| Does that mean there's no more show? |
Knightmare
United Kingdom
Mindscape (developer and publisher)
Released in 1991 for Amiga and Atari ST
Date Started: 6 November 2016
Date Ended: 5 December 2016
Date Ended: 5 December 2016
Total Hours: 55
Difficulty: Very Hard (5/5)
Final Rating: 29
Ranking at Time of Posting: 123/232 (53%)
Ranking at Game #460: 262/460 (57%)
I have never come as close to needing therapy because of a video game as I did in the final stages of the aptly-named Knightmare. I blame commenter Quido. If he hadn't sent me his maps and notes, I would have gotten stuck early in the final level, quit in frustration, and published a quick GIMLET. But since I had his materials--and, all kidding aside, they're a brilliant set of maps, with absolutely everything carefully annotated--I was motivated to keep playing. For 30 hours after my last post. That's right: the final level is bigger, longer, and harder than all the previous ones combined. The difficulty increases so much, in fact, that it essentially becomes a different game. I was leaning towards liking it after Quest #3; now I just want to forget it. [Update: Quido gave permission to share his maps. Here they are. Note that the Excel commenting doesn't work in the browser window; you'll have to download the workbook and open it in Excel.]
Quest #4 comprises around 4,000 squares of small maps interconnected by teleporters, portals, pits, and ladders. Here's a summary: illusory doors, spinners, radiation squares that deal constant damage, walls that disappear and reappear when pressure plates are stepped on, doors that respond to keys, doors that respond to levers and pressure plates and "open" spells cast from afar, pressure plates that you have to get monsters to walk onto, pits, hidden buttons, buttons that you have to press or shoot from moving vehicles, pressure plates you have to throw things onto, teleporters that don't alert you you've been teleported, enemies that spawn when you step on pressure plates, invisible pressure plates, invisible swamps to sink into, boats, water, fireball launchers, halls that rotate, and monsters, oh so many monsters, that you must waltz, waltz, waltz all night because they're capable of stoning and blindness and aging and crippling and if any of these happen to you, you might as well be dead.
| The game has never featured quicksand before, but boy is it about to. |
Knightmare is far harder than Chaos Strikes Back, which is celebrated for its difficulty but at least offers you that hint disk. No such luck here. It is the first game to get a full 5/5 on the "difficulty" scale, and I honestly question whether it's possible to win it without hints. I guess Quido must have, although I'm guessing--hoping, really--that he built his walkthrough off some previous, less thorough version, or perhaps the official hint guide.
At first, I was determined not to use Quido's maps, which would have been a shame because they deserve to be looked at. After all, I'd gotten through Levels 1-3 without a lot of difficultly, and I arrived at Level 4 healed up with a full stock of rabbit pies. It didn't start out so hard. Near the beginning of the level is a series of four gated rooms where enemies continually respawn. The game calls them "training rooms." Here, you can grind to your heart's content--not that it really does you any good.
| Quido's detailed maps of the fourth quest. |
As I began this session, I was sick of picking up missile items all the time, so I stopped using my rear characters as archers and started using them more for their core strengths: spells. This meant resting a lot more than I'd been doing before, but really I was being stingy about resting. It has virtually no penalty. Around the middle of the level, when combat became so hard I figured I must be doing something wrong, I watched a YouTube series for a little while. (The 15-hour series comprises 100 videos, more than 60 of them in the fourth level.) Not only did they put my fears to rest, I saw that the player was routinely resting every minute or so.
Anyway, the level didn't start out hard: a few pressure plate puzzles, a variety of keys opening a variety of locks, and so forth. I got some weapon and armor upgrades early on, including a chainsaw and various pieces of plate armor. I finally figured out the magic system and had my wizard and priest dual-wielding wands of different types. The combats were hard but the usual tricks got me past them.
| Groovy. |
One aspect of the level promised to be easy and indeed remained so: food. Near the starting area is a ladder leading to a small map of constantly-respawning spiders, which drop edible spider's legs. Between those and frequent grapes and apples scattered throughout the level--plus a portal back to the forest you encounter about halfway through--starvation was never a threat. I guess the developers felt you needed to focus on the hard stuff.
