Every sprite, 94 pictures and the empty sprite, in three runs (from $7017, $7691 and $7B2F) between the fonts and the tiles, grouped by what uses them. A sprite is a width byte (bits 0-3 the width in bytes; bits 6 and 7 say whether it is stored mirrored or upside down at the moment), a height byte, and a mask byte and an image byte for each byte of each row, the bottom row first: Knight Lore's format (see Knight Lore's sprites). Where the mask is set the buffer is cleared, and the image is laid in wherever it is set, so an image bit shows whatever the mask, a mask bit alone is black, and where both are clear the background shows through -- here the blue-grey.

Each picture is drawn by the game: DRAW_SPRITE_AT, an entry point of DRAW_SPRITE, run in SkoolKit's simulator on a spare object record holding one of the sprite's graphics, into the play area's buffer, once over zeros and once over ones -- which separates the image from the mask -- at twice the Spectrum's size. The sprites that are drawn mirrored in play are shown both ways, the second with bit 6 of the record's flags set, so that TURN_SPRITE turns the stored bytes round before the drawing, as it does in the game. Every picture was checked against the sprite's bytes as the listing reads them, and the mirrored ones against those turned round: the same, pixel for pixel. No sprite is turned upside down: nothing sets the flag (TURN_SPRITE).

Beside each are the graphic numbers that name it (see the graphic table for what each is and does). No sprite is wider than four bytes, the widest the drawing code's unrolled runs would take five (SPRITE_ALIGNED_RUN).

None of them is another Ultimate game's: none of the 94 sprites' mask and image bytes is found anywhere in the snapshot of Knight Lore, Alien 8 or Pentagram (searched at this build).

The knight -- Finds and antibodies -- The four objects -- The four villains -- The monsters of 112-127 -- The monsters of 64-79 -- The creature -- Puffs: vanishing, appearing and dying -- Bonuses -- The ending's pit -- The empty sprite

The knight

The knight is two records, legs and top, each with its own sprite (UPDATE_TOP, UPDATE_KNIGHT). Here he is whole in his four facings, as the game draws him: from a real game, the facing poked into his legs' record at the start of a turn and the turn run (TURN_KNIGHT gives the legs their picture and mirroring from FACING_LOOKS, the top copies them), then his two records drawn by DRAW_SPRITE (DRAW_SPRITE) with the projection and each record's own drawing offset -- the top is drawn 11 lines above the legs. Facing +U or -V he comes towards the viewer and is seen from the front, his face showing (legs 24-29, top 40-45); facing +V or -U he goes away and is seen from behind (16-21, 32-37); the mirroring gives the second of each pair.

