C&VG


Seven Gates Of Jambala

Categories: Review: Software
Author: Paul Rand
Publisher: Grandslam
Machine: Atari ST

 
Published in Computer & Video Games #98

Seven Gates Of Jambala

A wizard isn't a very good wizard if his wand is knackered, and guess what? Yours has been inadvertently smashed into little pieces. Seven in fact which, for no apparent reason, have been hidden around the world of Jambala. Now, Jambala is a big place, made up of seven lands each containing seven zones, all absolutely jam-packed with creepies, and all you have is your spell-casting skills and a putrid purple outfit.

Somewhere within each group of seven stages is a mega-meanie which guards the entrance to the next level. Requiring several shots before it dies, this monster doesn't sit back and let itself be duffed up, preferring instead to throw fireballs at you in an attempt to part you from your five lives.

When all the pieces of the wand have been found, the race is on to fix them all together in their proper order before someone sees your purple clothes and insults you into a life of seclusion.

The latest game to come from the Grandslam/Thalion alliance (the first one we saw being Chambers Of Shao-Lin), Seven Gates Of Jambala is a collect-'em-up not dissimilar to the likes of Super Mario Bros in gameplay. Scrolling left to right as all the best collect-'em-ups do, this is a playable, addictive game which, although looking only average, has loads of super music and oodles of all-important addictive qualities.

Atari ST

Another game jumping on the Super Mario bandwagon. But there's enough here to satisfy most lovers of the genre with its addictive pick up 'n run action.

Paul Rand

Other Reviews Of The Seven Gates Of Jambala For The Atari ST


The Seven Gates Of Jambala (Grandslam)
A review by Maff Evans (ST Format)

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