REVIEWS COURTESY OF ZXSR

3D Maze of Gold
by Terry Greer, Tim Gilberts
Gilsoft International
1982
Crash Issue 1, Feb 1984   page(s) 51

Producer: Gilsoft, 16K
£5.95
Author: T Gilberts

This is a maze without monsters or robots. The maze is seen from eye level in 3D blocks, so it's a game of orientation and geography. The aim is to wander the maze, collecting gold bars which lie on the floor and get to the levels exit quickly before the value of gold you are carrying tells to zero! This is no easy task, a pencil and pad would help, There are ten levels of play from 0 (Impossible) down to 9 (village idiots) I tried village idiots - and believe me, they have to be university graduates anyway! To help, for levels 4-9 you can select an overhead plan view whenever you want which shows you your position and heading, the exit and positions of all gold bars left to collect, it doesn't show you the walls of the maze - that would be too easy. When you return to the maze itself a display tells you the value of the gold you have collected (falling all the while of course), moves made so far, level of play and a compass with a moving north. For the contemplative, an excellent game with loads of playability. Cursor keys, joystick: AGF or Protek.


Transcript by Chris Bourne

Crash Issue 2, Mar 1984   page(s) 52

Producer: Gilsoft, 16K
£5.95
Author: T Gilberts

This is a maze without monsters or robots. The maze is seen from eye level in 3D blocks, so it's a game of orientation and geography. The aim is to wander the maze, collecting gold bars which lie on the floor and get to the levels exit quickly before the value of gold you are carrying tells to zero! This is no easy task, a pencil and pad would help, There are ten levels of play from 0 (Impossible) down to 9 (village idiots) I tried village idiots - and believe me, they have to be university graduates anyway! To help, for levels 4-9 you can select an overhead plan view whenever you want which shows you your position and heading, the exit and positions of all gold bars left to collect, it doesn't show you the walls of the maze - that would be too easy. When you return to the maze itself a display tells you the value of the gold you have collected (falling all the while of course), moves made so far, level of play and a compass with a moving north. For the contemplative, an excellent game with loads of playability. Cursor keys, joystick: AGF or Protek.


Transcript by Chris Bourne

Crash Issue 3, Apr 1984   page(s) 69

Producer: Gilsoft, 16K
£5.95
Author: T Gilberts

This is a maze without monsters or robots. The maze is seen from eye level in 3D blocks, so it's a game of orientation and geography. The aim is to wander the maze, collecting gold bars which lie on the floor and get to the levels exit quickly before the value of gold you are carrying tells to zero! This is no easy task, a pencil and pad would help, There are ten levels of play from 0 (Impossible) down to 9 (village idiots). I tried village idiots - and believe me, they have to be university graduates anyway! To help, for levels 4-9 you can select an overhead plan view whenever you want which shows you your position and heading, the exit and positions of all gold bars left to collect, it doesn't show you the walls of the maze - that would be too easy. When you return to the maze itself a display tells you the value of the gold you have collected (falling all the while of course), moves made so far, level of play and a compass with a moving north. For the contemplative, an excellent game with loads of playability. Cursor keys, joystick: AGF or Protek.


Transcript by Chris Bourne

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