The knight
facing +V: legs 16, top 32, mirrored
The knight
facing +U: legs 24, top 40
The knight
facing -V: legs 24, top 40, mirrored
The knight
facing -U: legs 16, top 32
SpriteEntryWhat it showsSizeGraphics
SPRITE16 SPRITE16 mirroredSPRITE16
$A055
the knight's legs, from behind24 by 1616
SPRITE17 SPRITE17 mirroredSPRITE17
$9FF3
the knight's legs, from behind24 by 1617, 21
SPRITE18 SPRITE18 mirroredSPRITE18
$9F91
the knight's legs, from behind24 by 1618, 20
SPRITE19 SPRITE19 mirroredSPRITE19
$9F2F
the knight's legs, from behind24 by 1619
SPRITE22 SPRITE22 mirroredSPRITE22
$9E9D
the knight's top half, from behind24 by 2422
SPRITE24 SPRITE24 mirroredSPRITE24
$A1EF
the knight's legs, from the front24 by 1724
SPRITE25 SPRITE25 mirroredSPRITE25
$A187
the knight's legs, from the front24 by 1725, 29
SPRITE26 SPRITE26 mirroredSPRITE26
$A11F
the knight's legs, from the front24 by 1726, 28
SPRITE27 SPRITE27 mirroredSPRITE27
$A0B7
the knight's legs, from the front24 by 1727
SPRITE30 SPRITE30 mirroredSPRITE30
$9E05
the knight's top half, from the front24 by 2530
SPRITE32 SPRITE32 mirroredSPRITE32
$98BF
the knight's top half, from behind24 by 2432
SPRITE33 SPRITE33 mirroredSPRITE33
$9703
the knight's top half, from behind24 by 2433, 37
SPRITE34 SPRITE34 mirroredSPRITE34
$99E3
the knight's top half, from behind24 by 2434, 36
SPRITE35 SPRITE35 mirroredSPRITE35
$9951
the knight's top half, from behind24 by 2435
SPRITE38 SPRITE38 mirroredSPRITE38
$982D
the knight's top half, from behind24 by 2438
SPRITE39 SPRITE39 mirroredSPRITE39
$9C3D
the knight's top half, from behind24 by 2539
SPRITE40 SPRITE40 mirroredSPRITE40
$9B0D
the knight's top half, from the front24 by 2540
SPRITE41 SPRITE41 mirroredSPRITE41
$9BA5
the knight's top half, from the front24 by 2541, 45
SPRITE42 SPRITE42 mirroredSPRITE42
$9795
the knight's top half, from the front24 by 2542, 44
SPRITE43 SPRITE43 mirroredSPRITE43
$9A75
the knight's top half, from the front24 by 2543
SPRITE46 SPRITE46 mirroredSPRITE46
$9CD5
the knight's top half, from the front24 by 2546
SPRITE47 SPRITE47 mirroredSPRITE47
$9D6D
the knight's top half, from the front24 by 2547

Finds and antibodies

Four kinds of four frames. A find wanders about a building until it is taken up, and is thrown as an antibody with the same pictures; the first frame of each kind is also a sparkle from a dead villain.

SpriteEntryWhat it showsSizeGraphics
SPRITE48 SPRITE48 mirroredSPRITE48
$8359
a spiral16 by 1348, 80, 140
SPRITE49 SPRITE49 mirroredSPRITE49
$838F
a spiral, turned16 by 1349, 81
SPRITE50 SPRITE50 mirroredSPRITE50
$83C5
a spiral, turned16 by 1350, 82
SPRITE51 SPRITE51 mirroredSPRITE51
$83FB
a spiral, turned16 by 1351, 83
SPRITE52 SPRITE52 mirroredSPRITE52
$8431
a ball with spikes16 by 1652, 84, 141
SPRITE53 SPRITE53 mirroredSPRITE53
$8473
a round ball16 by 1653, 55, 85, 87
SPRITE54 SPRITE54 mirroredSPRITE54
$84B5
a ball with spikes, the other way16 by 1654, 86
SPRITE56 SPRITE56 mirroredSPRITE56
$84F7
two crossed sticks16 by 1656, 88, 142
SPRITE57 SPRITE57 mirroredSPRITE57
$8539
two crossed sticks, turning16 by 1657, 89
SPRITE58 SPRITE58 mirroredSPRITE58
$857B
the sticks end on16 by 1658, 90
SPRITE59 SPRITE59 mirroredSPRITE59
$85BD
two crossed sticks, turning16 by 1659, 91
SPRITE60 SPRITE60 mirroredSPRITE60
$85FF
a small disc16 by 1660, 92, 143
SPRITE61 SPRITE61 mirroredSPRITE61
$8641
a disc16 by 1661, 93
SPRITE62 SPRITE62 mirroredSPRITE62
$8683
a disc with a mark16 by 1662, 94
SPRITE63 SPRITE63 mirroredSPRITE63
$86C5
a large disc with a three-lobed mark16 by 1663, 95

The four objects

Each is drawn the same lying (4-7) and thrown (8-11).