My first obstacle was a series of pressure plates that served as a "conveyor," yanking my party up and down a hallway with no easy way to stop it and get to the end. After trying everything I could think of, I capitulated and looked at Quido's maps. The solution was to throw a "spanner"--an object found in an earlier section--on a particular plate. Nowhere else in the game so far had specific objects been required to trigger the pressure plates (at least, I don't think so; if there were such puzzles, they were obvious), and of course using a wrench by throwing it is unintuitive. Even if I'd hit upon this solution, I probably would have given up after throwing it on a couple of the plates and seeing no result (it has to land on one particular one).
| Do you see a button on any of those walls? |
Shortly after this puzzle, I encountered another one that I couldn't solve. The area of the map was labeled "target practice" and it consisted of a wagon on a track flying past a series of 7 hedges with walls on the other side. The game had offered a bow and set of arrows shortly before I entered this area, so I understood the basic gist of what it wanted me to do--but there were no obvious "targets." I mean, it turns out that one of the 7 wall squares--which you zoom past too fast to look at, let alone from two squares away--has a button, and throwing or shooting something at the button causes a wall to open. But you have to know it's there, and then hit it from a moving vehicle, and between the two I don't know how you'd solve it without some spoiler at least telling you the particular wall section to aim for. In the meantime, you have to contend with snakes that spawn every time you miss and hit a different bit of wall.
By this time, the dam had broken and I had a hard time not using Quido's walkthrough quite liberally. I never would have survived without it. There are several places in which you have to cast an "open" spell on a door you can't even see, or fire a missile onto a pressure plate that's also out of visual range. Sometimes, I couldn't tell what a button or lever did, largely because it affected a remote area of the dungeon. One button, towards the end of the dungeon, lowers a wall that took me more than 20 minutes to fight my way back to. Without consulting Quido's map, I would have had to explore nearly the entire dungeon to find out what had changed.
The worst part, though, was the increasing difficulty of the enemies. Certain monsters, like knights and large dragons, were taking me nearly 15 minutes per enemy to waltz around and kill. Then the game started serving up enemies with special abilities: medusas who can stone you; wizards who can blind, age, and cripple you; demons who can do all of those things. Killing them was taking so long that I wondered if I could just run past them instead. The problem was, maybe 5% of creatures carry a key or some other quest item that you really need. Hence, I started consulting Quido's sheet to see what enemies I really had to kill and which I could avoid--provided the layout of the corridors allowed me to avoid them.
| I'll be waltzing around this guy for 15 minutes or more. |
Quite often, the sheer density of enemies, or the corridor configurations, makes waltzing impossible and you have to fight them head-on. In such situations, your party members' lives depend on how quickly you can shift the healer back and forth, casting spells to undo the damage. If the healer's points run out--which happens pretty fast--you're screwed.
One particular area had me nearly give up in despair. There was a succession of 3 or 4 rooms with unavoidable pressure plates, and stepping on those plates causes three spellcasting enemies to spawn. These guys are nearly impossible. Not only do they have spells that age you, cripple you, and turn you into a moron, draining your attributes to about 10 each, but they have a particularly annoying spell that causes you to turn 90 or 180 degrees and waste your next spell or attack on a blank wall. I had to try luring them one by one into an area where I could escape via a ladder if necessary. Waltzing each one took about 20 minutes, meaning killing all the mages in the area took about 4 hours of gametime on its own. The area is so ridiculous that the developers stuck a couple of mages that cast healing spells in a nearby corridor. One of them randomly casts "Youth" (reverses aging), "IQ" (reverses dumbness), "de-cripple," and 5 spells that restore attributes drained by these spells. I had to park my characters in front of him for almost an hour before everyone was healed.
| These guys are going on the "most annoying" list. |
There were several areas that featured a similar puzzle: a series of buttons or levers that caused 4 corridors surrounding a central square to rotate clockwise. Some of these squares would have doorways, and each set of corridors interlocked with two or more central hubs. Passing through the areas meant pushing or pulling in the right order to "pass" doorways between hubs and create chains of open spaces leading to where I wanted to go. The problem was, I had no idea what the corridors looked like on the other side. I had to guess (or use Quido's maps). I liked the puzzles--they involved a lot of deduction--but even with maps, figuring out the correct order of levers was challenging.
