Gameplay
Gameplay is very similar to Knight Tyme's predecessor, Spellbound. Once again, the game's wide range of commands are carried-out using "Windimation", a system whereby text commands are carried-out through choosing options in command windows.
The importance of watching Magic Knight's energy level and keeping him from harm is rather different this time around. Whilst Spellbound required you to be vigilant about his health and needed the player to occasionally avoid flying objects that could sap his strength, Knight Tyme is much more focused on the puzzle-solving aspect (although there are still some "death rooms" as in Spellbound). For this reason, it should be regarded as a true graphic adventure.
As before, the gameworld features a large amount of characters that our hero can interact with. This time around, however, he is not so responsible for their welfare and they are more there to help him on his quest. They do, after all, belong to the time Magic Knight has found himself in. He is the only displaced person this time around.
Knight Tyme also involves some space travel, with Magic Knight commandeering the USS Pisces and using it to journey to various planets and star systems. All of these planets can be communicated with and some can be beamed-down to via the USS Pisces transporter system. Magic Knight also needs to keep note of the ship's fuel as if it runs out both he and the starship will be stranded which means the end of the game. Refuelling can take place at many of the planets the USS Pisces visits.
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