Gauntlet Dark Legacy
| Company type | Video game |
|---|---|
| Industry | Video games |
| Predecessor | Gauntlet Legends |
| Founded | 2000 |
| Founder | Midway Games West |
| Headquarters | United States |
Area served | Worldwide |
| Products | Gauntlet Dark Legacy (video game) |
| Owner | Midway Games |
| Parent | Midway Games West |
Gauntlet Dark Legacy is an arcade game released in 2000 and represents the seventh entry in the Gauntlet franchise. Created by Midway Games West and distributed by Midway, this installment builds upon Gauntlet Legends by introducing five additional stages and four fresh character classes: Dwarf, Knight, Jester, and Sorceress. The game also includes numerous hidden characters that can be unlocked through gameplay achievements or cheat codes.
Elements from Dark Legacy were integrated into the Dreamcast version of Gauntlet Legends. A direct port of the game was made available on PlayStation 2 in 2001, followed by releases on Game Boy Advance, GameCube, and Xbox during 2002.
Although a version for the Game Boy Color was planned by Midway, it never reached the market.
Gameplay
As an extension of Gauntlet Legends, Gauntlet Dark Legacy offers new stages, characters, items, and refined combat mechanics. Unlike Legends, which featured only a single attack method, this title allows players to execute both slow, powerful strikes and quick, lighter attacks. Combining these slow and fast moves in sequences produces combos that inflict significantly greater damage, often clearing groups of enemies efficiently. Each character possesses a turbo meter that refills over time; this meter enables devastating turbo attacks capable of affecting large areas or penetrating foes and obstacles. When the turbo gauge is empty, these special attacks cannot be used until it replenishes. Additionally, the game introduces cooperative turbo combos for two neighboring players, which consume half of the initiator’s turbo meter to deliver high damage.
Players can acquire items either by collecting them during levels or purchasing them from shops. In contrast to earlier versions where items activated immediately upon pickup, the GameCube and Xbox editions provide an option to disable automatic item collection through the item menu. These items grant temporary enhancements but generally carry higher costs compared to previous games, encouraging more strategic spending choices.
New capabilities for players include blocking, charging, and strafing. Strafing allows characters to move sideways while firing medium-speed attacks without changing their facing direction. Blocking temporarily reduces or nullifies incoming damage when holding a defensive stance. Charging involves sprinting forward with weapons extended like a lance while simultaneously blocking attacks; this move kills enemies in front but uses up part of the turbo meter.
The gameplay remains true to the original Gauntlet formula: players navigate levels following set paths while eliminating enemies that spawn from generators. Destroying these generators halts further enemy appearances; partially damaged generators spawn weaker foes before being destroyed completely. Some stages incorporate maze-like designs with branching routes leading to valuable rewards such as treasure, legendary weapons (which are effective against bosses), or runestones necessary for advancing through the game. Brief cutscenes introduce new enemy types or provide hints about hidden legendary weapons. While runestones are not mentioned in these sequences, leaving a level without collecting them triggers an eerie evil laugh sound.
Health restoration continues through food pickups as in previous titles, with different types healing varying amounts. Treasure remains scarcer than before and serves primarily as currency for buying items in shops rather than simply increasing scores as in earlier series entries.
Characters
Each character specializes in a distinct attribute:
| Attribute | Benefit |
|---|---|
| Magic | Extends the distance and power of magic potion effects. |
| Strength | Delivers increased damage during attacks. |
| Speed | Boosts both movement and attack velocity. |
| Armor | Enhances resistance to damage when struck. |
Additionally, each character group possesses a unique ability triggered by magic potions upon reaching specific experience milestones:
- Wizard/Jackal and Sorceress/Medusa focus on magical abilities and potions, enabling them to purify poisoned fruit after level 25 and meat after level 50.
- Valkyrie/Falconess and Knight/Unicorn prioritize armor, allowing them to disable traps at level 25 and completely destroy them at level 50 by using potions.
- Warrior/Minotaur and Dwarf/Ogre emphasize strength, converting junk into silver at level 25 and gold at level 50 when near potion use.
- Archer/Tigress and Jester/Hyena excel in speed, revealing hidden walls at level 25 and demolishing them at level 50 through potion activation.
The wizard Sumner becomes available for play after being unlocked in the later stages of the game.
Plot
The manual provides additional narrative details: Sumner, ruler of the eight realms, governs from his tower, which houses portals connecting all realms. His envious brother Garm sought the 13 Runestones; after acquiring 12, he recklessly unleashed Skorne but could not control him without the final Runestone. Skorne sent forth minions through the tower’s portals to conquer the realms. Upon returning, Sumner sealed the portals and battled Skorne, who retreated to the Desecrated Temple—shattering its stained glass window and distributing shards among his lieutenants. The 12 Runestones were scattered across various worlds.
Gameplay is organized into multiple worlds accessible via Sumner’s tower. Players defeat bosses in the initial eight worlds by gathering crystals that deactivate shields protecting each boss, thereby unlocking new worlds. Defeating these bosses restores sections of the stained-glass window, ultimately revealing a portal to the ninth world—the Desecrated Temple—where players confront waves of enemies before facing Skorne. After defeating him, players collect the 12 Runestones from previous worlds to access the tenth world—the Underworld—and battle True Skorne. Following victory, Garm absorbs lingering power, transforming into a formidable statue of Skorne and raising an army to attack Sumner’s tower.
The ultimate goal is to conquer the eleventh world—the Battlegrounds—collecting the 13th Runestone to open a portal leading to Garm’s Citadel for the final confrontation.
Reception
Daniel Erickson from Next Generation awarded the PlayStation 2 edition three out of five stars, calling it "enjoyable multiplayer entertainment," which was uncommon at that time.
Overall, Gauntlet Dark Legacy received mixed critiques. Gerald Villoria of GameSpot criticized the Xbox and GameCube editions for outdated graphics and subpar performance, which limited their appeal compared to other contemporary four-player titles.
The PlayStation 2 version garnered the most favorable reviews, earning a score of 31 out of 40 from Famitsu, along with averages of 70.77% on GameRankings and 73 on Metacritic. In contrast, GameCube and Xbox releases—despite adding features such as saving power-ups—received lower ratings: 61.43% and 52.65% on GameRankings, and scores of 60 and 54 on Metacritic respectively. These versions were reported to have more technical issues; notably, the GameCube version experienced frame rate drops in complex scenes and lacked life bars for certain enemies outside PAL regions. Conversely, Game Chronicles praised the Xbox release for enhanced graphics and features, describing it as "the definitive Gauntlet experience."
The Game Boy Advance version was poorly received, with an average rating of just 35.25% on GameRankings and 37 on Metacritic. A significant criticism highlighted by GameSpot was its absence of multiplayer functionality—a core aspect of the series.
Tie-in media
In 2004, iBooks published a novelization entitled Gauntlet Dark Legacy - Book 1: Paths Of Evil, authored by Richard C. White (ISBN 0-74349-305-2). Although a follow-up installment was scheduled for release in 2005, it never materialized due to Byron Preiss Visual Productions shutting down and complications with licensing. By 2007, the rights had returned to Midway, making any further developments contingent upon new contractual agreements.
External links
- Articles with short description
- 2000 video games
- Arcade video games
- Cooperative video games
- Dungeon crawler video games
- Cancelled Game Boy Color games
- Game Boy Advance games
- GameCube games
- Hack and slash role-playing games
- Midway video games
- Multiplayer and single-player video games
- Novels based on video games
- PlayStation 2 games
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- Video games developed in the United States
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- Video games scored by Barry Leitch
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