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King's Quest VI

King's Quest VI: Heir Today, Gone Tomorrow is a point-and-click adventure game, first released in 1992 as the sixth installment in the King's Quest series produced by Sierra On-Line. Written by Roberta Williams and Jane Jensen, King's Quest VI is widely recognized as the high point in the series for its landmark 3D graphic introduction movie (created by Kronos Digital Entertainment) and professional voice acting (Hollywood actor Robby Benson provided the voice for Prince Alexander, the game's protagonist). King's Quest VI was programmed in Sierra's Creative Interpreter and was the last King's Quest game to be released on floppy disk. A CD-ROM version of the game was released in 1993, including more character voices, a slightly different opening movie and more detailed artwork and animation.

King's Quest 6:
Heir Today, Gone Tomorrow
Cover art by John Shroades
Developer(s)Sierra On-Line
Revolution Software (Amiga)
Publisher(s)Sierra On-Line
Director(s)Jane Jensen
William D. Skirvin
Roberta Williams
Producer(s)Robert W. Lindsley
William D. Skirvin
Designer(s)Jane Jensen
Roberta Williams
Programmer(s)Robert W. Lindsley
Artist(s)Michael Hutchison
John Shroades
Writer(s)Jane Jensen
Roberta Williams
Composer(s)Chris Braymen
SeriesKing's Quest
EngineSCI1.1 (DOS, Mac, Win)
Virtual Theatre (Amiga)
Platform(s)MS-DOS, Windows, Macintosh, Amiga
ReleaseOctober 13, 1992 (DOS)
1993 (Win, Amiga)
Genre(s)Adventure game
Mode(s)Single-player

The name of this sequel is a pun on the common phrase "here today, gone tomorrow". This pun is related to the abrupt departure of Prince Alexander after the events of King's Quest V, where he was just rescued by King Graham along with Princess Cassima, who asked Alexander to come visit her at the end of that game.

Gameplay

 
Screenshot from the Windows version displaying the interface of the functions toolbar and inventory; on the left is the player character Prince Alexander

King's Quest VI is a 2D graphic adventure game with a point-and-click interface. The player is given an icon-based toolbar at the top of the screen of selectable functions: walk, look (provides a description from the narrator of the object targeted), action and talk, respectively. It also includes the item inventory (the last selected item can be picked right away) and a game options menu. This is the second game in the series to feature this interface, which was introduced in its immediate predecessor King's Quest V as a new feature of the SCI1 version of Sierra's Creative Interpreter engine; previous titles in the series featured a text parser where players had to type commands and actions instead of selecting them on the screen.[1]

Gameplay involves solving puzzles. Those include logic puzzles and interacting with characters either by dialogue or usage of collected items.[2] One of the puzzles requires consulting the booklet "Guidebook to the Land of the Green Isles", which is included in the game's package.[2][3] Aside from providing additional background to the game's setting, this booklet serves as part of the game's copy-protection. The player will not be able to pass the puzzles on the Cliffs of Logic that guard the Isle of the Sacred Mountain without information from the booklet. The booklet also includes a poem encoding the solution to one of the puzzles in the labyrinth on the island. In the re-released edition, the guide is part of the manual released on the game CD.[4]

Solving the puzzles in the game usually requires traveling between the islands that make up the game world, which is accomplished by means of a magic map. Although a magic map had been used in earlier games of the series such as King's Quest III, its implementation in King's Quest VI was different from earlier games in that it was only used for travel between islands, which could not be reached using the walking interface.[5]

Plot

The game takes place almost entirely in a fictional kingdom called the Land of the Green Isles. The kingdom comprises several islands, and is described as being largely isolated from the outside world.[3] The player can travel between different islands after obtaining a magic map.[1]

The center of the kingdom is the Isle of the Crown, which has an Arabian Nights theme. The Isle of Wonder is inspired by Alice in Wonderland, and the Isle of the Sacred Mountain is inspired by Classical mythology. The Isle of the Beast, inspired by Beauty and the Beast, is heavily forested and scattered with magical barriers. There also are additional hidden areas.[2] One of these is inhabited by a tribe of druids, while another gives the player the option to confront Death.[6]

The game's opening cutscene shows Prince Alexander is haunted by memories of Princess Cassima, whom he met at the end of King's Quest V when they were both rescued from the wizard Mordack. After seeing a vision of Cassima in the magical mirror that his father acquired in the first King's Quest, he sails to find her. At the beginning of the game he is shipwrecked on the shore of the Isle of the Crown, where he learns that the vizier Abdul Alhazred (named after the author of the fictional Necronomicon) has assumed control in Cassima's absence, and plans to force her to marry him. Alexander must explore the Land of the Green Isles in order to find and learn what he needs to rescue Cassima from the vizier.[7]

Multiple endings

A significant aspect of the story and gameplay is the option for the player to receive different endings based on choices made during the course of the game. Partway through the game, the player has the option to pursue either the short path, or the long path with more puzzles and a more satisfying ending. Upon completing either path, the player is given a clue about what choices would have led to the other ending. Endings contain many minor variables based on optional tasks.[2] Almost half of the game's quests are optional, many have multiple solutions, and the open world design allows players to choose the order.[8]

Development

 
Crew filming real-life actors for motion capture in a behind-the-scenes footage of King's Quest VI.
 
