Knights v2.24 (Arcade Adventure for Amiga, part of Disk 831) Played by Paul A. Hardy and Stephanie L. Rhodes Knights is a two-player arcade adventure written in AMOS by Kalle Marjola from Finland, and what a well-written piece of software it is too! The game requires 1MB to run and, as its name suggests, allows you and a friend to take on the role of two Knights. They're rival Knights, in fact, and explore a dungeon complex hoping to complete a pre-determined quest before their opponent. The winner will get to hold his head high in exultation, whilst the loser will be left to hang his head in shame ... When 'Knights' first loads, you are greeted with the Game Menu, from which all aspects of the dungeon to be explored in the game can be modified. Which quest you will participate in; whether the dungeon will be pre-mapped (or whether it will map automatically as you explore); how many keys, gems and other items you will be able to find; whether some doors and chests will be trapped or not; the size of the dungeon to be explored; even the colour of your Knight's armour can be modified from this screen, with just a click of the joystick button. The game is controlled solely with joysticks, although you can use keys if you would prefer, although we found joystick playing to be definitely easier! There are a number of pre-set quests for you to participate in, each with a suitably atmospheric name, such as 'The Lost Book of the Gnome King', 'The Tomb of the Liche Lord' and 'The Ancient Wand of Death'. Each quest has a certain number of objects, monsters and rooms to be explored, and the number of monsters and objects encountered can be modified, making it either easier or harder to complete the quest as desired. Or, if you prefer, you can customize your own dungeon - what about a huge tunnel network, with plenty of objects, traps and brimming with monsters? Either player can change any attribute of the game, but they both have to select CONTINUE to proceed, once they are in agreement of the game parameters. Consequently, both players strive to complete the quest first and so win the game. It is in the dungeon itself where the heart and soul of the game lie. The screen is split into two sections down the middle, with Knight #1 on the left and Knight #2 on the right. The main portion of the screen shows the Knights' view windows (showing the section of dungeon each Knight is currently in) below which are listed items carried, with each Knight's Health Rating and Map icons below that at the bottom of the screen. The view windows are in 2D from a perspective above the Knights, and display the current room section or corridor the Knights occupy, rather like in the 'Ultima' series of games. The map sections do not scroll but flip from one screen to another when the edge of the map is reached. This can be either exciting or annoying, depending on your outlook: personally I found it a little of both, to flip to a new screen only to appear next to a Zombie which would inevitably strike me before I could react. The view windows themselves are a decent size and we had no difficulty determining what items were or how far away monsters were, etc. Items collected in the game are displayed as icons below the view windows. When a new type of object is picked up - a dagger, for instance - its icon appears for you and subsequent daggers collected appear as icons below the first in a stacking motion. This effectively allows you to swiftly determine how many objects of each type your knight has. The main point of the game is to complete the predetermined objective (quest) before the other player. Quests available are many and varied, such as a duel to the death between the Knights; retrieving an object (usually a certain book or wand) and escaping the dungeon; finding a certain wand to destroy another object (usually a book); or merely being the first to escape from the underground with the required number of gems. However you are not pitched into the dungeon totally unequipped, you have your sword and may collect other items like an axe, a staff, a crossbow, throwing daggers or a maul (hammer), each with varying degrees of combat effectiveness. Staffs can be used to disarm traps by simply hitting any door or chest you think is trapped with it. Crossbows and daggers are good missile weapons, with the crossbow doing more damage but being slower to fire - and you will need to find some quarrels to load it with too. The sword, axe and maul can all be used as melee weapons, and can also be used to smash up dungeon furniture such as tables, chairs, barrels, doors and chests, which often contain treasure. Other useful equipment available in the dungeon include bear traps, which may be set to injure other players or monsters; keys used to unlock some of the dungeon's doors; picklocks, again used for opening locked doors though picking locks takes a very long time; gems, which are sometimes required to allow you to escape from the dungeon; and poison needles and spring blades, two types of traps you can set on doors and chests for your own amusement. There is also a large variety of potions and scrolls on offer in the dungeon, each with different effects such as healing for your Knight, temporary increased strength, poison immunity, treasure sense, invulnerability or speed, all of which are beneficial to the Knight using them. Other scrolls and potions are less helpful, though, and will teleport you elsewhere (usually somewhere near the other Knight), wipe clean your map so you have to re-explore it, paralyse you temporarily, poison you (unless you have active poison immunity) or turn you into an undead Zombie! Poison kills your Knight outright, regardless of his remaining health rating, and likewise being turned into a Zombie slays the Knight in question too. When a Knight dies, whether it's in combat, from a trap, falling into a pit, drinking poison (without immunity), being turned magically into a Zombie or whatever, he drops all his equipment. However, the Knight reincarnates and reappears at his original start position so you may continue with the game, minus any equipment you collected. Only a Knight's sword remains with him, but there is, of course, nothing to stop him going back to his previous point of death to reclaim his missing equipment - unless the other Knight snatches it first, that is! Fortunately there is no limit to the number of times each Knight can be resurrected, which is just as well as you will probably be killed quite often. Another good feature of the game is that dead bodies of both Knights and monsters don't vanish but stay where they are, so you may reminisce about fights past as you re-enter their locations. 'Knights' (v2.24) is an excellent game which will keep a couple of players amused for hours at a time. It can be played solo, with just one Knight trying to complete the quest whilst fighting Zombies and Vampire Bats - the second Knight will remain motionless at his entrance point as there is no option to switch one (or even both) Knights over to CPU control. And it is as a two-player game that 'Knights' works superbly well. Each randomly created dungeon offers a multitude of possibilities, and setting traps for each other, as well as for monsters, is great fun. The graphics are good and functional without being brilliant and the sound, limited to weapon swipes, grunts when injured, magical effects and objects being smashed open, is also fine. Lack of any in-game music may upset some, but it wasn't necessary in my view and would have added little to the game's fantastic claustrophobic atmosphere. - o -