Famicom - King's Knight (NTSC-J)
Famicom - King's Knight (NTSC-J)
Used game for the Nintendo Famicom game console.
Japanese import. Will not play on non-Japanese systems without a converter.
This game was not released for the European NES.
In-game language is English. Instruction booklet and box text are Japanese.
Tested, works. Cartridge in near mint condition. Instruction booklet in very good condition. Box in very good condition, some damage to one side. Cartridge tray has 1 small tear. Please refer to pictures for more details of condition and contents.
Genre: vertical-scrolling shoot-'em-up
Number of players: 1
Product code SQF-KG
King's Knight (キングスナイト, Kingusu Naito) is a 1986 scrolling shooter video game co-developed by Square and Workss, and published by Square for the Nintendo Entertainment System and MSX. The game was released in Japan on September 18, 1986, and in North America in 1989. It was later re-released for the Wii's Virtual Console in Japan on November 27, 2007 and in North America on March 24, 2008. This would be followed by a release on the Virtual Console in Japan on February 4, 2015 for 3DS and July 6, 2016 for Wii U.
The game became Square's first North American release under their Redmond subsidiary Squaresoft, and their first release as an independent company. The 1986 release's title screen credits Workss for programming. King's Knight saw a second release in 1987 on the NEC PC-8801mkII SR and the Sharp X1. These versions of the game were retitled King's Knight Special and released exclusively in Japan. It was the first game designed by Hironobu Sakaguchi for the Famicom. Nobuo Uematsu provided the musical score for King's Knight. It was Uematsu's third work of video game music composition.
King's Knight is a vertically scrolling shooter, where the main objective is to dodge or destroy all onscreen enemies and obstacles. Various items, however, add depth to the game. As any character, the player can collect various power-ups to increase a character's level (maximum of twenty levels per character): as many as seven Jump Increases, seven Speed Increases, three Weapon Increases, and three Shield Increases. There are also Life Ups, which are collected to increase the character's life meter. There are also Life Downs which should be avoided. Other onscreen icons can affect the stage, such as hidden cave entrances/exits and a "secret revealer," which reveals hidden stones that block progress. Finally, there are four types of elements to be collected in each level, which are vital to the completion of the last stage. These elements are simply elements A, B, C, and D.
Each stage has various power-ups, an element of each type, and a cave. Because caves in any given level always house at least one element type (not to mention various power-ups), it is vital that the player finds these. Caves are always hidden and are generally found in the middle of a stage. Caves also have statues that shoot fireballs, and at the end of each cave is a dragon to fight. Once the dragon is defeated, the player can exit the cave and continue with the level.
Differences between versions
Differences were present not only in the Famicom and MSX versions of King's Knight, but in the Japanese and North American versions as well.
The Japanese (Famicom) version and the American (NES) version of King's Knight differed little, with the title screen being the only disparity. Each title screen reflected the copyright and publisher.
The MSX version of King's Knight differed from the Famicom version in a variety of ways. The opening was modified so that prior to the intro screen, players could specify what type of controller they would like to use (either a keyboard or a joystick). The in-game dynamics were very similar, although some differences exist. In the MSX version, the flanks of the screen were "closed off," while the stage maps have moved slightly, and so some of the items appear to be out of their original locations. Finally, the MSX version may seem easier, because the characters can sustain more damage from attacks.
The developers also took advantage of technological capabilities available on the MSX. As an upgrade, the MSX port featured more sound channels than the Famicom, and as such many music tracks and sound effects were altered or improved. The MSX version also boasts a wider range of colors, updated graphics, new monster and boss designs (dragons at the end of caves, for example, were replaced with reptilian monsters), and a new sidebar, which displayed the player's life meter, allocated power-ups, and allocated elements. The MSX could not smoothly render vertical scrolling though – unlike the Famicom – so the movement of the graphics is very "choppy" in comparison. Some of these changes are very similar to the changes that took place when Square's Final Fantasy was ported to the MSX2.