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Knight Lore

Knight Lore is a 1984 action-adventure game developed and published by Ultimate Play the Game, and written by company founders Chris and Tim Stamper. The game is known for its use of isometric graphics, which it further popularized in video games. In Knight Lore, the player character Sabreman has forty days to collect objects throughout a castle and brew a cure to his werewolf curse. Each castle room is depicted in monochrome on its own screen and consists of blocks to climb, obstacles to avoid, and puzzles to solve.

Knight Lore
Developer(s)Ultimate Play the Game
Publisher(s)Ultimate Play the Game
SeriesSabreman
EngineFilmation
Platform(s)ZX Spectrum, BBC Micro, Amstrad CPC, MSX, Family Computer Disk System
Release
  • EU: November 1984
Genre(s)Action-adventure
Mode(s)Single-player

Ultimate released Knight Lore third in the Sabreman series but later claimed to have completed it first and withheld its release for a year to position the company advantageously in anticipation of the game's effect on the market. Knight Lore's novel image masking technique, Filmation, let images appear to pass atop and behind each other without their contents colliding. This created the illusion of depth priority, which the computer did not natively support. By delaying Knight Lore's release, Ultimate protected sales of their then-upcoming Sabre Wulf and created another Filmation game before other developers could copy the style. Ultimate released the original Sabreman trilogy in quick succession in 1984 for the ZX Spectrum. Knight Lore came last, in November. Ports followed for the BBC Micro, Amstrad CPC, MSX, and Family Computer Disk System.

Knight Lore is regarded as a seminal work in British video game history and has been included in multiple lists of top Spectrum games. Critics considered its technical solutions and isometric 3D style a harbinger of future game design. They praised the game's controls and atmosphere of mystery, but noted its difficult gameplay and criticised its sound and occasional graphical slowdown. Knight Lore was named the 1984 game of the year by the Golden Joystick Awards and Popular Computing Weekly readers. Though it was not the first isometric 3D video game, Knight Lore popularised the format. When the isometric, flip-screen style fell out of fashion, Knight Lore's influence persisted in computer role-playing games. Retrospective reviewers remember the game as the first to offer an exploratory "world" rather than a flat surface, but consider its controls outdated and frustrating in the thirty years since its release.

The game was later included in compilations including Rare's 2015 Xbox One retrospective compilation, Rare Replay.

Gameplay edit

 
Sabreman atop a stack of blocks in a ZX Spectrum screenshot. Daytime is beginning in the indicator at the bottom right. Knight Lore's gameplay area is depicted in monochrome to avoid attribute clash.[1]

The player, as Sabreman, has been bitten by the Sabre Wulf and now transforms into a werewolf at nightfall.[2] He has 40 days to collect items throughout Melkhior the Wizard's castle[3] and brew a cure for his curse. An onscreen timer shows the progression of day into night, when Sabreman metamorphoses into a werewolf, returning to human form at sunrise.[4] Some of the castle's monsters only attack Sabreman when he is a werewolf.[5] The game ends if the player completes the potion or does not finish the task in forty days.[4] The game's only directions are given through a poem included with the game's cassette tape.[6]

The castle consists of a series of 128 rooms,[7] each displayed on a single, non-scrolling screen.[5] Sabreman must navigate the 3D maze of stone blocks in each room, usually to retrieve a collectible object, whilst avoiding spikes and enemies, which kill him on contact. The player starts with five lives, and loses one for each death; running out of lives ends the game. Stone blocks serve as platforms for the player to jump between; some fall under the player's weight, some move of their own accord, and some can be pushed by enemies or Sabreman.[1] Sabreman jumps higher when in werewolf form, which helps in specific puzzles.[2] The player often needs to move blocks to reach distant objects, which are then used as platforms to reach areas in other puzzles.[6] To complete the game, the player must return 14 sequential objects from throughout the castle to the wizard's cauldron room.[7][8] At the end of the game, the player receives a final score based on the remaining time and amount of the quest completed.[1]

Development edit

Ultimate Play the Game, represented by its co-founding brothers, Tim and Chris Stamper, was uncommonly taciturn in matters of press and marketing, though they provided some details on Knight Lore's development to Crash magazine.[2][9][10] While Knight Lore was released as the third game in the Sabreman series, the Stamper brothers later claimed to have finished it first,[2][5] saying they withheld the game for about a year for market reasons: they thought that Knight Lore's advancements—copyrighted as the Filmation engine—would hurt sales of their then-upcoming Sabre Wulf, and used the extra time to prepare another Filmation game (Alien 8) to preempt the sales that would be lost when other publishers would try to copy the technique.[11] Tim Stamper recalled that "we just had to sit on it because everyone else was so far behind".[11] More recent research has suggested this may have been an exaggeration as the coding routines found in Knight Lore are far more optimised than those used in the earlier games.[12] Sabre Wulf was released to commercial and critical success in 1984. The next two Sabreman titles—Underwurlde and Knight Lore—followed in close succession before the end of the year.[13]

 
In image masking, the developer adds a hole and then fills in its details.