SpriteEntryWhat it showsSizeGraphics
SPRITE4 SPRITE4 mirroredSPRITE4
$7FA5
a book24 by 194, 8
SPRITE5 SPRITE5 mirroredSPRITE5
$7F49
a cross, lying down24 by 155, 9
SPRITE6 SPRITE6 mirroredSPRITE6
$8075
an hourglass24 by 256, 10
SPRITE7 SPRITE7 mirroredSPRITE7
$8019
a hammer24 by 157, 11

The four villains

Up to two pictures each -- which one by its facing and the view -- and two walking frames: the ghost has one picture and two frames, the hooded figures two pictures and one frame, the skeleton two of each. The same sprites are the ending's villains (144-151).

SpriteEntryWhat it showsSizeGraphics
SPRITE96 SPRITE96 mirroredSPRITE96
$7D41
a ghost24 by 4396, 98, 144
SPRITE97 SPRITE97 mirroredSPRITE97
$7E45
a ghost24 by 4397, 99, 145
SPRITE100 SPRITE100 mirroredSPRITE100
$9567
a hooded figure24 by 34100-101, 146-147
SPRITE102 SPRITE102 mirroredSPRITE102
$9635
a hooded figure, from behind24 by 34102-103
SPRITE104 SPRITE104 mirroredSPRITE104
$8995
a hooded figure with a scythe24 by 34104-105, 148-149
SPRITE106 SPRITE106 mirroredSPRITE106
$7C79
a hooded figure with a scythe, from behind24 by 33106-107
SPRITE108 SPRITE108 mirroredSPRITE108
$810D
a skeleton24 by 34108, 150
SPRITE109 SPRITE109 mirroredSPRITE109
$8707
a skeleton24 by 36109, 151
SPRITE110 SPRITE110 mirroredSPRITE110
$87E1
a skeleton, from behind24 by 36110
SPRITE111 SPRITE111 mirroredSPRITE111
$88BB
a skeleton, from behind24 by 36111

The monsters of 112-127

Four kinds, each seen from in front and from behind, two frames each.

SpriteEntryWhat it showsSizeGraphics
SPRITE112 SPRITE112 mirroredSPRITE112
$93EF
a horned monster with its arms up24 by 31112
SPRITE113 SPRITE113 mirroredSPRITE113
$94AB
a horned monster with its arms up24 by 31113
SPRITE114 SPRITE114 mirroredSPRITE114
$81DB
a horned monster with its arms up, from behind24 by 32114
SPRITE115 SPRITE115 mirroredSPRITE115
$829D
a horned monster with its arms up, from behind24 by 31115
SPRITE116 SPRITE116 mirroredSPRITE116
$933F
a spiky round monster, grinning24 by 29116
SPRITE117 SPRITE117 mirroredSPRITE117
$928F
a spiky round monster, grinning24 by 29117
SPRITE118 SPRITE118 mirroredSPRITE118
$7691
a spiky round monster, from behind24 by 27118
SPRITE119 SPRITE119 mirroredSPRITE119
$7735
a spiky round monster, from behind24 by 28119
SPRITE120 SPRITE120 mirroredSPRITE120
$91F1
a horned head24 by 26120
SPRITE121 SPRITE121 mirroredSPRITE121
$9153
a horned head24 by 26121
SPRITE122 SPRITE122 mirroredSPRITE122
$77DF
a horned head, from behind24 by 26122
SPRITE123 SPRITE123 mirroredSPRITE123
$787D
a horned head, from behind24 by 26123
SPRITE124 SPRITE124 mirroredSPRITE124
$8FFF
a crested monster with teeth24 by 28124
SPRITE125 SPRITE125 mirroredSPRITE125
$90A9
a crested monster with teeth24 by 28125
SPRITE126 SPRITE126 mirroredSPRITE126
$791B
a crested monster, from behind24 by 28126
SPRITE127 SPRITE127 mirroredSPRITE127
$79C5
a crested monster, from behind24 by 28127

The monsters of 64-79

Four kinds, each with three pictures for its four frames: the second is also the fourth.

