were indeed repeating. Many levels were so generic that it was difficult to tell but seemed like they were. I did read that the levels were randomly selected so I have no idea any were missed in this run. There were 2 levels that I was unable to get past. Both had teleporter nonsense. I shot every wall and repeatedly messed with the teleporters to no avail. Good thing all walls turned into exits after enough time, which was a very weird feature. Destroying the walls or giving a transportation powerup would have worked better. Speaking of that power, I avoided it because it interfered with picking up loot, and I was all about getting every food, potion, key and treasure that I could get my mitts on. By the end I had every potion upgrade, max score, 9000hp, could move faster than the screen scrolled and had max potions and keys (which was 128 with the inventory upgrade). The 6 item limit with keys …

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Played as valkyrie as far as level 75 before I got bored. I noticed level 68 was a repeat because it was annoying with teleporters, then I played a few more to see if they were indeed repeating. Many levels were so generic that it was difficult to tell but seemed like they were. I did read that the levels were randomly selected so I have no idea any were missed in this run. There were 2 levels that I was unable to get past. Both had teleporter nonsense. I shot every wall and repeatedly messed with the teleporters to no avail. Good thing all walls turned into exits after enough time, which was a very weird feature. Destroying the walls or giving a transportation powerup would have worked better. Speaking of that power, I avoided it because it interfered with picking up loot, and I was all about getting every food, potion, key and treasure that I could get my mitts on. By the end I had every potion upgrade, max score, 9000hp, could move faster than the screen scrolled and had max potions and keys (which was 128 with the inventory upgrade). The 6 item limit with keys and potions sharing the same limit was annoying (especially when I could not move over a key that was blocking a path) but that power up far more than compensated. She was so powerful that I could likely play indefinitely. I did save scum to avoid wasting time, shooting food and opening bad chests. The only time I lost significant hp was when a dragon was in a small room with no way to out range or dodge it, until I figured out how to hit it from outside with reflective shots.

I enjoyed this game much more than the 1st but did have to take frequent breaks as the repetitiveness was a little boring. It was easier and more action focused than the 1st game , often feeling like a proper shoot em up with the level design; having to zip around shooting different targets as threat assessments changed. Seemed like many generators did not even start pumping out monsters until some time had passed, so there was significant advantage to going fast. Locked doors also automatically opened after some time. The best change was being allowed to have more than 1 shot on screen, seemed like it was 3 or 4, though I hated how diagonal shooting only worked while actively pressing 2 arrow buttons. Getting upgrades from dragon minibosses and not having to fool around with with finding a combination were great improvements, though this game could have easily been a legendary masterpiece with a more curated adventure; a plot, different bosses, a final boss and a definite end. The game felt more like an optional endless mode for a better game, but even so it was very good for a NES game.

8.0/10

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