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|Knightmare is a first person dungeon crawler (Role Playing Game) that resembles a lot the Dungeon Master series. This game has great atmosphere, loads of fighting and puzzling and four fair sized quests that will keep you busy for quite some time. It also includes a few innovative assets to the RPG genre, such as travelling with trains, boats. Knightmare was released only for the Commodore Amiga and Atari ST home computers.|
STORY / GAMEPLAY
The game is designed around the Captive system and has cracking credentials, uniting an excellent license with a proven code. Captive players will immediate feel at home with Knightmare. The system that drives the game essentially uses the same icon and keyboard commands as Captive of course with some improvements and tweaks where necessary. The four men team can be controlled either by clicking on directional icons or keyboard combinations. Pressing the left mouse button on an item it either gets or activates it, while the right button is employed to initiate party actions. It is a simple system to learn and offers enough flexibility to fill four huge dungeons with tests of precise control. The four members of the team have different skills, specialties and weaknesses. They all carry an empty backpack with which they can carry a kit found and two hand 'slots' for any all important item (say, weapons). Roaming around without a compass may get confusing. It's not difficult, especially if you map things from the very start, but some sudden actions or changes in your focus can leave you disorientated, which is something common in all almost all Dungeon Master-style games. Every single square of a corridor must be checked at all times and each character must be watched to ensure that they are ready for unexpected combat. All the puzzles and riddles that inform your quest must be analyzed and solved. One of the innovative aspects of this game is its novel means of transport! The player whizzes around on a mining cart at the beginning and then may even row a small boat in shark infested waters! Knightmare plays fast and hard and as dungeon romps go, only few can match it for the continuous ferocity of its assault in your team members' lives. Each encounter is tailored to suit your team's status so the game runs in a state of perpetual high tension. It is huge, it looks marvelous and it's extremely difficult, although there's a sort of wizardry to help you out a fair bit.
GRAPHICS / SOUND
The Atari ST version has half the Amiga colors on-screen (16 Vs 32) but the game is slick with fine details to create both tests and atmosphere. Everything around you is nicely detailed, both corridors and sprites and all wrapped up inside a nicely animated pseudo-3D environment, with moody atmospheric tones and decent monsters animation. But much like the Amiga version, we have the same "problem" of objects painted in the same shades and are often difficult to see. The sound on the Atari ST is good, with plenty of sampled sound effects but unfortunately missing the awesome intro music along with the visual presentation of the game's story we enjoyed on the Amiga. The fully stereo effect is supported only on the Atari STE version and plays a significant role, as it allows you to trace monsters in a very simple manner by just following the sound of their footsteps!
|CPU: Motorola 68000 16/32bit at 8mhz. 16 bit data bus/32 bit internal/24-bit address bus.|
MEMORY: RAM 512KB (1MB for the 1040ST models) / ROM 192KB
GRAPHICS: Digital-to-Analog Converter of 3-bits, eight levels per RGB channel, featuring a 9-bit RGB palette (512 colors), 320x200 (16 color), 640x200 (4 color), 640x400 (monochrome). With special programming techniques could display 512 colors on screen in static images.
SOUND: Yamaha YM2149F PSG "Programmable Sound Generator" chip provided 3-voice sound synthesis, plus 1-voice white noise mono PSG. It also has two MIDI ports, and support mixed YM2149 sfx and MIDI music in gaming (there are several games supported this).
|9-bit RGB 512-color palette |
(16 on-screen and up to 512 in static image)
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