Filmation and Knight Lore's graphical novelty lay in how images could render without overlapping.[14] Filmation introduced "masked sprites" whereas earlier games used "planar sprites",[15] which overlapped without regard for depth order. Chris Stamper's solution was to use image masking. A mask is a version of an image that defines a background from the subject matter in different colours. When combining the mask and the on-screen composite image, the mask's "background" data was ignored and a hole in the shape of the desired image sprite was added to the background. This was filled in with the sprite's details. Thus, rooms in Knight Lore were drawn one sprite at a time through this masking method. In more recent times, contemporary images render with layer priority set at the individual pixel level.[14] Knight Lore is depicted in monochrome that changes between rooms so as to avoid attribute clash, a computing limitation wherein an object's colour interfered with those of others in close proximity.[1]

Ultimate released Knight Lore for the ZX Spectrum in November 1984. In a press release, they announced the game as the beginning of a new class of adventure games and "the very pinnacle of software development on the 48K Spectrum".[16] As standard for the cryptic company, Ultimate did not circulate screenshots of the game in its press materials or cover art.[16] Knight Lore was subsequently released for the BBC Micro, Amstrad CPC, and MSX later in 1985.[17] The Amstrad version upgraded the monochromatic colouring to a two-colour foreground setup.[7] Jaleco released versions of Knight Lore for MSX[18] and, later, the Famicom Disk System.[19] The latter 1986 release barely resembled its namesake.[20] Ultimate asked Shahid Ahmad, who developed the Knight Lore-inspired Chimera (1985), to develop a Knight Lore port for the Commodore 64, but this did not come to fruition.[17] Knight Lore later appeared in the Spectrum version of the 1986 compilation They Sold a Million II[21] and the 2015 Xbox One compilation of 30 Ultimate and Rare titles Rare Replay.[22]

Reception edit

Knight Lore entered the UK video game charts in the week up to 8 November 1984 while Underwurlde was still number 1,[25] and went on to replace its predecessor at the top of the charts the following week.[26] By the start of 1985 it had been succeeded by Ghostbusters.[27]

Computer game magazines lauded Knight Lore,[14] writing that its graphics were the first of its kind and marked a sea change from its contemporaries.[1][6][23][24] Computer & Video Games (CVG) wrote that they had never seen graphics of its calibre and that it lived up to Ultimate's hype. Peter Sweasey of Home Computing Weekly was left speechless and predicted that Knight Lore would change the market. Crash said it was unlikely to be surpassed as the Spectrum's best game.[14] Crash selected Knight Lore as a "Crash Smash" recommendation in its January 1985 issue.[1] Popular Computing Weekly readers named Knight Lore their 1984 arcade game and overall game of the year.[28] Knight Lore was also named CVG's game of the year at their 1985 Golden Joystick Awards event, and Ultimate was named both developer and programmer of the year.[29]

Knight Lore's atmosphere, which Sinclair User described as a "crepuscular world of claustrophobic menace", inspired many curious questions on the part of the adventurer in contemporaneous 1985 reviews.[23] Crash appreciated the imaginative mystery of the game as they attempted to answer why Sabreman turns into a werewolf, who they preferred to play as, and what the collectible objects throughout the castle do.[1] Sabreman's werewolf transformation sequence, in particular, annoyed CVG[6] and traumatised players, according to Well Played, a book of academic close readings of video games, as players empathised with the suffering Sabreman.[30] The game design gave the impression that the castle was far grander in scale than it was in reality,[31] and Crash wrote that the game's novel eight-way direction scheme suited the 3D space.[1] Crash compared Knight Lore stylistically to the 1984 Avalon, but suggested that the former had bolder visuals. The magazine preferred Knight Lore to its predecessor (Underwurlde) and one critic even considered the former to be Ultimate's best game.[1]

Crash noted how Knight Lore's masking technique addressed issues of flicker and attribute clash,[1] and Sinclair User appreciated how Sabreman disappeared from view when passing behind blocks.[23] In criticism, reviewers considered Knight Lore's sound to be its weakest component,[6][8] though Your Spectrum and Crash also identified the sometimes cruel difficulty of its gameplay.[24][1] Later rooms of the castle require pixel-perfect precision, compounded by the anxiety of the running timer,[3] and the game's animations would slow down proportional to the degree of onscreen action.[32]

In reviews of the Amstrad release, Amtix noted the colour additions over the monochromatic original and wrote that Knight Lore was among the Amstrad's best adventures. Their one complaint was the graphical slowdown when too many elements were moving onscreen.[7] Amstrad Action shared this complaint but nevertheless named Knight Lore among the Amstrad's best three games—an improvement on the Spectrum release and on par with the quality of Commodore 64 titles.[8]

Legacy edit

 
Critics named Knight Lore among the best games for the ZX Spectrum.

Knight Lore is widely regarded as a seminal work in British gaming history.[4][16] According to Kieron Gillen of Rock, Paper, Shotgun, Knight Lore is second only to Elite (1984) as an icon of the 1980s British computer game industry.[4] British magazine Retro Gamer described players' first impressions of Knight Lore as "unforgettable", on par with the experience of playing Space Harrier (1985), Wolfenstein 3D (1992), or Super Mario 64 (1996) for the first time.[33] Retro Gamer recalled that Knight Lore's striking, isometric 3D visuals were both a bold advance in game graphics and a foretelling of their future.[16] British magazine Edge described the game's graphics engine as "the single greatest advance in the history of video games",[34] and Retro Gamer compared the engine's impact to that of the introduction of sound in film.[35] Knight Lore was not the first to use isometric graphics—earlier examples include Zaxxon (1982), Q*bert (1982), and Ant Attack (1983)[14][36]—but its graphic style and large in-game world[37] further popularised the technique and put Ultimate and Filmation in its epicentre.[38]

