Knightmare
Knightmare
| 07 September 1987 (USA)
SEASON & EPISODES
  • 8
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  • Reviews
    goreilly40

    Every Friday afternoon at 4:30pm I was in front of the TV watching this show without fail. It was innovative, original, captivating and what made it stand out from other kids quiz shows at the time was its level of difficulty, very few teams completed it during its 8 series. When a team got to the promised third level you began to get excited and think, they might do it. The use of CGI was ahead of its time and having the dungeoneer having to be guided by his/her team was simply genius. Onto the host, Treguard was one of the most memorable characters on kids television, Hugo Wyatt played him perfectly and his evolution from a neutral character to outright protagonist matched the times and the good verses evil element added to the show and give the quest a sense of purpose. Lord Fear the main villain was an inspired addition and viewers wondered, what is he going to do now when he appeared, and he and Treguard are some of the most enduring images of my childhood. Another thing which made this show great was it wasn't sanitized, parts of it were frightening, it wasn't easy to complete and it actually challenged children which is what made it so captivating. Anyway I will always look on this show with nothing but fond memories, and hope for future generations shows like it can be produced.

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    djbourno

    Who didn't want to be on Knightmare???? Everyone I know who was a kid in the 80's wanted to be on it. Although not many applied as no one ever wanted to wear the helmet. The classic lines of "where am I?" that followed the entry into every room by the contestant's. "Temporal disruption imminent!" That preceded the end of the show. "Enter stranger" which invited the new contestants in. For the time it was really advanced and had everything a kid needed in a TV program it made you think (with it's riddles) it made you shout at the people involved "No not there! there's a spider" and last but not least the feeling of adventure!!! It looks a little tired now with dodgy CGI but it's still my favourite show from when i was a kid.

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    themightymartin

    10. The Antechamber. This is the room where Treguard, his assistant and the advisers would spend the entire quest, watching over the dungeoneer.9. Level 1 Clue Room. Consisted of a table with several objects on it, of which the dungeoneer could only take a maximum of 2, and usually a wall monster who would ask the dungeoneer a question or two before they were allowed to take any objects.8. The Room of Choice. Usually the first room in the dungeon. A rotating disc with four doors with logos above them. Adventurers would have to choose which quest to go for out of the crown, the goblet, the shield and the sword.7. Smirkenorff's flight. Not really a room as such, but as the series went on and the adventure branched out beyond the confines of the dungeon a new method of travelling between levels 1 and 2 was required (in earlier series this involved the dungeoneer climbing into a well). Smirkenorff was a large friendly dragon who would fly dungeoneers between the two levels, for a small fee.6. The Catacombite room. A large chamber containing a gigantic monster. The Catacombite was a large skull with two massive legs made of bone. Id the dungeoneer came into contact with this terrifying (well, terrifying when you're seven years old) monster it would mean instant death.5. Merlin's Chamber. Basically exactly how it sounds. A large-ish room with walls lined with books and a chair in the middle. Adventurers would have to work out how to summon Merlin, who would then give them magic in return for them answering a few riddles.4. The Cogs of Doom. Timing was of major importance when crossing the cogs of doom, as the path only stayed intact for a few seconds. Advisors would have to guide the dungeoneer across two giant cogs without him/her falling into the pit below.3. The Beast's Stomach. Perhaps the most disgusting room. Sometimes a dungeoneer would somehow end up swallowed by a snake or another monster and not die. Instead they would come here. There is only one way out of this place (well, two ways I suppose, but we won't go into that) and the adventurers would have to work out how to give the monster an "upset stomach". This usually involved throwing salt down or rubbing the stomach lining with soap.2. Causeways. There were hexagonal blocks reaching across a large chasm. The blocks would have symbols or numbers on them to tell the adventurers which blocks were safe to step on and which would send them plummeting downwards into oblivion. Usually the dungeoneer would have been told the proper combination earlier, in exchange for giving a character an object, answering a riddle or through the use of a spyglass. The combinations often ranged from the relatively easy (earth, fire, wind, water) to the insanely hard (removing a piece of a shape in each tile to work out which way it was pointing). Needless to say, many dungeoneers failed thanks to these devilish rooms.1. The Corridoor of Blades. Imagine this: You're standing on a conveyor belt heading down a narrow corridoor. Suddenly, a large circular buzzsaw sticks out of the wall to your left. You narrowly miss it by jumping out the way, then find you have to dive underneath another one that has suddenly appeared on the right. Now imagine you're doing this blindfolded and are relying on three panicky fools to warn you when and where the blades are coming, and you have The Corridoor of Blades.In my opinion these are the most memorable rooms in the history of Knightmare. You may disagree, if so then why don't you post yours up here as well?

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    Howlin Wolf

    I would venture to suggest that there has never been a kids game show made that tops this. From the inventive - and highly advanced for its year - concept, to its generous contribution to the morale of out-of-work actors who didn't mind dressing up in ridiculous outfits, the format was a winner on all levels. It became something I looked forward to without fail to kickstart my weekend. The puzzles actually took some thought, and the idea that three players guided the one who couldn't see past the end of his nose meant it must have been fun to play whether you were experiencing or controlling. The bloke who presented it was always a bit sinister as well, must've been the beard... A kind of live-action "Dungeons & Dragons" then, only infinitely more entertaining than sitting in front of a computer. It's one of my fondest favourites from childhood, and will hopefully be remembered long after Virtual Reality has become a commonplace element in all our lives. This program was very 'funky' indeed.

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