Knight Tyme
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Knight Tyme | |
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Developer(s) | David Jones, David Whittaker (music) |
Publisher(s) | Mastertronic |
Release date(s) | 1986 |
Genre(s) | Graphic adventure |
Mode(s) | Single player |
Rating(s) | N/A |
Platform(s) | Amstrad CPC, Commodore 64, MSX, ZX Spectrum (separate 48K and 128K versions) |
Media | Cassette |
Input | Keyboard, joystick |
Knight Tyme is a computer game released for the ZX Spectrum, Amstrad CPC, Commodore 64 and MSX compatibles in 1986. It was published by Mastertronic as part of their Mastertronic Added Dimension label.
Two versions of the ZX Spectrum release were published: a full version for the 128K Spectrum (which was published first) and a cut-down version for the 48K Spectrum that removed the music, some graphics and some locations (which was published later).
It was programmed by David Jones and is the third game in the Magic Knight series. The in-game music was written by David Whittaker on the C64 version and Rob Hubbard on the Spectrum and Amstrad versions. Graphics were by Ray Owen.
Contents |
[edit] Plot
Having rescued his friend Gimbal from a self-inflicted white-out spell, Magic Knight finds himself transported into the far future aboard the starship USS Pisces. Magic Knight must find a way back to his own time, with the help of the Tyme Guardians, before he is apprehended by the Paradox Police.
[edit] Gameplay
Gameplay is very similar to Knight Tyme's predecessor, Spellbound. Once again, the game's wide range of commands are carried-out using "Windimation", a system whereby text commands are carried-out through choosing options in command windows.
The importance of watching Magic Knight's energy level and keeping him from harm is rather different this time around. Whilst Spellbound required you to be vigilant about his health and needed the player to occasionally avoid flying objects that could sap his strength, Knight Tyme is much more focused on the puzzle-solving aspect (although there are still some "death rooms" as in Spellbound). For this reason, it should be regarded as a true graphic adventure.
As before, the gameworld features a large amount of characters that our hero can interact with. This time around, however, he is not so responsible for their welfare and they are more there to help him on his quest. They do, after all, belong to the time Magic Knight has found himself in. He is the only displaced person this time around.
Knight Tyme also involves some space travel, with Magic Knight commandeering the USS Pisces and using it to journey to various planets and star systems. All of these planets can be communicated with and some can be beamed-down to via the USS Pisces transporter system. Magic Knight also needs to keep note of the ship's fuel as if it runs out both he and the starship will be stranded which means the end of the game. Refuelling can take place at many of the planets the USS Pisces visits.
[edit] Sequels
One further Magic Knight game, Stormbringer, was released in 1987.
[edit] Trivia
- This is the first of two Magic Knight games to feature the (originally-useless) "advert" as a platform that can be jumped on to reach higher areas
- Hooper, one of the planetary rulers in the game, is represented on-screen using the same graphics as the King from Finders Keepers, the first Magic Knight game.
- One of the crew of the USS Pisces is a robot called S3E3, a homage to the droid R2D2 from the Star Wars films. On examining S3E3, the player is told "S3E3 has a famous cousin".
- The ZX Spectrum version has an option allowing the player the ability to choose whether Magic Knight's attributes will be emphasised or ignored meaning that he will either "blend" with his background or his background will turn white to accommodate him. This is a result of the Spectrum's attribute clash problem.
- In the Commodore 64 version, Magic Knight begins the game holding a personal stereo. If he wears this, in-game music plays.
[edit] External links
- Review of the ZX Spectrum version from CRASH magazine.