 KNIGHT TYME 
 Mastertronic 1986

 CONTROLS : Keyboard, Kempston, Cursor
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 AIM : 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...
 
 GAMEPLAY : 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...

 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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 KEYS : Redefinable.