A few other notes:
- Apparently, if you're unencumbered, you can run across a single square of water. There were several areas in which this was necessary.
- A lot of enemies have dialogue or hints if you take a second to click on them in the middle of battle.
| It's nice to have goals. |
- My characters capped the game at "doyen" in their respective classes. I'm not sure if there's a higher level.
It would take too long to recap the dozens and dozens of puzzles on the map, but they all come together to open a wall not far from the entrance. Passing through there takes you down a ladder and into a room full of demons, whom I simply ran past (apparently missing a second chainsaw and an "aqualung" of unknown use). A ladder from there takes you to the large final area.
| Not doing so well against some demons. |
I had assumed that I'd find the crown in the level, then take it back to the beginning, and then fight Lord Fear (the manual hinted at that sequence of events), but it turns out Lord Fear has the crown and is found in the final area. I first had to kill his demon ally--about 20 minutes of waltzing--to get a key. This opened the door to Lord Fear's chambers and the final battle was on.
It took longer than some entire games. Fear is capable of all of the previously-mentioned spells, including blindness, stoning, and crippling. You simply cannot let him hit you. He also bounces spells back at you, so your melee fighters have to carry the day. There's no other solution except to waltz him to death. The one saving grace is a nearby portal where you can recuperate in a safe area in case he does happen to zap you with something bad.
| My lead character after a few unlucky breaks. |
It took me 430 hits to kill him, representing over an hour of waltzing and retreating, saving every 5-10 minutes, and reloading if things got too hopeless. (Completely healing a single character who's been hit with "stone" and "lame" might take 15-20 minutes by itself between the casting and resting; I typically reloaded rather than go through it.) I won late last night and my hands are ruined today.
Lord Fear leaves the crown when he dies. I had to make my way past the demons to finally get out of the dungeon and back to the starting area, where a pressure plate waited to receive the crown.
| Picking up the crown after killing Lord Fear. |
Lord Fear leaves the crown when he dies. I had to make my way past the demons to finally get out of the dungeon and back to the starting area, where a pressure plate waited to receive the crown.
Tossing the crown on the plate opened the way to another pressure plate, which brought me to the endgame: a graphic of a trophy, a congratulations screen, and an advertisement for Antony Crowther's other games.
| This was not, in fact, the title of Captive 2. |
Oh, I'm sure there are plenty of players who love the challenge inherent in these puzzles and this style of combat. As for myself, if for some reason I had to play this game again to continue my blog, I'd give up the blog. These last 30 hours have been excruciating. This simply is not what I like about RPGs.
| Knightmare is a rare game for which I would consider the hintbook a necessity. |
This post is already long, but I want to GIMLET this and be done with it:
- 2 points for the game world, which is confusing and inconsistent. I'm not really sure where I'm supposed to be, or why I'm there, or how I got roped into defeating Lord Fear in the first place.
- 4 points for character creation and development. The usual Dungeon Master system is in place. There are more races and classes than necessary, particularly since you're screwed if you don't have a mage and a healer. Development isn't very satisfying--you don't even find out when you've leveled, and the effects of leveling aren't palpable in combat.
- 1 point for NPC interaction, and I'm being generous in calling the heads on the walls "NPCs."
| I think he actually had it. |
- 5 points for encounters and foes. For the enemies, we have the usual Dungeon Master nonsense where we don't even know the monsters' names. You figure out their special attacks and overall difficulty pretty fast, although I would have liked a hit point chart in the manual so I'd have some reassurance that they'd die eventually. Most of the points here go to the puzzles, which I rate as "encounters" in this type of game. Although I thought they were too hard, they were also highly original and constituted an impressive use of the engine.
| I just wish the game didn't make the buttons so hard to discern. |
- 3 points for magic and combat. The old Dungeon Master mechanics reach their nadir in this game, where nothing you do really matters because you end up having to waltz every enemy to death anyway. The game doesn't even bother with the pretense that you can survive in a stand-up fight. The magic system, consisting of a variety of spells that seem to do the same thing, cast from different wands, is unimpressive.
