Knightmare Lexicon - A Knightmare Encyclopædia
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Welcome to the Knightmare Lexicon. This system is designed to be a centre point for any Knightmare related information. You may think of it as a Knightmare Encyclopædia or Dictionary. Though in many ways it is more like a Knightmare wiki in that people with an interest in Knightmare like yourself may add entries to the database for others to find. Likewise if there's a piece of information you're looking for on Knightmare then in thef future it's very likely you'll be able to find it here. For the system to be a success it relies on each and every member of the community providing as much information as possible. Enjoy! logins.

Entry of the Day - Sidestep
1. Sidestep
A technique adopted early on in Knightmare though not immediately. The first teams performed the majority of navigation by instructing the dungeoneer to turn and face the direction of travel and then walk forward. Most dungeoneers would turn in units of 90 degrees.

However, although reliable this technique requires more instruction and takes longer to execute than the later adopted side stepping.

Side stepping as the name implies simply means stepping directly to ones left or right as indicated by the advisor. E.g. "Side step to your left".

As effective as side stepping might be it did come with an additional cost over the turn and walk method. That being that failure on either advisor or dungeoneer side to correctly identify their left & right which could lead to an immediate death. In instructing the dungeoneer to first turn in a direction before manouvering it is established between dungeoneer and advisor which direction they're talking about. For example if an advisor told a dungeoneer to turn right and then turn to their left this would often be countered with something along the lines of "No! Turn to your RIGHT!". Thus in using turn and walk the cost of error is caught before the damage is done.

So side stepping is much easier to perform and quicker but since many teams seemed to suffer with the concept of left and right this as already stated led to many a downfall. When a dungeoneer performs the side step there is no opportunity to correct them unless they happen to still be safe. There is a famous (amongst the community) example in which side stepping combined with the incorrect use of left & right led to an immediate and hilarious death. Simon of Season 4 Team 4 was led directly into a hole that had opened up to his left in the block and tackle chamber in Level 2. His advisor Andrew instructed him to "side step to the left" consequently bringing a premature end to their quest.

So if you're ever abouts to embark upon a quest, ensure you know your left & right before issuing a side stepping command or you too might be joining Simon in the depths of the dungeons many pits.

Suggested further reading: clock code position

Provided By: Forester, 2006-05-03 06:03:10
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