Create-a-danger!
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I'd suggest a room that teleports you staright to the end of the dungeon (im only saying that coz I want to go on it myself)
if the horrible people at televirtual refused me I would suggest a room with lots of patterns on the wall and Lee MacMurrays head appears and starts to describe the wall, if they dont listen to him the ceiling comes down on them, by the time hes finished they have low life force and have to run down a long corridor to get to the food or they die

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Another great suggestion would be a, say, 3 holes
The holes have pictures on them and throughout the dungeon thye collect clues to which hole thye must jump down (problem is they dont have the trusty old clipboards)
If they jump down the wrong one you hear sounds that will make your imagination run wild (including will young singing, a cow mooing and some sickening bone crunching)
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Hang on, are some of these ideas where the Dungeoneer is blindfolded with the helmet? Cos in Knightmare VR, the Dungeoneer isn't blind. -_-;
Anyway, for another hazard:
If the Dungeoneer did resort to combat for one part of the Dungeon, ther would be a possessed suit of armor, and a sword would be nearby. The dungeoneer would have to grab the sword and duel with the armor. Obviously, when the Dungeoneer gets hit, they lose some Lifeforce, until it's completely gone. Of course, 3 hits on the armor and it's done. But, when the armor is defeated, the floor starts crumbling from where the Dungeoneer started, and has to run to the exit!
Howzat?
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[quote]
That's right! You can make your own danger that you think should have been used in Knightmare, and if I get enough, I might send it to Televirtual to see if they can get into Knightmare VR! Ok:A bit of confusion Zeeky, your opening paragraph seems to have a dual meaning. It implies both Knightmare and KM VR.
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That's right! You can make your own danger that you think should have been used in Knightmare, and if I get enough, I might send it to Televirtual to see if they can get into Knightmare VR! Ok:A bit of confusion Zeeky, your opening paragraph seems to have a dual meaning. It implies both Knightmare and KM VR.
I think your attempt to kill off the topic worked...

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Oh dear, dear, dear...... (and no I'm not a door I'm a wolf)
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I think your attempt to kill off the topic worked...

I liked the thread, I wasent killing it off I just pointed out the confusion. As they say, dont shoot the messanger. I thought the amount of replies and the ideas were quite good realy.
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Not sure if a labyrinth sort of idea has been done before in knightmare but you could have a chamber which is a maze, or labyrinth, full of terrors and 'dead' ends. Might have a few skull ghosts popping up from around the corners as well
I always liked the series 8 animated corridors with the eerie sounds and portcullises, so these could be used as part of the labyrinthial pathways. Presumably clues from characters earlier on would earn you directions in the labyrinth.
Think I would have it in level 3 to increase tension.
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I always thought it would have been pretty nifty to have Skarkill or whoever actually kidnap the dungoneer, but it not be Game Over. Rather, the next scene would take place in a torture chamber or other slow-moving hazard (e.g. a slowly descending ceiling, or a conveyor belt of some sort!). If the player had enough wit/the right object/a necessary spell, they could escape from Skarkill's clutches and continue the quest - while the ensuing manhunt by the goblin hordes would have ramped the tension up to 11!
Another cool idea would have been to have an unseen assailant snipe at the player from the castle battlements. If the player had the right spell (e.g. a variant of SIGHT or VISOR), the Advisors would be able to see through the scope/eyes of the sniper (who would have been armed with a crossbow or fireballs). Using this viewpoint, the Advisors could guide the dungeoneer to safety while avoiding being caught in the sights of their enemy.
Finally - to steal an idea from *Half-Life * - there would be a cage in the middle of the dungeon with an important clue object and a bunch of baddies in it. The player would need to throw a switch in the room to open the cage, then retrieve the clue object while avoiding/dispatching the baddies.
Hopefuly I'll be able to implement all this is my new Knightmare web-browser game! (See "Here's a mad idea...")
Skippy
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CREATURES
I haven't got the software to draw and animate it, but if they were going to introduce another set of "stalker" characters (in the goblins/miremen tradition), how about giant katydid-type insects - along the lines of the kidnappers in Edward Gorey's "Insect God".
And staying with insects - may-bee we could get may-bugs in there somewhere? I know I was far more scared of them as a kid than bees or wasps: as much because of their size and the noise they make as their stingers.
I guess they'd appear either as an animated threat to dodge (they come out of the ground, as if they've just finished gestating, and start whizzing around threateningly), or as some kind of variant on the Series 2 bees-in-a-honey-jar weapon (can't think how to make that work, though).
ROOMS
I've forgotten - was there a "flood danger room" in one KM series? I say that because the mention of Edward Gorey reminded me of "The West Wing" - his booklet of that name, depicting a deserted mental-hospital wing full of ghosts and booby-traps. If you've seen it, you'll know it's pretty Knightmarish (not just as a concept, it also has scorpions and a dark room with a mysterious presence). Anyway, there's a flood danger room in that, and -
an immense ambiguous painting/window...that something might jump out of. The simplest psychological threats are always the best.
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