Several video game clones were inspired by Knight Lore. When programmers at The Edge struggled to replicate the isometric style, visiting developer Bo Jangeborg devised his own solution. The result, Fairlight (1985), is regarded as another classic of the platform. The Edge's version of Filmation received its own branding as "Worldmaker".[39] Shahid Ahmad said Firebird's Chimera (1985) was even closer to Knight Lore. Ahmad's "shock" and "admiration" from playing Knight Lore reportedly changed his life and convinced him to continue making games. He released Chimera on the Amstrad CPC, Atari 8-bit, Commodore 64, and ZX Spectrum, customising each port for the processing limitations of its hardware.[40] By 1986, many British video game publishers had produced Knight Lore-style isometric games; examples include Sweevo's World, Movie, Quazatron, Get Dexter, Glider Rider, Molecule Man,[17] Spindizzy, and Bobby Bearing.[3] Many of these titles suffered the same slowdown issues as Knight Lore due to too much on-screen activity.[17]

Ultimate itself released four more Filmation games. Alien 8 (1985) was rushed for release before developers had an opportunity to react to Knight Lore, though Retro Gamer said that its rush was not noticeable, as Alien 8 had a larger game world than Knight Lore, with even more puzzles.[40] Alien 8 and Knight Lore are similar in gameplay, but the former is set in outer space.[41] With the updated Filmation II engine, Nightshade (1985) added colour and scrolling graphics (in place of flip-screen room changes[17]); however, Retro Gamer regarded its gameplay as comparatively dull. Gunfright (1986), reported as the Stampers' last game, also used Filmation II and was more robust than its predecessor. Pentagram (1986) returned to flip-screen rooms and its action-based gameplay included shooting enemies. It sold poorly and was the last Sabreman game.[40] Meanwhile, the Stamper brothers sought to enter the burgeoning console industry. They sold Ultimate to U.S. Gold in the mid-1980s and established Rare to develop Nintendo console games. While Ultimate's last two isometric games were of lesser quality, consumer interest in the genre endured.[18]

The isometric, flip-screen trend continued in Britain for several years. Apart from Fairlight, Sweevo's World and Get Dexter, other isometric flip-screen games included Jon Ritman's Knight Lore-inspired Batman (1986), Head over Heels (1987), The Last Ninja (1987), La Abadía del Crimen (1987), Cadaver (1990), and console games Solstice (1990)[20] and Landstalker (1992).[36] As players grew tired of the genre's similar reiterations, Ritman's games, in particular, brought new ideas.[20] Sandy White, who developed the pre-Knight Lore isometric game Ant Attack, was impressed by Ultimate's in-game "balance" and gutsy design decisions.[42] The developer of The Great Escape, another isometric game, considered Knight Lore to be more "a rival title than an inspiration", but it still spurred him to spend nine months making Where Time Stood Still.[43] Retro Gamer wrote that Knight Lore's influence persisted 30 years later through titles such as Populous (1989), Syndicate (1993), UFO: Enemy Unknown (1994), and Civilization II (1996).[42] The style also spread to computer role-playing games like Baldur's Gate, Planescape: Torment, Diablo, and Fallout.[36] Though GamesRadar's Matt Cundy reported in 2009 that isometric perspective was no longer as prominent a topic in game design,[44] in 2014, Chris Scullion of Vice traced Knight Lore's isometric influence to The Sims 4 (2014) and Diablo III (2012).[45]

Knight Lore was included in multiple lists of top Spectrum games[46][47][48] and top games for any platform.[49] It inspired two fangames: a 1999 sequel[50] and a 2010 3D remake, which was in development for four years.[4][51][52]

Though isometric games had existed previously, in a retrospective review, Gillen (Rock, Paper, Shotgun) recalled that Knight Lore was the first game to offer a "world" with physical depth for exploration as opposed to the simple mechanics of arcade games.[4] Jeremy Signor of USgamer agreed that Knight Lore felt more like a world than a painting and added that the game's innovative use of successive, single-screen rooms ("flip-screen") pre-dated The Legend of Zelda by years.[36] Gillen said the game's punishing style (unforgiving gameplay, high difficulty, awkward controls) had become obsolete in the 30 years since its release and criticised Knight Lore as "enormously innovative, incredibly atmospheric, and totally unplayable", suggesting that the similar Head over Heels (1987) had aged much better.[4] Peter Parrish (Eurogamer), too, found the game frustrating, though well-made.[5] Dan Whitehead of the same publication appreciated that the 2015 Rare Replay compilation version of Knight Lore emulated the original's choppy animations as the ZX Spectrum's processor once struggled to render the onscreen objects.[53]

