YMMV / Knightmare

  • Badass Decay: Hordriss. When first introduced, he's a dangerous character with an agenda of his own; not as powerful as either Big Bad, but definitely a force to be reckoned with. By the last couple of series, he routinely falls for every simple trick that Lord Fear or Lissard use on him and is only still on deck because of dungeoneers showing up in the nick of time to save him.
  • Broken Base:
    • There's a pretty sharp fan divide over whether the Series 1-3 (and 8) format of entirely hand-drawn and computer animated dungeons or the Series 4-7 format of live-action dungeons with only a few specially-created rooms is the better one, though plenty of fans like both. Similarly, there are those who prefer the Neutral Evil dungeon residents of Series 1-4 over the more standard-issue "Good vs. Evil" conflict from Series 5-8.
    • One surprisingly contentious loss is the second team in Series 5. Many fans felt that their attempt to pass off a goblin horn as a magic horn was such an audaciously clever move that the producers should have given them a free pass despite not having the correct item to pay off Skarkill. Other fans, however, have pointed out that it'd make no logical sense in-universe for Skarkill not to know a goblin horn when he sees one given his occupation as a goblin master, and that the team was twice given hints (once early in Level 1, and then again about midway through Level 2) that they'd need gold in order to bribe someone.
  • Dream Team: A contender for the best team throughout the whole of the series run definitely has to be the final team of Series 7; dungeoneer Barry and his advisors Simon, Derek and Daniel. Unlike many teams on the show, these four threw themselves fully into the quest; the advisors didn't speak in whispers but instead all conversations and decisions were discussed openly and clearly and (in a welcome change from many dungeoneers) Barry didn't so much play the game but instead got actively involved in it, playing along with the characters and needing no prompting whatsoever (to the extent that Sylvester Hands struggled to keep up with him at one point). As a result, despite a couple of near-misses (especially in the Corridor of Blades), not only were Barry and his team able to retrieve the shield but also managed to save Knightmare Castle from a troll Lord Fear had unleashed bringing the quest (and the series) to an exciting and satisfying close.
  • Growing the Beard: It's widely accepted among fans that despite its insane difficulty in comparison to what came later, Series 3 was by far the best of the show's run.
  • Ho Yay: Between Treguard and Pickle.
  • Nightmare Fuel: The life force meter. It took the form of a knight's helmeted head for the first 5 seasons. As the Dungeoneer gradually lost health, pieces of the knight's helmet broke off and flew away. Okay, not so bad. But then when the helmet was completely gone, the skin of the knight's head began peeling away to reveal a skull underneath, as the face goes through a series of suitably shocked and horrified expressions until it no longer has lips to emote with. And after that, the skull itself cracked and fell apart, the remaining chunk of it flying towards the camera to leave just the eyes which then rolled out of the screen one by one. BONG! "Ooh, nasty."
    • If you happen to be arachnophobic, Ariadne, Queen of All Arachnids will keep you awake for days. It's a standard tarantula obviously chroma-keyed in (you can even see an outline surrounding it), but knowing this (especially as said tarantula is massively scaled up) will not help you at all.
    • This troper remembers tuning in to a repeat episode of Knightmare as a kid not knowing what it was and being horrified when one team failed to pick up a magical object that would protect them from Medusa's stare. Not only did the dungeoneer get turned to stone, the entire team got turned to stone as well! And the presenter seemed really happy about it!
  • Padding: The Eye Shield sequences weren't actually being controlled by the dungeoneer or their advisors at all; they were pre-recorded on location and then played back in the studio, with the advisors told to pretend they were guiding the dungeoneer. The sequences therefore had no actual purpose to the game, other than providing some footage to link locations.
  • Painful Rhyme: Frequently, in the Previously On sections. Also, Treguard's closing verse in series 6 required him to rhyme 'foul' with 'hour' every week. Lampshaded in one recap:
    They perished, all: though what a pity
    It does help rhyme this awful ditty.
  • Spiritual Licensee: Though an official American adaptation never got off the ground (see the Trivia tab), two shows did kinda follow in its' footsteps: Nick Arcade, which mixed the game-playing action of Starcade with a bonus round like this show; and Masters Of The Maze, where there was more CGI and physical props, less chroma key, and more of an educational bent.
  • That One Level: The Corridor of Blades claimed more dungeoneers than any other trap in the show.
    • The Causeways count, too. Sure, you would need to know the combination to get past, but then the thing would start falling apart to place false pressure upon you.
  • The Scrappy:
    • Gundrada the Swordmistress from Series 4. Quite a fun character and helpful to the teams but her ridiculous (and very annoying) voice earned her plenty of hate from the viewers.
    • Ah Wok from Series 6, due to being a stereotypical Yellow Face character who was outdated even by 1992 standards, and somewhat redundant considering that the established (albeit less trustworthy) character of Julius Scaramonger still featured in that season. Even the show's creators seemed to realise that the character was a misfire, and had his actor play the much more warmly-received part of Rothberry in Series 7.
    • Snapper-Jack from Series 8, mostly due to the poor execution of the character, which makes him look less like a man with a dragon-like creature in place of his arm, and more like a really bad ventriloquist act.
  • Seasonal Rot: Series 4-7 are generally regarded as a step down from, at the very least, Series 3, though opinions tend to differ on exactly how much. Series 8 is even more divisive, as some fans appreciated the return to the format of Series 3, though many felt that it was poorly executed and suffered from decisions such as allowing the last two teams to skip straight from Level 1 to Level 3.
  • They Changed It, Now It Sucks: While generally quite well-liked overall, Series 4-7 have a fair few detractors who dislike that it did away with the more claustrophobic and imaginative areas of Series 1-3, and swapped it for areas largely shot on location, with the hand-drawn or computer-generated areas being saved until Level 3, which about two-thirds of the dungeoneers would never reach. On the flip-side, there are also plenty who disliked it when Series 8 did the opposite; it's probably one of, if not the most divisive issue in fandom.
  • What an Idiot!: A team was once told to not wake up the dragon and to use a spell first, and an advisor then insisted they wake the dragon up first.