Series 3 - Episode 11
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Team 9 were one of the most likeable and enthusiastic teams ever to take part in Knightmare. Altho they made several mistakes, they really looked like they were loving every minute of their quest and it was a real pity that it ended when it did.
Dungeoneer Scott has also been a past contributor to this forum (even if his last post was nearly 17 years ago)! You can read about his experiences of being on Knightmare here.
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James, thanks for providing the link to that. It's always interesting to read articles by anyone who was involved in Knightmare. I liked his admission that he had to be blindfolded, as he was tilting his head back.
He was certainly very forthright about the teams before & after his.
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That leap of faith was so close to perfection. If only the dungeoneer hadn't taken a forward step after landing. Before the leap, one of the advisors was questioning if he was level. It would have been optimal at that point to move the dungeoneer half a side step to the right (I think he started left of centre of the path before jumping), which would have given him more margin for error on landing, and he would have likely survived.
That team seemed to be given a decent chance of success. Only one question correct in the clue room but a dagger with the clue objects, so obvious what to leave behind. In the beam room, I'm convinced he did sidestep too far to the right over a gap in the floor, but was let off. Too coincidental it cut for several seconds to the advisors at the point they were panic directing.
One obvious flaw with this team was lack of advisor coordination. All shouting at the dungeoneer when guiding in a tight situation is going to be confusing for them. What they should have done is allocate one advisor only to be responsible for the directing once they have agreed where their dungeoneer needs to go.
I've yet to see (or at least don't remember) a team who can turn the dungeoneer in directions other than right angles. There are situations where turning the dungeoneer 45 degrees is optimal, and given the dungeoneer can see the ground around their feet, they should be capable of half turns.
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