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17.
Gauntlet II
Secret rooms
Developed by Atari Games
Designed by Ed Logg
Reason for inclusion:
Gauntlet II is overall
a better game than the original, with more diverse play, more opportunity
for strategy and generally more stuff. Its coolest feature might be
the secret rooms, little-understood special levels that are sometimes
entered after completing a level, and even let the player enter a T-shirt
contest if successful. But how are the rooms found? No one quite knows....
The game:
The original Gauntlet
certainly had enough terrain to explore, but once the player is familiar
with all the maps he can settle down to the task of devising his strategy
in each of them. But the sequel has a really strange, and awesome, feature
above the original...
Every so often, when a level
is completed, before the next level there will be a message: "To
find a secret room:" followed by some instruction. Typical instructions
include: "Don't get shot," Don't be fooled" and "Be
pushy." While it's thought that the instructions aren't actually
unrelated to the requirement necessary to enter a room, it doesn't seem
that the message issued is necessarily good at that moment.
What is known is that, if the
right trick is done on the right level, the player who performed the
trick will show up, alone, in a special level, portentously titled a
SECRET ROOM. There are multiple possible rooms that could turn up, and
they're timed just like treasure rooms with a very strict limit. They
may contain multiple permanent ability potions, and are very difficult
to complete in time. Not reaching the exit in time causes no negative
consequences for the player, but if the player does make it, finishing
in time presents a special code and an address at Atari Games the player
can write to and enter a contest and a free T-shirt.
The T-shirt offer expired long
ago, but the room's allure persists. The ability potions can turn any
character into a powerhouse, and since the player has no competition
for them, even in a multiplayer game, all he has to do is get to them.
But more than that, the secret rooms are special. One could play
many games of Gauntlet II and never see the first secret room.
These days there are few remaining
mysteries when it comes to what games do: we know there's no way to
stop Aeris from dying, we know how to get to Bubble Bobble's
"Happy End," and we know where all the warp zones are. But
we still don't know how to get into a Secret Room. I suppose someone
could disassemble the source code and find out. They probably will someday.
Here's hoping it's awhile before it happens.
Design lesson:
Even today, no one (other,
I suppose, than the people who worked on the game themselves) quite
knows how to enter one of Gauntlet II's secret rooms. It's an
interesting experiment in adding a super-goal to an otherwise straightforward
arcade game. Atari did a number of games with those: Toobin'
and Vindicators also have T-shirt contest entry screens.
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