Notes edit

References edit

  • "Amsyclopedia – Knight Lore". Amstrad Action (1): 56–57. October 1985. ISSN 0954-8068.
  • Bourne, Chris (February 1985). "Spectrum Software Scene – Knight Lore". Sinclair User (35): 23. ISSN 0262-5458.
  • Caoili, Eric (12 May 2010). "Knight Lore Remake Released". GameSetWatch. from the original on 9 August 2015. Retrieved 9 August 2015.
  • Carroll, Martyn (July 2012). "On the trail of Mire Mare". Retro Gamer (105). Imagine Publishing: 34–39.
  • Carroll, Martyn (March 2014). "Knight Lore: A 30-Year Legacy". Retro Gamer (126): 20–27. ISSN 1742-3155. OCLC 489477015.
  • "C&VG's Golden Joystick Awards". Computer and Video Games (44): 122. June 1985. ISSN 0261-3697.
  • "The Classic Game: Knight Lore". Retro Gamer (20): 74–77. January 2006. ISSN 1742-3155. OCLC 489477015.
  • Cundy, Matt (26 June 2009). "Gaming words and phrases you never hear any more". GamesRadar. from the original on 9 August 2015. Retrieved 9 August 2015.
  • Davison, Pete (20 September 2013). "Terry Cavanagh's Latest Will Make Your Brain Explode". USgamer. from the original on 10 March 2016. Retrieved 8 March 2016.
  • "Games Index – Knight Lore". Amtix (1): 102. November 1985. ISSN 0952-3022.
  • Garcia-Panella, Oscar (2010). "Knight Lore and the Third Dimension". In Davidson, Drew (ed.). Well Played 2.0: Video Games, Value and Meaning. Pittsburgh: ETC Press. pp. 62–73. ISBN 9780557844517. from the original on 6 November 2017. Retrieved 6 November 2017.
  • Gillen, Kieron (14 May 2010). "Wolf Like Me: Knight Lore". Rock, Paper, Shotgun. from the original on 9 August 2015. Retrieved 9 August 2015.
  • "Homebrew". Retro Gamer (78): 100. June 2010. ISSN 1742-3155. OCLC 489477015.
  • Hunt, Stuart (February 2010). "The Ultimate Hero: A Complete History of Sabreman". Retro Gamer (73): 24–31. ISSN 1742-3155. OCLC 489477015.
  • "Let the people decide the results!". Your Sinclair (93): 11. September 1993. ISSN 0269-6983.
  • "Joystick Jury – Knightlore". Your Spectrum (12): 33. March 1985. ISSN 0269-6983.
  • "Knight Lore". Computer and Video Games (39): 28. January 1985. ISSN 0261-3697.
  • "Knight Lore". Crash (12): 16–17. January 1985. ISSN 0954-8661.
  • ナイト・ロアー -魔城の狼男- [Knight Lore – Magic of the Wolf Man]. Famitsu (in Japanese). from the original on 14 March 2016. Retrieved 13 March 2016.
  • Kean, Roger (April 1988). "The Best of British – Ultimate Play the Game". CRASH (51). Newsfield Publications: 35–38. Archived from the original on 1 January 1999.
  • Kumar, Mathew (2010). "Knight Lore". In Mott, Tony (ed.). 1001 Video Games You Must Play Before You Die. New York: Universe. p. 84. ISBN 978-0-7893-2090-2. OCLC 754142901.
  • McWhertor, Michael (15 June 2015). "Rare Replay for Xbox One includes 30 Rare games for $30 (update)". Polygon. from the original on 17 June 2015. Retrieved 16 June 2015.
  • "Top 100 Games of All Time". Next Generation. No. 21. Imagine Media. September 1996. p. 39.
  • Parrish, Peter (20 August 2007). "Knight Lore". Eurogamer. from the original on 9 August 2015. Retrieved 9 August 2015.
  • "Popular Poll Results". Popular Computing Weekly. 4 (4): 14. 24 January 1985. ISSN 0265-0509.
  • RAM/C (24 November 1984). "Charts". Personal Computer News. No. 88. VNU. p. 5. Retrieved 23 October 2021.
  • RAM/C (1 December 1984). "Charts". Personal Computer News. No. 89. VNU. p. 5. Retrieved 23 October 2021.
  • RAM/C (12 January 1985). "Charts". Personal Computer News. VNU. p. 6. Retrieved 9 March 2023.
  • "A Rare Breed". Retro Gamer (20): 26–33. January 2006. ISSN 1742-3155. OCLC 489477015.
  • Rignall, Julian (June 1986). "Die Zzap-Ecke: Neus aus England" [The Zzap Corner: News from England]. Happy Computer (in German) (32): 165. ISSN 0344-8843.
  • Signor, Jeremy (19 December 2014). "Retronauts: The Continued Relevance of Isometric Games". USgamer. from the original on 9 August 2015. Retrieved 9 August 2015.
  • "Spectrum: The Remake". PC Zone (81): 60. October 1999. ISSN 0967-8220.
  • Scullion, Chris (11 August 2015). "How the Games of 'Rare Replay' Laid the Groundwork For Some of Today's Biggest Titles". Vice. from the original on 15 August 2015. Retrieved 22 August 2015.
  • Stafford, Graham (June 1986). "Design Design Game Design". Crash (29): 50–51. ISSN 0954-8661.
  • "The YS Top 100 Speccy Games". Your Sinclair (72): 29. December 1991. ISSN 0269-6983.
  • Whitehead, Dan (4 August 2015). "Rare Replay Review". Eurogamer. from the original on 9 August 2015. Retrieved 9 August 2015.
  • Whitehead, Dan. . Your Sinclair. Archived from the original on 12 September 2015. Retrieved 9 August 2015.

