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User Reviews

There are no reviews for this game.


Our Users Say

Platform Votes Score
Amstrad CPC Awaiting 5 votes...
Antstream Awaiting 5 votes...
Arcade Awaiting 5 votes...
Atari ST Awaiting 5 votes...
Commodore 64 Awaiting 5 votes...
ZX Spectrum Awaiting 5 votes...


Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
80
ZX SpectrumSinclair User (Mar, 1988)
A fun-packed conversion that will keep all Gauntlet fans well entertained. Shame about the graphics though.
72
ZX SpectrumCrash! (Apr, 1988)
A convincing arcade licence, but lacking originality and content.
70
Atari STComputer and Video Games (CVG) (Aug, 1988)
While the characters and effects (such as jets of flame) on the ST version are very artistically designed, the background is a bit of a disappointment, featuring large lumps of unvaried colour. There also isn't enough variation between levels, though I admit I haven't completed all 112. Fast moving and imaginative, then, but not perhaps original enough to sustain your interest in the long term.
70
Atari STAtari ST User (Sep, 1988)
The main pull with Shackled is that it is addictive, even if a little repetitive for the first few levels. This can be borne out my disappearing at 8 o'clock for 10 minutes to play the game and surfacing well after midnight, it should appeal to all you nocturnal players. One of the game's main disadvantages is that there is no freeze-frame facility either during or when you have successfully escaped a level, nor is there a save option. The omission of these two features will I suspect ensure that nobody ever exists the 112 levels claimed by the manufacturers. How's that for a challenge?
52
Amstrad CPCThe Games Machine (UK) (Aug, 1988)
Initial impressions are poor, the scrolling is laborious and character movement jerky. However, once a ’Speed-Up’ has been gained the game becomes a lot faster and, with some quite good sound FX, fairly enjoyable. Nevertheless by comparison with Gauntlet the game is distinctly sub-par and offers little in the way of originality.
50
Atari STST Action (Aug, 1988)
Shackled is, of course, inferior to Gauntlet II in every aspect and I still cannot think why U.S. Gold decided to release them at the same time. Shackled would have received much more favourable reviews had it been judged on its own, but the many similarities between the two games makes it impossible not to draw parallels, and this inevitably highlights the game's deficiencies.
47
Commodore 64The Games Machine (UK) (Aug, 1988)
The Commodore game comes complete with some very nice background music and smooth scrolling. Graphics are bland however and provide little incentive to fight on to the higher levels.
44
Commodore 64Datormagazin (Jun, 1988)
Grafiken i spelet är snällt sagt sopig. Ett färgval värdigt en totalt färgblind människa kombinerat med flimmer och allmänt klumpig grafik ger ett ickeprofessionellt intryck. Ljudet är av ungefär samma kvalitet som grafiken. Men då har jag räknat bort de trudelutter som spelas på diverse titelskärmar. De är överkomliga. Shackled verkar vara ett perfekt exempel på vad man kan gör med en så kallad Game Creator, i stil med Shoot'em-up Construction Kit. Med andra ord något man själv skulle kunna snickra ihop utan att överanstränga sig.
43
ZX SpectrumThe Games Machine (UK) (Aug, 1988)
The Spectrum has minimal sound FX and graphics that are both monochrome and poorly detailed. This, combined with unoriginal and repetitive gameplay, makes Shackled a very unattractive prospect.
43
Atari STThe Games Machine (UK) (Aug, 1988)
The ST game suffers from atrocious graphics, jerkily-moving enemies and very mediocre sound FX and tunes. Disappointing.
40
ZX SpectrumYour Sinclair (Apr, 1988)
Disappointing conversion from a passable coin-op game. Similar to Gauntlet and UCM but without the polish or panache of either. One to leave on the shelf.
40
Commodore 64Commodore User (Jul, 1988)
Perhaps most damningly of all, Shackled doesn't even provide any serious challenge. According to the instructions there are 100 levels; on my first attempt, I got through nine, and that's without even knowing what I was doing. At the end of each level a message comes up over the blob(s) you've just rescued: "Free from the shackles at last". And as I type this sentence, I know just how that little blob feels.
38
The ungodly and crude and unimaginative in their behaviour so blasting them isn't very satisfying. Despite the appalling presentation, the game idea still has a certain charm, but whether that would be in evidence once you'd actually paid for the game is extremely doubtful. Amstrad Version: Colourful, slow, and boring.
37
Despite the appalling presentation, the game idea still has a certain charm, but whether that would be in evidence once you've actually PAID for the game is extremely doubtful.
37
Commodore 64ASM (Aktueller Software Markt) (Jul, 1988)
Titelsound und Musik im Spiel sind recht schwermütig und verstärken noch die Depressionen, die man beim Anblick der Grafik bekommt. Teilweise überlagern sich die Sprites mit den Rastern, viel Flimmerei stört. Allerdings ist das Game sehr spielbar, was in eine Empfehlung für Anfänger ausarten könnte, wenn da nicht der Preis von 30 DM wäre. Mensch, für 10 DM wär‘s wirklich in Ordnung gewesen, aber man bekommt schon wesentlich bessere Games zum gleichen Preis. Das war also nichts. Ob wohl da der gute Name US. Gold für ein angestaubtes Game herhalten sollte?
36
The ungodly and crude and unimaginative in their behaviour so blasting them isn't very satisfying. Despite the appalling presentation, the game idea still has a certain charm, but whether that would be in evidence once you'd actually paid for the game is extremely doubtful. Atari ST version: More colourful, more speed, and boring.
30
The ungodly and crude and unimaginative in their behaviour so blasting them isn't very satisfying. Despite the appalling presentation, the game idea still has a certain charm, but whether that would be in evidence once you'd actually paid for the game is extremely doubtful. Spectrum version: Not colourful, even slower, and boring.
23
Commodore 64Zzap! (Aug, 1988)
A horrible conversion of an obscure and unattractive arcade game.
15
Commodore 64Power Play (Jul, 1988)
Weder die 112 Levels noch die acht Extrawaffen können das Programm sonderlich aufwerten: eine Schlaftablette allererster Klasse.


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