- 3 points for equipment. Weapons, armor, helms, pants, and boots are found at fixed locations. There are no rings or amulets as in Dungeon Master and only a few special items. As with character development, the nature of the combat system makes you feel that item upgrades hardly matter.
| I like the way different weapons have different attacks depending on skill, but they didn't seem to make a lot of functional difference. |
- 0 points for no economy.
- 3 points for a main quest in 4 stages with no choices or branches.
- 6 points for graphics, sound, and interface. The graphics are decent, the sound even better, and the interface has more keyboard options than the typical Dungeon Master clone.
- 2 points for gameplay. I found it too linear, too long, and too hard. I suppose for some people, the difficulty is a virtue, so add another 4 points if you really like to be challenged by pressure plates and buttons and moving walls and whatnot.
The final score is 29, quite a bit lower than I gave to Dungeon Master, Chaos Strikes Back, Captive, or Eye of the Beholder. But in a funny way, if you're a fan of those previous games and you like them better than most other RPGs, you might find Knightmare to be the pinnacle of this sort of game. I mean, there must be some players out there who love the mechanics of Chaos Strikes Back but think it's for "n00bs." Or those who have played it so many times that they want a fresh challenge. I'd love to hear opinions from players who prize this particular lineage.
As for me, at its best moments, the Dungeon Master line nears what I love about RPGs but doesn't quite reach it. In the original game, character development is highly satisfying and rewarding, and the combat and magic system are well-balanced between tactics and digital dexterity. Chaos Strikes Back increases the difficulty of the puzzles but not so much the encounters, making it a worthy successor. But I don't play RPGs for the puzzles--particularly this sort of puzzle--and I much prefer a more tactical, turn-based approach to combat. Captive and Knightmare both tip the balance so far towards speed and action in combat that tactics take a far back seat.
Still, I suppose the difficulty of Knightmare is in keeping with the difficulty of the television show, which only 8 teams won in 8 years. I have to admire the producers for maintaining such a high difficulty when there was no winner in Seasons 1 or 3. There must have been pressure to dumb it down. Reading more about the show, I see that the quest objects in the game--the Sword of Freedom, the Shield of justice, the Cup of Life, and the Crown of Glory--were in the show as well, and the screenshot of the trophy mimics the awards given to victorious players. Even Lord Fear appears in the show.
| My in-game reward. |
I think Computer Gaming World missed this one. Amiga magazine reviews of the time range from 64/100 (Amiga Joker) to 91/100 (Amiga Action). I've read a few of the higher reviews, and I'd bet real money that most of the reviewers never got to the fourth quest. (My own rating would likely be 7-10 points higher if it was based only on the first three quests.) Amiga Action manages to discuss the game and its changes from Captive without once mentioning Dungeon Master.
I have to quote this hilarious paragraph from the beginning of the Amiga Computing review:
Knightmare is that terrible show where they get four kids and blindfold one of them by sticking a massive helmet on top of his head. This normally happens to the smallest who is always called Colin or Jeremy. The other three kids get the chance to kill Colin by telling him to walk around a computer-generated world into traps and clutches of giants, witches, trolls, etc....The three kids aren't supposed to kill him, but most of them couldn't find their way out of Woolworth's, never mind a dungeon plagued with goblins and giants.
It goes on to make fun of the show for about 5 more paragraphs before spending a small part of the rest of the review on the game itself. The reviewer admits he hasn't finished the first quest yet when he gives the game 86%. Was there any sense of journalism among Amiga magazines of the 1990s? I mean, I don't always love Scorpia, but at least she finished the games before reviewing them.
This is an era of Mindscape ascendant. We've already played two of their games in 1991--HeroQuest and Moonstone--and we'll have Worlds of Legend: Son of the Empire and Liberation: Captive II coming in 1992 and 1993, respectively. I have to note that while I haven't rated their titles very high, I don't find them weird, so sometime between 1986 and 1991, the British Isles worked out the problem I highlighted in Heavy on the Magick.
We'll periodically check-in with Antony Crowther for the remainder of this blog's existence, starting with his Captive sequel next year. And of course the basic Dungeon Master style isn't going anywhere soon: we still have Dungeon Master II and the two Eye of the Beholder sequels to explore in the next 100 games or so. I'm still waiting for any of its clones or sequels to be as good as the original.