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Knight Tyme

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Released: 1986

Genre: Adventure

Format reviewed: ZX Spectrum

Publisher: Mastertronic

Developer: David Jones

Submitted by: Crispian Driver

Knight Tyme is the third game in the stunning Magic Knight series. This game was also i believe, the first “proper” 128k game (not including enhanced versions).

Upon saving Gimbal The Wizard in Spellbound, the Magic Knight is now cast into outer space and the future. Upon landing on the USS Pisces, you meet a droid named Klink. Klink gives you a Datacube. You're mission is to find the Tyme Guardians and get a Tyme Machine off them. Meanwhile 30 days into the future, the Paradox Police are waiting for you.

The game features the now familiar window menu, called Windimation. It is this menu that makes the game as much an Adventure as it does an Arcade Adventure. It features a very helpful save feature too, very handy if like me, you got stuck and felt like ripping your teeth out with pliers!

If you've played any of the previous Magic Knight games, you'll be at home with it's layout, window menu and style off puzzles. Using objects and people was the key to success, i make that sound simple, you've got to use the right objects with the right objects and people if you'll forgive my english.

The game has a range of robots, some can help you, others hinder you. You also have a Cloak Of Invisibility, yes long before Harry Potter!

In time and with alot of patience you can get quite far in this game and be guiding the USS Pisces to other planets as you progress. Initially though, it's frustrating as the game begins with a tough puzzle, and until you progress in the game, the starships going nowhere.

The game has nice graphics, the usual high standard of colour use. The 128k version features a nifty soundtrack. It plays fine on keyboard and joystick.

Magic Knights third outing is tough, but well up to the standards of Finders Keepers and Spellbound. A slightly scaled down version was released later on the 48k.