External links edit

  • Knight Lore can be played for free in the browser at the Internet Archive
  • Knight Lore at SpectrumComputing.co.uk
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knight, lore, 1984, action, adventure, game, developed, published, ultimate, play, game, written, company, founders, chris, stamper, game, known, isometric, graphics, which, further, popularized, video, games, player, character, sabreman, forty, days, collect,. Knight Lore is a 1984 action adventure game developed and published by Ultimate Play the Game and written by company founders Chris and Tim Stamper The game is known for its use of isometric graphics which it further popularized in video games In Knight Lore the player character Sabreman has forty days to collect objects throughout a castle and brew a cure to his werewolf curse Each castle room is depicted in monochrome on its own screen and consists of blocks to climb obstacles to avoid and puzzles to solve Knight LoreDeveloper s Ultimate Play the GamePublisher s Ultimate Play the GameSeriesSabremanEngineFilmationPlatform s ZX Spectrum BBC Micro Amstrad CPC MSX Family Computer Disk SystemReleaseEU November 1984Genre s Action adventureMode s Single playerUltimate released Knight Lore third in the Sabreman series but later claimed to have completed it first and withheld its release for a year to position the company advantageously in anticipation of the game s effect on the market Knight Lore s novel image masking technique Filmation let images appear to pass atop and behind each other without their contents colliding This created the illusion of depth priority which the computer did not natively support By delaying Knight Lore s release Ultimate protected sales of their then upcoming Sabre Wulf and created another Filmation game before other developers could copy the style Ultimate released the original Sabreman trilogy in quick succession in 1984 for the ZX Spectrum Knight Lore came last in November Ports followed for the BBC Micro Amstrad CPC MSX and Family Computer Disk System Knight Lore is regarded as a seminal work in British video game history and has been included in multiple lists of top Spectrum games Critics considered its technical solutions and isometric 3D style a harbinger of future game design They praised the game s controls and atmosphere of mystery but noted its difficult gameplay and criticised its sound and occasional graphical slowdown Knight Lore was named the 1984 game of the year by the Golden Joystick Awards and Popular Computing Weekly readers Though it was not the first isometric 3D video game Knight Lore popularised the format When the isometric flip screen style fell out of fashion Knight Lore s influence persisted in computer role playing games Retrospective reviewers remember the game as the first to offer an exploratory world rather than a flat surface but consider its controls outdated and frustrating in the thirty years since its release The game was later included in compilations including Rare s 2015 Xbox One retrospective compilation Rare Replay Contents 1 Gameplay 2 Development 3 Reception 4 Legacy 5 Notes 6 References 7 External linksGameplay edit nbsp Sabreman atop a stack of blocks in a ZX Spectrum screenshot Daytime is beginning in the indicator at the bottom right Knight Lore s gameplay area is depicted in monochrome to avoid attribute clash 1 The player as Sabreman has been bitten by the Sabre Wulf and now transforms into a werewolf at nightfall 2 He has 40 days to collect items throughout Melkhior the Wizard s castle 3 and brew a cure for his curse An onscreen timer shows the progression of day into night when Sabreman metamorphoses into a werewolf returning to human form at sunrise 4 Some of the castle s monsters only attack Sabreman when he is a werewolf 5 The game ends if the player completes the potion or does not finish the task in forty days 4 The game s only directions are given through a poem included with the game s cassette tape 6 The castle consists of a series of 128 rooms 7 each displayed on a single non scrolling screen 5 Sabreman must navigate the 3D maze of stone blocks in each room usually to retrieve a collectible object whilst avoiding spikes and enemies which kill him on contact The player starts with five lives and loses one for each death running out of lives ends the game Stone blocks serve as platforms for the player to jump between some fall under the player s weight some move of their own accord and some can be pushed by enemies or Sabreman 1 Sabreman jumps higher when in werewolf form which helps in specific puzzles 2 The player often needs to move blocks to reach distant objects which are then used as platforms to reach areas in other puzzles 6 To complete the game the player must return 14 sequential objects from throughout the castle to the wizard s cauldron room 7 8 At the end of the game the player receives a final score based on the remaining time and amount of the quest completed 1 Development editUltimate Play the Game represented by its co founding brothers Tim and Chris Stamper was uncommonly taciturn in matters of press and marketing though they provided some details on Knight Lore s development to Crash magazine 2 9 10 While Knight Lore was released as the third game in the Sabreman series the Stamper brothers later claimed to have finished it first 2 5 saying they withheld the game for about a year for market reasons they thought that Knight Lore s advancements copyrighted as the Filmation engine would hurt sales of their then upcoming Sabre Wulf and used the extra time to prepare another Filmation game Alien 8 to preempt the sales that would be lost when other publishers would try to copy the technique 11 Tim Stamper recalled that we just had to sit on it because everyone else was so far behind 11 More recent research has