Production Date: 1985
Manufacturer: Atari
I can still remember the first time I ever saw this game. Pembroke Mall in Virginia Beach, same place I first saw Baby Pac-Man. I would have been 10 at the time.
Gauntlet is by no means the first maze shooter. Berzerk and Venture have it beat by several years. But it did have two major things going for it: Co-op multiplayer, and an overwhelming onslaught of monsters. And the two complement each other very well. I don't know if this was the first 4-player game ever, but it was certainly the first I ever saw. Even though the concept of the game was pretty simple and straightforward, there was a surprising amount of tactics that went into doing well in the game, particular in the area of party management. But first, let's take a look at the control layout:

Somebody thought THAT was a good idea

First of all, who operates joysticks with their right hand and buttons with their left? Secondly, while I can appreciate the need to accommodate for four sets of controls, turning two of them sideways straight up sucked for the Warrior and the Elf. I had also forgotten about the four dedicated coin slots until today. I can remember at least one instance where I accidentally put money in the wrong slot.
Let's talk tactics for bit. First off, choose the character that best fits your play style. Then remember that the Elf is by FAR the best character (wonky positioning on the cabinet notwithstanding). He's the fastest, has the fastest shot speed, meaning highest rate of fire, and his Magic is only slightly worse than the Wizard. He has bad armor and bad close up fighting, but neither of those is important since you'll just be avoiding monsters or picking them off at range. Second, leave treasure chests alone when possible. Monsters can't move over them and they create bottlenecks. What's more, score influences game difficulty. Third, let the Elf or Wizard have all the potions. God help you if you're using the Warrior alone. You absolutely have to be able to clear the screen at certain points, or eat massive damage.
And when all else fails, cheat (sort of). The game has an anti-deadlock feature. If you stand still (no moving or shooting) for 30 ticks of health loss, all doors will unlock. If you hold still for 100 health ticks, all the walls will become exits. This was meant to allow the game to progress if someone got hopelessly stuck. However, there are levels that are virtually guaranteed to cost you more than 100 Health to try to get through the intended way. So just waiting is a very viable option.
Like with Gauntlet: Legends, it was initially possible to stay alive indefinitely, prompting Atari to instigate a system to make this nearly impossible. The game would take everybody's combined score, divided by number of players, divided again by total credits spent, and the result determined the difficulty. As difficulty rose, more and more food was removed from the game, and monster generators spewed out monsters faster and faster. If you manage to get your score high enough, the difficulty counter could roll to 0. But there's (probably) no way anyone could live that long on one credit.
https://www.youtube.com/v/aKx4mC7Q1dIDid I mention the Elf is the best character

Fun facts:
This was the first Atari game with synthesized speech.
There were 2-player cabinets, but they were rare.
The following is an actual US patent, filed by George Logg, creator of Gauntlet, in June of 1994. It was approved 2 years later
Multi-player, multi-character cooperative play video game with independent player entry and departure
Abstract
A multi-player, multi-character video game where the games rules force the players to cooperate in negotiating the maze at least until the characters reach a portion of the maze where a specific objective is located. Certain limited resources to change the attributes of the characters or to increase their longevity are displayed in a maze. The players may compete to obtain possession of these limited resources when the characters have cooperated in their movements sufficiently to move to the location of the limited resources. Cooperation among the characters is forced by forcing all characters active in the game to remain visible in the displayed window. Players may enter the game at any time, and they may leave the game at any time without affecting the status of the game or the status of the other characters in the game. All active players may simultaneously, independently control their characters so long as they do not attempt to move their characters outside the currently displayed window.
Next up, 3 and 4 player cabinets?

Hah, try 6.