What's new in Series 8 of Knightmare? A summary of the main differences.
Start of Series
- Treguard: "I've just been trying to get us a warning of what he's up to... I keep getting pictures but no sound."
- Majida: "This techno-magic. What did I tell you? You use this, you're as bad as him."
- Treguard: "You may be right, but we've got to fight fire with fire. And by the look of things, he's amassed an awesome amount of fire power."
Similarities and Differences
Teams now watch the adventure through a pool, which contained a television. Aerial shots were created by covering the inside of the pool with blue sheeting and filming the advisors looking in.
The team entrance changed completely. Now, the whole team enters the chamber together, rather than dungeoneers summoning their advisors.
Dungeoneers could now place objects in their knapsack, though a two-object limit remained.
There was also a new accessory, the Reach Wand. This could touch or open things at a distance. It was powered by AA batteries, which ran out on one occasion and had to be replaced!
Dungeoneers then began their quests through a gate that was manually operated. Everyone stood throughout the quest.
The Life Force status was changed to a pie for Series 8. When a dungeoneer collected food, this animation reset to full. It never influenced the quests at all.
The outside dungeon is replaced by a new CGI-generated dungeon with more advanced textures than Knightmare's earlier years. Many fans had requested a return to this style of adventure.
Transfer between levels took place using trapdoors. Smirkenorff had his own lair, but his only flight came at the end of the series.
Lord Fear also has a new environment, as the Black Tower of Goth (previously Level 3) now becomes Level 2. Below this are two Towers, Linghorm and Marblehead, which are separated by the Great Mire.
There are six new characters for Series 8, though more for the Opposition than the Powers that Be!
The newcomers include a warrior thief known as Stiletta and a sorceress called Maldame. There was also a welcome return for Motley after his absence from Series 7.
Lord Fear's second experience with a red dragon went slightly better than the first. However, its split personality makes it erratic, so Fear has to take drastic measures to prepare it for larger missions.
Start of Quest
- Treguard: Enter, Stranger...
The whole team runs through the door. Treguard gives the dungeoneer the quest objects.
- Treguard: This is the wand called Reach. With it you can push, touch and open things from a distance.
The dungeoneer was led to a gateway which was opened and lowered by chains.
- Treguard: The gate opens... The visor closes...
Dungeoneers climbed through the gate, which Treguard closed behind them. He then addressed the advisors.
- Treguard: Now concentrate on the pool, you three. Game on!
Start of Episode
The progress report at the start of subsequent episodes.
- Treguard: "Four from Hampshire tread the path, through dungeons deep and caverns dark."
- Majida: "Karen, Steven, Catherine too, guide Nathan on his quest below."
- Treguard: "The Cup's their quest, and Fear's their foe. Will they succeed? Watch now to know."
An animated gate would rise to signal 'game on'.
End of Episode
At "time out", an hourglass would appear and an animated gate would lower over the screen.
Episodes finished with banter between Treguard and Majida. (This is from Episode 9.)
- Majida: "No! We can't stop now! I must see if they win."
- Treguard: "Sorry! Rules of magic, you know? Everything stops for time out."
- Majida: "Well, if everything stops for time out, why don't I stop for time out?"
- Treguard: "I'm working on it, madam. Believe me, I'm working on it!"