KNIGHT TYME
(c)1986 Mastertronic
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Controls
Keyboard or joystick

Aim of the game
Having released Gimbal the wizard from a self-inflicted White Out
spell at the end of SPELLBOUND, Magic Knight has been catapulted 
through time to the future. He has materialised on a 25th-
century starship, the USS Pisces, but has had the good fortune 
to find a Datacube which has reduced his culture shock. His only 
chance of getting back lies in finding the Tyme Guardians and 
assembling the pieces of a Tyme Machine - but the Paradox Police 
are waiting to arrest him in 30 days' time...

Game play
Magic Knight (MK to his friends) has quite a number of tasks
to perform before he can return home. This involves manipulating 
the various objects lying around the game's 25 screens; this is 
done using the "Windimation" window/menu system that is the 
hallmark of the Magic Knight games. Using the joystick or 
keyboard, commands are given by selecting options from a series 
of nested menus that pop up on the screen. New options appear on 
the main menu as the game progresses and problems are solved. 
The first problem is to get an ID card in order to convince the 
crew that you're genuine - a blank card, camera, film, glue, plus 
the droid Klink and the transputer Derby IV, will come in 
handy...

Controls
See instructions on screen for keys.
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Comments
"Another excellent arcade adventure from David Jones".

Rating
94% (CRASH #29, June 1986)

Now
Still an excellent arcade adventure game - a classic of the genre.


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