suggested this may have been an exaggeration as the coding routines found in Knight Lore are far more optimised than those used in the earlier games 12 Sabre Wulf was released to commercial and critical success in 1984 The next two Sabreman titles Underwurlde and Knight Lore followed in close succession before the end of the year 13 nbsp In image masking the developer adds a hole and then fills in its details Filmation and Knight Lore s graphical novelty lay in how images could render without overlapping 14 Filmation introduced masked sprites whereas earlier games used planar sprites 15 which overlapped without regard for depth order Chris Stamper s solution was to use image masking A mask is a version of an image that defines a background from the subject matter in different colours When combining the mask and the on screen composite image the mask s background data was ignored and a hole in the shape of the desired image sprite was added to the background This was filled in with the sprite s details Thus rooms in Knight Lore were drawn one sprite at a time through this masking method In more recent times contemporary images render with layer priority set at the individual pixel level 14 Knight Lore is depicted in monochrome that changes between rooms so as to avoid attribute clash a computing limitation wherein an object s colour interfered with those of others in close proximity 1 Ultimate released Knight Lore for the ZX Spectrum in November 1984 In a press release they announced the game as the beginning of a new class of adventure games and the very pinnacle of software development on the 48K Spectrum 16 As standard for the cryptic company Ultimate did not circulate screenshots of the game in its press materials or cover art 16 Knight Lore was subsequently released for the BBC Micro Amstrad CPC and MSX later in 1985 17 The Amstrad version upgraded the monochromatic colouring to a two colour foreground setup 7 Jaleco released versions of Knight Lore for MSX 18 and later the Famicom Disk System 19 The latter 1986 release barely resembled its namesake 20 Ultimate asked Shahid Ahmad who developed the Knight Lore inspired Chimera 1985 to develop a Knight Lore port for the Commodore 64 but this did not come to fruition 17 Knight Lore later appeared in the Spectrum version of the 1986 compilation They Sold a Million II 21 and the 2015 Xbox One compilation of 30 Ultimate and Rare titles Rare Replay 22 Reception editReceptionReview scoresPublicationScoreAmstrad ActionAmstrad 95 8 AmtixAmstrad 91 7 CrashSpectrum 94 1 Computer and Video GamesSpectrum 9 10 6 Eurogamer8 10 5 Sinclair UserSpectrum 9 10 23 Your SpectrumSpectrum 14 15 24 Knight Lore entered the UK video game charts in the week up to 8 November 1984 while Underwurlde was still number 1 25 and went on to replace its predecessor at the top of the charts the following week 26 By the start of 1985 it had been succeeded by Ghostbusters 27 Computer game magazines lauded Knight Lore 14 writing that its graphics were the first of its kind and marked a sea change from its contemporaries 1 6 23 24 Computer amp Video Games CVG wrote that they had never seen graphics of its calibre and that it lived up to Ultimate s hype Peter Sweasey of Home Computing Weekly was left speechless and predicted that Knight Lore would change the market Crash said it was unlikely to be surpassed as the Spectrum s best game 14 Crash selected Knight Lore as a Crash Smash recommendation in its January 1985 issue 1 Popular Computing Weekly readers named Knight Lore their 1984 arcade game and overall game of the year 28 Knight Lore was also named CVG s game of the year at their 1985 Golden Joystick Awards event and Ultimate was named both developer and programmer of the year 29 Knight Lore s atmosphere which Sinclair User described as a crepuscular world of claustrophobic menace inspired many curious questions on the part of the adventurer in contemporaneous 1985 reviews 23 Crash appreciated the imaginative mystery of the game as they attempted to answer why Sabreman turns into a werewolf who they preferred to play as and what the collectible objects throughout the castle do 1 Sabreman s werewolf transformation sequence in particular annoyed CVG 6 and traumatised players according to Well Played a book of academic close readings of video games as players empathised with the suffering Sabreman 30 The game design gave the impression that the castle was far grander in scale than it was in reality 31 and Crash wrote that the game s novel eight way direction scheme suited the 3D space 1 Crash compared Knight Lore stylistically to the 1984 Avalon but suggested that the former had bolder visuals The magazine preferred Knight Lore to its predecessor Underwurlde and one critic even considered the former to be Ultimate s best game 1 Crash noted how Knight Lore s masking technique addressed issues of flicker and attribute clash 1 and Sinclair User appreciated how Sabreman disappeared from view when passing behind blocks 23 In criticism reviewers considered Knight Lore s sound to be its weakest component 6 8 though Your Spectrum and Crash also identified the sometimes cruel difficulty of its gameplay 24 1 Later rooms of the castle require pixel perfect precision compounded by the anxiety of the running timer 3 and the game s animations would slow down proportional to the degree of onscreen action 32 In reviews of the Amstrad release Amtix noted the colour additions over the monochromatic original and wrote that Knight Lore was among the Amstrad s best adventures Their one complaint was the graphical slowdown when too many elements were moving onscreen 7 Amstrad Action shared this complaint but nevertheless named Knight Lore among the Amstrad s best three games an improvement on the Spectrum release and on par with the quality of Commodore 64 titles 8 