SpriteEntryWhat it showsSizeGraphics
SPRITE64 SPRITE64 mirroredSPRITE64
$8BCB
a blob24 by 1764
SPRITE65 SPRITE65 mirroredSPRITE65
$8C33
a blob24 by 1765, 67
SPRITE66 SPRITE66 mirroredSPRITE66
$8C9B
a blob burst flat24 by 1766
SPRITE68 SPRITE68 mirroredSPRITE68
$8E91
a swarm of dots24 by 1968
SPRITE69 SPRITE69 mirroredSPRITE69
$8F05
a swarm of dots24 by 2069, 71
SPRITE70 SPRITE70 mirroredSPRITE70
$8F7F
a swarm of dots24 by 2170
SPRITE72 SPRITE72 mirroredSPRITE72
$8A63
a dome, narrow24 by 2072
SPRITE73 SPRITE73 mirroredSPRITE73
$8ADD
a dome24 by 2073, 75
SPRITE74 SPRITE74 mirroredSPRITE74
$8B57
a dome, wide24 by 1974
SPRITE76 SPRITE76 mirroredSPRITE76
$8E07
a long flat slug32 by 1776
SPRITE77 SPRITE77 mirroredSPRITE77
$8D03
a long flat slug32 by 1777, 79
SPRITE78 SPRITE78 mirroredSPRITE78
$8D8D
a long flat slug32 by 1578

The creature

Three pictures for four frames.

SpriteEntryWhat it showsSizeGraphics
SPRITE136SPRITE136
$7331
a flaming face24 by 28136
SPRITE137SPRITE137
$73DB
a flaming face, larger24 by 35137, 139
SPRITE138SPRITE138
$74AF
a flaming face24 by 32138

Puffs: vanishing, appearing and dying

One set of four, played small to large for a thing vanishing and a villain dying, and large to small for a monster appearing.

SpriteEntryWhat it showsSizeGraphics
SPRITE12SPRITE12
$7B2F
a puff, smallest16 by 1612, 131-132
SPRITE13SPRITE13
$7B71
a puff16 by 1613, 130, 133
SPRITE14SPRITE14
$7BB3
a puff16 by 1614, 129, 134
SPRITE15SPRITE15
$7BF5
a puff, largest16 by 1615, 128, 135

Bonuses

The faster walk and the hits back.

SpriteEntryWhat it showsSizeGraphics
SPRITE2SPRITE2
$7297
a curled shape with a scroll on top: perhaps a winged boot32 by 192
SPRITE3SPRITE3
$7C37
a flask16 by 163

The ending's pit

Drawn only in the ending, at the screen positions of ENDING_RECORDS, and coloured by the attributes ENDING_PIT_FRONT gives them: the pieces are mostly mask, the dark of the pit, with lines of stone in white.

Put together by the game's DRAW_SPRITE_AT in the order the main loop updates the records, white on black as they are on the screen but for the colours; the second with one of the villains of the ending drawn between the back and the front, as it is while it sinks:

The pit
the back and the front, where ENDING_RECORDS puts them
The pit
graphic 144 between them, placed by hand at x 100, y 80
SpriteEntryWhat it showsSizeGraphics
SPRITE152SPRITE152
$7017
the front of the pit32 by 26152
SPRITE153SPRITE153
$70E9
a piece of the back of the pit16 by 21153
SPRITE154SPRITE154
$713F
a piece of the back of the pit16 by 24154
SPRITE155SPRITE155
$71A1
a piece of the back of the pit16 by 28155
SPRITE156SPRITE156
$7213
a piece of the back of the pit16 by 20156
SPRITE157SPRITE157
$7265
a piece of the back of the pit16 by 12157

The empty sprite

No width and no height; graphics 0, 1, 23 and 31 name it.

SpriteEntryWhat it showsSizeGraphics
SPRITE0
$6FDA
nothing: the drawing code draws nothing0 by 00-1, 23, 31