Header from C+VG article on Knightmare in 1987.

C+VG

By Keith McDonald

C+VG Magazine's Deputy Editor, Paul Boughton, discovered Tim Child's gaming pedigree in an article on Knightmare in 1987.


Paul Boughton went behind the scenes at Anglia as the final team of Knightmare Series 1 navigated the perils of the Knightmare dungeon.

He explains how the game works, including how the special effects are added by Robert Harris's Spaceward Supernovas.

"A dream come true for games players," he says. "It's a pity that everybody can't have a go."

A full-page spread on Knightmare's Series 5 characters in the 14/09/1991 issue of Look In Magazine (p.13).
The C+VG article

There is also an interview with Tim Child, who explains why Knightmare represents a unique challenge for adventure game players.

"A lot of adventure games are based on mapping and solving a dungeon," says Child. "Once a good team worked out the correct route they would have cracked most of the puzzles. Contestants won't escape from the Knightmare dungeon that easily."

Child also speaks of his admiration for games programmers, rating Steve Turner's RanaRama as a standout.

My son reckons I'm the only over-40s arcade champ going.

Tim Child

DownloadSee full article (1.86MB)

Credit

Thanks to freelance writer and artist Zoe Robinson who recalled this article during a Twitter discussion with friends and made the scans available.

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One of the courtyards in which a blocker appeared during Series 5 (1991).

A series of areas were used for blockers - advancing walls that demanded a password.

Cavernwight Cavern

The Cavernwight Chamber from the early series of Knightmare.

This stone cavern was inhabited by creatures that could hunt by smell. Teams had to negotiate this danger to escape.

Spindizzy

The Spindizzy from Series 3 of Knightmare.

The opening for Level 2 in the third series was a rotating platform among a scene of stars. Teams had to time their leap to one of five exits.

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