Legacy edit nbsp Critics named Knight Lore among the best games for the ZX Spectrum Knight Lore is widely regarded as a seminal work in British gaming history 4 16 According to Kieron Gillen of Rock Paper Shotgun Knight Lore is second only to Elite 1984 as an icon of the 1980s British computer game industry 4 British magazine Retro Gamer described players first impressions of Knight Lore as unforgettable on par with the experience of playing Space Harrier 1985 Wolfenstein 3D 1992 or Super Mario 64 1996 for the first time 33 Retro Gamer recalled that Knight Lore s striking isometric 3D visuals were both a bold advance in game graphics and a foretelling of their future 16 British magazine Edge described the game s graphics engine as the single greatest advance in the history of video games 34 and Retro Gamer compared the engine s impact to that of the introduction of sound in film 35 Knight Lore was not the first to use isometric graphics earlier examples include Zaxxon 1982 Q bert 1982 and Ant Attack 1983 14 36 but its graphic style and large in game world 37 further popularised the technique and put Ultimate and Filmation in its epicentre 38 Several video game clones were inspired by Knight Lore When programmers at The Edge struggled to replicate the isometric style visiting developer Bo Jangeborg devised his own solution The result Fairlight 1985 is regarded as another classic of the platform The Edge s version of Filmation received its own branding as Worldmaker 39 Shahid Ahmad said Firebird s Chimera 1985 was even closer to Knight Lore Ahmad s shock and admiration from playing Knight Lore reportedly changed his life and convinced him to continue making games He released Chimera on the Amstrad CPC Atari 8 bit Commodore 64 and ZX Spectrum customising each port for the processing limitations of its hardware 40 By 1986 many British video game publishers had produced Knight Lore style isometric games examples include Sweevo s World Movie Quazatron Get Dexter Glider Rider Molecule Man 17 Spindizzy and Bobby Bearing 3 Many of these titles suffered the same slowdown issues as Knight Lore due to too much on screen activity 17 Ultimate itself released four more Filmation games Alien 8 1985 was rushed for release before developers had an opportunity to react to Knight Lore though Retro Gamer said that its rush was not noticeable as Alien 8 had a larger game world than Knight Lore with even more puzzles 40 Alien 8 and Knight Lore are similar in gameplay but the former is set in outer space 41 With the updated Filmation II engine Nightshade 1985 added colour and scrolling graphics in place of flip screen room changes 17 however Retro Gamer regarded its gameplay as comparatively dull Gunfright 1986 reported as the Stampers last game also used Filmation II and was more robust than its predecessor Pentagram 1986 returned to flip screen rooms and its action based gameplay included shooting enemies It sold poorly and was the last Sabreman game 40 Meanwhile the Stamper brothers sought to enter the burgeoning console industry They sold Ultimate to U S Gold in the mid 1980s and established Rare to develop Nintendo console games While Ultimate s last two isometric games were of lesser quality consumer interest in the genre endured 18 The isometric flip screen trend continued in Britain for several years Apart from Fairlight Sweevo s World and Get Dexter other isometric flip screen games included Jon Ritman s Knight Lore inspired Batman 1986 Head over Heels 1987 The Last Ninja 1987 La Abadia del Crimen 1987 Cadaver 1990 and console games Solstice 1990 20 and Landstalker 1992 36 As players grew tired of the genre s similar reiterations Ritman s games in particular brought new ideas 20 Sandy White who developed the pre Knight Lore isometric game Ant Attack was impressed by Ultimate s in game balance and gutsy design decisions 42 The developer of The Great Escape another isometric game considered Knight Lore to be more a rival title than an inspiration but it still spurred him to spend nine months making Where Time Stood Still 43 Retro Gamer wrote that Knight Lore s influence persisted 30 years later through titles such as Populous 1989 Syndicate 1993 UFO Enemy Unknown 1994 and Civilization II 1996 42 The style also spread to computer role playing games like Baldur s Gate Planescape Torment Diablo and Fallout 36 Though GamesRadar s Matt Cundy reported in 2009 that isometric perspective was no longer as prominent a topic in game design 44 in 2014 Chris Scullion of Vice traced Knight Lore s isometric influence to The Sims 4 2014 and Diablo III 2012 45 Knight Lore was included in multiple lists of top Spectrum games 46 47 48 and top games for any platform 49 It inspired two fangames a 1999 sequel 50 and a 2010 3D remake which was in development for four years 4 51 52 Though isometric games had existed previously in a retrospective review Gillen Rock Paper Shotgun recalled that Knight Lore was the first game to offer a world with physical depth for exploration as opposed to the simple mechanics of arcade games 4 Jeremy Signor of USgamer agreed that Knight Lore felt more like a world than a painting and added that the game s innovative use of successive single screen rooms flip screen pre dated The Legend of Zelda by years 36 Gillen said the game s punishing style unforgiving gameplay high difficulty awkward controls had become obsolete in the 30 years since its release and criticised Knight Lore as enormously innovative incredibly atmospheric and totally unplayable suggesting that the similar Head over Heels 1987 had aged much better 4 Peter Parrish Eurogamer too found the game frustrating though well made 5 Dan Whitehead of the same publication appreciated that the 2015 Rare Replay compilation version of Knight Lore emulated the original s choppy animations as the ZX Spectrum s processor