Knightmare the game
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It took me ages to figure out what to do at the start of the game on the C64, all you had to do was give the old man the food and water.
Me too! I think that's what started me off in deciding to repeatedly stone him to death. It became a habit though, even after I'd finished the game.
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At the time the Knightmare game came out, I only had a Spectrum 64, so I couldn't buy it. Well, I did have a MegaDrive, but it doesn't count here.
Normo, that's a fantastic idea for a new Knightmare game! It'd have to be for the PC though - the best format ever! I'd love to be involved in a dungeoneer's quest, getting to guide them myself and see all the different rooms again.
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I remember having the Knightmare game for my old C64, and I can remember getting so p****d off at trying to work out what to do that my mates decided that the dungeoneer would be better off breakdancing instead. Then I read somewhere on the wonderful world wide web (it might have been here actually) how to actually complete the game.... ;D
As for the new game ideas that have been proposed, yeah go for it, and let us know how you get on. If anyone remembers when I did something called "The Quest" based on the gamebooks * - that was before Homestead went tits up - * there are quite various possibilities. I'd do something myself if only I had the time....

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As for the new game ideas that have been proposed, yeah go for it, and let us know how you get on.
I would make a knightmare game but i wouldnt know where to start, i have absolutly no programming knowledge or anything like that.
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having said that, maybe i can make some knightmare based maps for dungeon siege or something like that, those type of games have plenty of dungeon environments.
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I played the Amiga version of Knightmare, I was very disappointed with it - it's like Eye of the Beholder, but with the inspired feature that you lose health if you walk into a wall.
I do have some programming knowledge (if you count using MMFusion as 'real' programming), but a Knightmare game would never really work as the point was that the advisors didn't have direct control over the game - it was about the ability of the dungeoneer to be guided as much as the advisors to guide.
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