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Knight 'n' Grail (C64, 2009)

Knight 'n' Grail (C64, 2009)

Subgenre: 2D Metroid-like


Movement Mechanics: Double jump, Hover jump/float, Flight via transformation


Other: Partially flip screen (non-scrolling)

  • Mostly linear structure (can only open doors in a specific order in the first area, opens up a bit after getting the double jump in the second area at which points you can get some upgrades in any order but areas are entered and finished in a set order besides the dungeon area, some backtracking to previous sub areas for upgrades, some areas are pretty much linear)

  • Single entry point to 4/7 areas

  • Decent map system (auto-mapper which shows the basic room layout and room exits, your location and some in-room walls, shows transitional rooms between areas (loading screens), also shows time taken). Near the end the paths you haven't yet explored are also revealed (optional)

  • One save point per area which also refills health (none in the first and last though)

  • Infinite lives

  • Get hints and some lore through short rhymes written on stone tablets placed around the game world

  • Elemental gear (water armor gives protection from blue drops and projectiles for example - generally you equip the corresponding color of armor to defend against a certain enemy/hazard/projectile), enemies have immunities and affinities (?) to some weapon elements)

  • A few shortcuts

  • One two-way teleporter for quick travel (not quite enough but it helps)

  • Alternate bad ending if you didn't get the gold armor from the dungeon area

  • Enemies respawn when exiting the room they're in (or sometimes the screen in spots where the game goes flip screen)

  • No HP refill after beating a boss

  • Coins are only used to be able to wield the gold sword (your supply slowly drains)

Some notable cons:

  • Door switches/crystal balls open specific doors when destroyed but you're not shown which door and they can be pretty far away

  • No checkpoints - lose all coins after dying and even after reaching a new area you get teleported to the beginning of the game

  • Very slow horizontal movement

  • the map doesn't show locked doors+save points+upgrades+the teleporter and you can't place markers on it

  • Up to jump

  • No health drops from enemies and item containers containing HP don't respawn - leads to backtracking to save points

  • Point of no return if you enter the holy grail screen to the right of the final boss - alternate bad ending if you didn't get the golden armor from the dungeon

  • Various rooms are just long corridors with easy enemies in them and the last area is one long corridor with easy enemies and hazards


Playthrough - Video Review - Mini Review



Influenced by:  Probably Metroid series, possibly Wonder Boy in Monster Land, Draconus, Antiriad


Influenced: 

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