Knightmare is a British children's adventure game show, created by Tim Child, and broadcast over eight series on CITV from 7 September 1987 to 11 November 1994. The general format of the show is of a team of four children – one who takes on the game, and three acting as their guide and advisers – attempting to complete a quest within a fantasy medieval environment, traversing a large dungeon and using their wits to overcome puzzles, obstacles and the unusual characters they meet along the journey.
The show is most notable for its use of blue screen chroma key, an idea Child utilised upon seeing it being put to use in weather forecasts at the time the programme began, as well as its use of 'virtual reality' interactive gameplay on television and the high level of difficulty faced by every team. Broadcast to high viewing figures throughout its original run, it garnered a cult status amongst fans since its final television episode in 1994. It was revived for a one-off special by YouTube in August 2013.
Format
Each run of the game involves a team of four children, aged around 11–16, and focuses on the same format. One member takes on the game in person, referred to as the "Dungeoneer", but are made blind to their surroundings by the "Helmet of Justice" – a headpiece that blocks their field of vision to just around their feet. The other three act as their advisers, guiding them around, giving them advice to solving puzzles, and making notes on information received. Once the Dungeoneer is ready, they are sent off on their quest, which in most series requires the team to choose which one they will undertake, whereupon the action takes place within a blue screen chroma key studio that is used to display a partly computer-generated, partly hand-drawn fantasy dungeon – only the viewers and the Dungeoneer's advisers can see this. In some cases, filming of a run takes place in real locations, in which the viewpoint of these scenes is done to appear to be from that of the Dungeoneer's. The rest of the team remains in the main studio fashioned as an antechamber of "Knightmare Castle", and provide instructions and descriptions of a location to the Dungeoneer, much in the same fashion of text-based computer games which rely on description and commands rather than any visuals. An example of this could be that a room has a key for a locked door within, so the advisers would describe the room to the Dungeoneer and then instruct them to move towards the key, pick it up, and use it on the door to exit the room.
The objective of the game is for the team to complete three levels of a specially made dungeon designed for them; each team faces a new dungeon of a different design, but with similar features recurring during a series. Each level consists of a number of rooms – some with puzzles, obstacles and challenges that have to be overcome – and a selection of inhabitants – some will help out, while others will either hinder the player unless they give them something they require, or attempt to stop them and end their game. In some cases, the team faces more than one exit, and usually must make a choice about which way to go. Every dungeon has a selection of objects, some of which will help to solve puzzles or get past certain inhabitants, while others are decoys, as well as magic spells – a single word that can be used to solve puzzles, get around hazards and dangerous inhabitants, which require an adviser to spell out the word correctly (e.g. if the spell is Light, then the adviser needs to say L-I-G-H-T).
Each team is required to complete their game within a time-limit, which is represented by an on-screen animated life force meter for the Dungeoneer that depletes over time; the meter is only ever seen by the viewers, but the advisers receive clear hints about its status when they need to take care. Because the amount of time given is not enough, the team must get the Dungeoneer to checkpoints within the dungeon and have them pick up a food item and place it within a knapsack given to them before they begin their run, which restores the Dungeoneer's life-force to full upon doing so. If the team make mistakes that allow the Dungeoneer to be attacked from minor monsters or hazards, they incur a time penalty that reduces the amount of time they have to complete the game, described as taking "damage" to their life-force. If the Dungeoneer runs out of life-force, the game is over; the game is also over if the team makes a bad decision and take a wrong route into a dead end, or the Dungeoneer is "killed" by an enemy character, monster or trap or "falls" into a pit. The appearance of the life-force meter varied during the course of the show's history: