Knight Lore

In Knight Lore, the player character Sabreman has forty days to collect objects throughout a castle and brew a cure to his werewolf curse.

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.

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remember the game as the first to offer an exploratory "world" rather than a flat surface, but consider its controls outdated and frustrating in the thirty years since its release.

[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.

[1] 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.

[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.

[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.

[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] 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.

[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.

[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.

[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.

[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).

[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.

[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.

A man with a darkened face in a pith hat stands atop several rows of blocks. The image is in isometric display such that we can see three sides of the blocks but only one side of the character (who is displayed in two dimensions). The gameplay area is displayed in monochrome: bright pink and black for positive and negative space, respectively. Some brick façade in the background bound the room and two archways show ways to exit the room. Below the scene is a heads-up display drawn with the motif of an unrolled scroll. There are icons to denote player lives, with a smaller version of the character, a potion bottle item, and indicators for the day and time: "DAY 02" in a scripted typeface, and an arched rectangle with a sun image peeking from the rectangle's left horizon.
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 ]
This diagram shows two vertical image progressions. The first two images of each are (1) a Sim City-like overhead, pixel art view of a city, and (2) a ghost and Pac-Man-like character image. The first progression juxtaposes the cityscape against silhouetted cut-outs of the characters, with the word "AND" in-between the two. It results in a composite image of the silhouetted cut-outs atop the image of the cityscape. The second progression juxtaposes the previous image (the silhouettes atop the city) against an image with un-silhouetted characters in color, with the word "OR" in-between the two. It results in a composite image where the full-color characters fill in the silhouetted cut-out holes.
In image masking, the developer adds a hole and then fills in its details.
A black, rectangular, and plastic console with "Sinclair" in raised, thin, and wide lettering. A keyboard is built into the unit. Its keys are light gray and Chicklet-sized with white lettering. Near each key are three abbreviated functions written in all capital letters and in three colors: white, green, and red.
Critics named Knight Lore among the best games for the ZX Spectrum.