once struggled to render the onscreen objects 53 Notes edit a b c d e f g h i j k l Crash 1985 a b c d Hunt 2010 p 28 a b c Retro Gamer 2006b p 76 a b c d e f g Gillen 2010 a b c d e Parrish 2007 a b c d e f Computer and Video Games 1985a a b c d e Amtix 1985 a b c d Amstrad Action 1985 Hunt 2010 p 24 Kean 1988 a b Hunt 2010 pp 28 29 Carroll 2012 Hunt 2010 pp 28 30 a b c d e Carroll 2014 p 22 Stafford 1986 a b c d Carroll 2014 p 21 a b c d e Carroll 2014 p 24 a b Carroll 2014 p 26 Famitsu n d a b c Carroll 2014 p 25 Rignall 1986 McWhertor 2015 a b c d Bourne 1985 a b c Your Spectrum 1985 Component scores were 5 5 5 5 and 4 5 RAM C 1984a RAM C 1984b RAM C 1985 Popular Computing Weekly 1985 Computer and Video Games 1985b Garcia Panella 2010 Retro Gamer 2006b p 75 Retro Gamer 2006b p 77 Carroll 2014 pp 21 22 Davison 2013 Retro Gamer 2006a p 29 a b c d Signor 2014 Retro Gamer 2006b p 74 Carroll 2014 p 22 Signor 2014 Kumar 2010 Carroll 2014 pp 22 23 a b c Carroll 2014 p 23 Hunt 2010 p 29 a b Carroll 2014 p 27 Carroll 2014 pp 25 26 Cundy 2009 Scullion 2015 Your Sinclair 1991 Your Sinclair 1993 22 and 33 respectively Whitehead n d Next Generation 1996 88 PC Zone 1999 Retro Gamer 2010 Caoili 2010 Whitehead 2015 References edit Amsyclopedia Knight Lore Amstrad Action 1 56 57 October 1985 ISSN 0954 8068 Bourne Chris February 1985 Spectrum Software Scene Knight Lore Sinclair User 35 23 ISSN 0262 5458 Caoili Eric 12 May 2010 Knight Lore Remake Released GameSetWatch Archived from the original on 9 August 2015 Retrieved 9 August 2015 Carroll Martyn July 2012 On the trail of Mire Mare Retro Gamer 105 Imagine Publishing 34 39 Carroll Martyn March 2014 Knight Lore A 30 Year Legacy Retro Gamer 126 20 27 ISSN 1742 3155 OCLC 489477015 C amp VG s Golden Joystick Awards Computer and Video Games 44 122 June 1985 ISSN 0261 3697 The Classic Game Knight Lore Retro Gamer 20 74 77 January 2006 ISSN 1742 3155 OCLC 489477015 Cundy Matt 26 June 2009 Gaming words and phrases you never hear any more GamesRadar Archived from the original on 9 August 2015 Retrieved 9 August 2015 Davison Pete 20 September 2013 Terry Cavanagh s Latest Will Make Your Brain Explode USgamer Archived from the original on 10 March 2016 Retrieved 8 March 2016 Games Index Knight Lore Amtix 1 102 November 1985 ISSN 0952 3022 Garcia Panella Oscar 2010 Knight Lore and the Third Dimension In Davidson Drew ed Well Played 2 0 Video Games Value and Meaning Pittsburgh ETC Press pp 62 73 ISBN 9780557844517 Archived from the original on 6 November 2017 Retrieved 6 November 2017 Gillen Kieron 14 May 2010 Wolf Like Me Knight Lore Rock Paper Shotgun Archived from the original on 9 August 2015 Retrieved 9 August 2015 Homebrew Retro Gamer 78 100 June 2010 ISSN 1742 3155 OCLC 489477015 Hunt Stuart February 2010 The Ultimate Hero A Complete History of Sabreman Retro Gamer 73 24 31 ISSN 1742 3155 OCLC 489477015 Let the people decide the results Your Sinclair 93 11 September 1993 ISSN 0269 6983 Joystick Jury Knightlore Your Spectrum 12 33 March 1985 ISSN 0269 6983 Knight Lore Computer and Video Games 39 28 January 1985 ISSN 0261 3697 Knight Lore Crash 12 16 17 January 1985 ISSN 0954 8661 ナイト ロアー 魔城の狼男 Knight Lore Magic of the Wolf Man Famitsu in Japanese Archived from the original on 14 March 2016 Retrieved 13 March 2016 Kean Roger April 1988 The Best of British Ultimate Play the Game CRASH 51 Newsfield Publications 35 38 Archived from the original on 1 January 1999 Kumar Mathew 2010 Knight Lore In Mott Tony ed 1001 Video Games You Must Play Before You Die New York Universe p 84 ISBN 978 0 7893 2090 2 OCLC 754142901 McWhertor Michael 15 June 2015 Rare Replay for Xbox One includes 30 Rare games for 30 update Polygon Archived from the original on 17 June 2015 Retrieved 16 June 2015 Top 100 Games of All Time Next Generation No 21 Imagine Media September 1996 p 39 Parrish Peter 20 August 2007 Knight Lore Eurogamer Archived from the original on 9 August 2015 Retrieved 9 August 2015 Popular Poll Results Popular Computing Weekly 4 4 14 24 January 1985 ISSN 0265 0509 RAM C 24 November 1984 Charts Personal Computer News No 88 VNU p 5 Retrieved 23 October 2021 RAM C 1 December 1984 Charts Personal Computer News No 89 VNU p 5 Retrieved 23 October 2021 RAM C 12 January 1985 Charts Personal Computer News VNU p 6 Retrieved 9 March 2023 A Rare Breed Retro Gamer 20 26 33 January 2006 ISSN 1742 3155 OCLC 489477015 Rignall Julian June 1986 Die Zzap Ecke Neus aus England The Zzap Corner News from England Happy Computer in German 32 165 ISSN 0344 8843 Signor Jeremy 19 December 2014 Retronauts The Continued Relevance of Isometric Games USgamer Archived from the original on 9 August 2015 Retrieved 9 August 2015 Spectrum The Remake PC Zone 81 60 October 1999 ISSN 0967 8220 Scullion Chris 11 August 2015 How the Games of Rare Replay Laid the Groundwork For Some of Today s Biggest Titles Vice Archived from the original on 15 August 2015 Retrieved 22 August 2015 Stafford Graham June 1986 Design Design Game Design Crash 29 50 51 ISSN 0954 8661 The YS Top 100 Speccy Games Your Sinclair 72 29 December 1991 ISSN 0269 6983 Whitehead Dan 4 August 2015 Rare Replay Review Eurogamer Archived from the original on 9 August 2015 Retrieved 9 August 2015 Whitehead Dan The 50 Best Speccy Games Ever Your Sinclair Archived from the original on 12 September 2015 Retrieved 9 August 2015 External links editKnight Lore can be played for free in the browser at the Internet Archive Knight Lore at SpectrumComputing co ukListen to this article 21 minutes source source nbsp This audio file was created from a revision of this article dated 7 June 2019 2019 06 07 and does not reflect subsequent edits Audio help More spoken articles Portals nbsp United Kingdom nbsp Video games nbsp 1980s Retrieved from https en wikipedia org w index php 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