Knight Lore
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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.

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remember the game as the first to offer an exploratory "world" rather than a flat surface, but consider its controls outdated and frustrating in the thirty years since its release.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.

The player, as Sabreman, has been bitten by the Sabre Wulf and now transforms into a werewolf at nightfall. He has 40 days to collect items throughout Melkhior the Wizard's castle 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. Some of the castle's monsters only attack Sabreman when he is a werewolf. The game ends if the player completes the potion or does not finish the task in forty days. The game's only directions are given through a poem included with the game's cassette tape.

The castle consists of a series of 128 rooms, each displayed on a single, non-scrolling screen. 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. Sabreman jumps higher when in werewolf form, which helps in specific puzzles. The player often needs to move blocks to reach distant objects, which are then used as platforms to reach areas in other puzzles. To complete the game, the player must return 14 sequential objects from throughout the castle to the wizard's cauldron room. At the end of the game, the player receives a final score based on the remaining time and amount of the quest completed.

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. While Knight Lore was released as the third game in the Sabreman series, the Stamper brothers later claimed to have finished it first, 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. Tim Stamper recalled that "we just had to sit on it because everyone else was so far behind". 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. 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.

Filmation and Knight Lore's graphical novelty lay in how images could render without overlapping. Filmation introduced "masked sprites" whereas earlier games used "planar sprites", 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. 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.

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