REVIEWS COURTESY OF ZXSR

Level 5
by Steve Joyce
Mastertronic Ltd
1987
Crash Issue 47, Dec 1987   page(s) 127

Producer: M.A.D.
Retail Price: £2.99
Author: Steve Joyce

In an alien four-storey low-rise block, an information-gathering 'penetration-orb' is exploring the intricacies of each floor, shown on a bird's-eye-view map. But alien Cybernauts are in pursuit, firing their robotic socks off.

The orb's survival depends upon finding the small stock of weapons hidden around the complex and using them to reach the Cybernauts' own security computer. Controlling the penetration-orb, you can choose weapons by manoeuvring over an armoury point.

A force shield gives this globular sleuth some degree of protection, but it can be damaged and eventually destroyed by hits from alien weaponry and contact with the Cybernauts themselves.

Still, shield and weapon energy can be recharged at the complex's energy points.

If the menacing Cybernauts are beaten off by the fast-moving orb, they dematerialise only to reappear, faster, fitter, stronger, veritable Arnold Schwarzeneggers among androids, all thirsting after the penetration-orb's oily blood.

But as long as you can survive them, you can move to another floor - at least the lifts are in working order.

COMMENTS

Joystick: Kempston
Graphics: bad scrolling of simple characters on a monochromatic play area
Sound: appealing
Options: definable keys, one or two players


At first sight Level 5 looks like a bad Gauntlet clone, with terrible graphics viewed from above. But it has a strange addictive quality which makes me want to keep playing, and some original, attractive little touches; the sliding doors (which automatically open when you approach them), for instance, and the lift, in which you can choose floors.
PAUL [52%]


Maze games just don't seem to go out - and that's surprising when you look at Level 5. Though the scrolling is smooth and the graphics are good, there's not much challenge in the boring task. Here's a playing tip in advance, though: the nasties get too nasty if one of their fellows gets the chop, so don't kill any! All you have to do is find the information you need and Bob's your uncle!
BYM [65%]


A lot more imagination should have gone into Level 5. It's simplistic and primitive. There's a bit of fun to be had, but it won't take long for most players to get bored. The graphics, poorly-defined characters, scrolling and very limited sound also leave a lot to be desired.
BEN [43%]

REVIEW BY: Paul Sumner, Bym Welthy, Ben Stone

Presentation52%
Graphics53%
Playability52%
Addictive Qualities52%
Overall53%
Summary: General Rating: A simple maze game - but perhaps too simple, and spoiled by its graphics.

Transcript by Chris Bourne

Your Sinclair Issue 25, Jan 1988   page(s) 47

There are mounds of cheapies on the racks this Chrimble, some good, some indifferent and some terminally pitiful. We asked the Joystick Jugglers for their thoughts (the printable ones, at least) on some of the more recent offerings...

Mastertronic
£1.99
Reviewer: Tony Worrall

I don't think Mastertronic is on the level with this one, an 'all-action arcade adventure', except without the action, the sense of adventure, or much in the way of arcade fun either. A boring shoot 'em up with tiny graphics and not a lot of playability or interest. Avoid.


REVIEW BY: Tony Worrall

Overall4/10
Transcript by Chris Bourne

Sinclair User Issue 69, Dec 1987   page(s) 59

Label: Mastertronic
Author: In-house
Price: £1.99
Memory: 48K/128K
Joystick: various
Reviewer: Chris Jenkins

More than a touch of the Quazatrons about this, one of the latest batch of Mastertronic minimasterpieces.

While the plot is very much the same as Andrew Braybrook's Hewson classic, in Level V the graphics are pretty minimal. However, the gameplay is fast and furious, and there's enough action to keep you playing way past the £1.99 value-for-money mark.

There are five levels to complete, each depicted in top-down 2D in the central section of the screen. You are trapped in an enemy space pod - well, I did warn you about wandering off on your own - and between you and the exit are five levels of mazes and lethal warrior robots.

For some reason, you look like a revolving Bisodol and the war robots resemble hyperactive amoebae, but you get the idea.

The play area scrolls reasonably happily as you move around searching for nasties to zap with your phaser. Contact with them means a loss of shield power, and zapping them uses up ammo, both of which can be replaced by finding a refuelling point and sitting there for a breather. Not too long, though, or the baddies will gang up on you.

Computer terminals give you access to a map of each level, which you can scroll around to locate the refuelling points, baddies, terminals and the lift. Ah, the lift! This allows you to move up to higher levels - but not, of course, before you've exterminated all the warrior robots.

Will anyone be surprised to hear that later levels feature more, faster, baddies, and the chance to gain more powerful weapons? No, I thought not.

There's a nice high-score feature which tells you how many robots you managed to zap before they returned the favour, and the obligatory time-limit in which to complete each level.

Some excellent extra touches, such as the animated lift sequence and the opening and closing doors, don't really add much to the game itself but, nonetheless, you'll enjoy working your way through the levels and the hails of phaser bolts, at least until you've cracked Level V once.

Few frills, but a few thrills.


REVIEW BY: Chris Jenkins

Blurb: PROGRAMMERS Blue Text are a relatively unknown group of programmers. Having worked previously for an established system software house, they are more used to spending their time producing business packages for the IBM PC! So it was something of a brave decision to produce a game instead. And as a first effort Lethal V certainly shows that Blue Text have potential in the games field. Hope this will be the first of many.

Overall6/10
Summary: Nothing original here, but, nevertheless, there's enough to keep you engrossed a good few hours.

Transcript by Chris Bourne

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