Gauntlet's Revenge Revisited


#1

Originally published at: http://onemanleft.com/2018/10/gauntlets-revenge-revisited/

October 23rd would have been the fourth birthday of Tilt to Live: Gauntlet’s Revenge. This insanely difficult, red-headed step child of the Tilt to Live series was unfortunately discontinued when it stopped working on modern phone operating systems. Today I’m going to finally do something I’ve been meaning to do for the better part of a year: preserve the absolutely bonkers final level of the game, the Dot Bot Fortress, for posterity. I think I can count on two hands the number of people that were able to unlock this gauntlet and defeat the Dot King. We worked super hard to make a satisfying final boss for GR, and barely anyone got to play it! So here’s a video to show you what you missed.

Using tools that Alex would make for me, I (the artist) painstakingly crafted all of the obstacle variations and boss patterns for this gauntlet myself. I knew it all inside and out. But this level was so nuts, even I couldn’t earn the game’s toughest medal: finishing this in one try on hard. Hard mode in Gauntlet’s Revenge meant you couldn’t take a single hit, and the one try medal was for surviving the whole thing without using the checkpoints to respawn. I could do the three sections individually without taking damage, so I knew One Try was technically possible, but to my knowledge no one ever earned that medal. AND THEY NEVER WILL.

RIP Gauntlet’s Revenge. You were bananas.


#2

Seriously… Are you trolling us users? This game has only been alive for three years… from release date Oct 2014 until ios11 was released sept 2017. The other tilt to live game have been ported to 64-bit, while this one, the newest one, has been left to rot. And now you rub it in our faces.

Classy.


#3

Just curious, but what would make it so hard to port to 64-bit? Or have you guys just been busy working on SFT and HG (which is totally understandable)?


#4

Super late reply here, but: The games we updated to 64 bit were the ones that were still selling well enough to justify the upkeep. I’m really proud of our work on Gauntlet’s Revenge, but it never got the traction its older siblings enjoyed. With HG taking up most of our production time and deadlines for that project looming, we just didn’t have the resources to update our whole back catalog. Had to let the weakest-selling titles go.