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A look at the labyrinth itself from the French adaptation of Knightmare.

Production values

  • 6 x screenwriters.
  • 1,100m2 studio.
  • 8 x cameras, plus rig car.
  • 2 x Ultimatte 6.
  • 1 x Amiga 2000.

The aesthetics of Le Chevalier du Labyrinthe resemble the much-loved Knightmare Series 3 (1989), so it's unsurprising that the adaptation was celebrated for its artwork and atmosphere.

Let's have a look inside the castle.

The set

Like Knightmare, the antechamber for the labyrinth was a real set. The adaptation also introduced new staging areas.

In the main antechamber, the master of the castle welcomed teams at the start of an episode and sent the first knight upon their journey.

Once the quest had begun, advisors and the master would watch proceedings from a balcony. Any replacement knights were prepared and dispatched from this area.

Successful teams reached the final 'treasure room', another part of the set. Here, the knight faced one final challenge, before revealing the prizes.

The castle

Many of the rooms used for gameplay were based on David Rowe's hand-painted designs for Knightmare. Some were adapted slightly to introduce a different obstacle.

No clues here, but a guardian nonetheless.

Clues here in a room where teams encountered a raven in Knightmare.

Here, the knight must cross a chasm between two cliffs - an adaptation of one of Rowe's designs.

The familiar four-door room from Knightmare is customised to add a narrow crossing.

The Corridor of the Catacombs. The dismantled floor made the face-on approach a challenge to navigate.

The beam room with a narrow pathway, as employed in Series 3. Shown with additional missing tiles, which is remedied by Bouffon.

A room with two lynxes, as seen towards the end of Series 3, Level 3. This proved quite a difficult obstacle for the French teams to negotiate.

This narrow ledge was seen only once in Knightmare (claiming a victim) but featured regularly in Le Chevalier du Labyrinthe.

By the second series, new and unseen rooms had been commissioned. In this challenge, knights must negotiate a narrow grid and a guardian to reach the gargoyle's mouth.

Merlin's chamber, as familiar from Series 3. Teams still must earn the steps before they can summon the wizard. The symbol in the distance is used for the transportation effect to the treasure room.

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