Level 5
Arcade Game: Shoot-em-up · ZX-Spectrum 48K · 1 players · English
Mastertronic Ltd · 1987 · Pound sterling 1.99
Discussion
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- Control Option
- Kempston Joystick, Redefineable keys
Releases
- 1987Mastertronic LtdPound sterling 1.99
- 1988Dro Soft
Play
- level5.rzxRZX playback file
- Level5.z80.zipSnapshot image English107 KB
- Level5.tzx.zipTape image English16 KB
Documents
- Level5.txtInstructions English6 KB
- Level5(DroSoft).pdfInstructions Spanish8 KB
Other files
- Level 5 (1987)(Mastertronic).pokPOK pokes file 0 KB
Files and rights
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Credits
- Steve Joycecredited
- Marc Symondscredited
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Scores
In the magazines
- Sinclair User #691987 · Overall6/10
- Crash #471987 · Overall53%
- Your Sinclair #251988 · Overall4/10
Elsewhere on the web
- WorldOfSpectrum 11 votes6.55
In the magazines 6
Your Sinclair #25Jan 1988 · p.474/104/10
Overall 4/10
Tony Worrall 4/10
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... LEVEL 5 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.
Sinclair User #69Dec 1987 · p.596/106/10
Overall 6/10
Chris Jenkins 6/10
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.
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.
Crash #47Dec 1987 · p.12752%53%52%52%53%43%65%52%
Presentation 52%
Graphics 53%
Playability 52%
Addictive Qualities 52%
Overall 53%
Ben Stone 43%
Bym Welthy 65%
Paul Sumner 52%
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
Level 5: fatal floors.
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