Robby Benson voiced the protagonist Prince Alexander

King's Quest creator and designer Roberta Williams first met with Sierra newcomer and co-designer Jane Jensen (who would go on to create the Gabriel Knight series)[1] in May 1991 to discuss the design for the upcoming sixth title in the series.[9] Williams began preliminary work on King's Quest VI in June, "laying out the basic story"[10] and worked alongside Jensen throughout July and August on coming up with design ideas; after five months, Williams and Jensen finished the documentation for the design.[9][10][11] Two key goals of the writers were to keep the game's tone consistent with its predecessors' while still making it a distinct title, and to make players connect emotionally with the game; Williams wrote the love story of Prince Alexander and Cassima specifically for this emotional attachment.[10]

Storyboards and character sketches were created by co-director and project manager Bill Skirvin and the artist team. John Shroades sketched 80 background paintings. Motion capture transcribed the movement of real-life actors shot on video to the more than 2000 character actions on computer. Williams and Skirvin chose the actors and costumes for the shootings, and Michael Hutchinson led the animation team that integrated the footage into Shroades's backgrounds.[9] Chris Braymen composed the MIDI music and produced the sound effects.[12] The 3D-animated introduction was produced by Stanley Liu of Kronos Digital Entertainment, a company that did special effects for such films as Batman Returns and The Lawnmower Man.[1][13][14] This sequence is present with different edits and narrations in each of the DOS, Windows, Amiga, and Macintosh versions.[2]

Jensen scripted the game, defining for programmers the game's responses for the player's actions and the more than 6000 lines of written messages. Robert Lindsley served as the game's lead programmer. The game was coded on an updated version of the proprietary Sierra Creative Interpreter engine named "SCI1".[15] Robin Bradley served as the quality assurance tester; throughout July 1992 the game went through constant testing. Development wrapped in September, when Sierra's marketing and distribution departments began promoting and releasing the game.[12] In an interview with The New York Times, Williams estimated the budget to have been about US$700,000 (equivalent to $1,351,696 in 2021) and stated that the crew included more than 20 people working for 14 months.[11]

King's Quest VI was initially scheduled for release in September 1992, then delayed until mid-October.[16] It was then shipped on October 6 and launched on October 13[17][18] on nine floppy disks for DOS and Macintosh. The Amiga version was ported by Revolution Software.[19] Sierra, which itself converted its games for the Amiga prior to King's Quest VI, announced in early 1993 that it would cease releasing games for the platform; however, Revolution co-founder Charles Cecil offered his company to make the Amiga conversion instead. The port began development in March 1993 and was released for the Amiga in December.[20] It uses Revolution's Virtual Theatre engine instead of SCI1 due to better performance on the platform.[21]

A CD-ROM version of King's Quest VI, released in 1993 for DOS and Microsoft Windows, features an extended version of the opening sequence, a full voiceover of every line of text in the game,[2][22] and a revised soundtrack with a full version of the ballad "Girl in the Tower". The song was composed by Mark Seibert with lyrics by Jane Jensen and serves as the game's love theme, playing in the end credits.[1][23] Sierra sent a CD with the song to various radio stations and bundled with the game a pamphlet listing these stations and suggested fans to call them and ask for the song to be played.[24] This resulted in Sierra receiving legal threats from stations bothered by excessive requests from listeners. Sierra co-founder Ken Williams responded to the stations by jokingly stating that the stations "were the criminals for ignoring their customers — something I believe no business should ever do".[25] The Windows version includes higher resolution character portraits in dialogue sequences.[26]

Emmy-winning director Stuart M. Rosen directed the voice cast of King's Quest VI for the CD-ROM version,[27] which includes actor Robby Benson (voice of the Beast in Disney's Beauty and the Beast), who voiced Prince Alexander.[28] Five additional people to the game's team were involved in the development of the CD-ROM version.[28]

The second King's Quest Collection has a number of editions in which the CD with King's Quest VI do not include the "Girl in the Tower" theme song audio CD track, so the Windows version simply crash during the credits and the DOS version plays the credits with no music.[29] The King's Quest Collection release by Vivendi in 2006 includes the Windows version of the game, but is set up to run the MS-DOS version with text and speech in DOSBox.[30]

Release

Sales

According to Ken Williams, about 400,000 copies of King's Quest VI were sold in its first week of release[25] and it topped sales charts for DOS games upon release in September 1992, still holding the number one position in December that year.[31] The CD-ROM version was the 5th best-selling CD-ROM game in November 1993.[32] According to Sierra On-Line, combined sales of the King's Quest series surpassed 3.8 million units by the end of March 1996.[33] By November 2000, PC Data reported that King's Quest VI's sales in the United States alone had reached between 300,000 and 400,000 units.[34]

Critical reception

Dragon gave the game 5 out of 5 stars, calling it "one of the best adventure games on the market" and writing that it has "enormous replay value".[37] Chuck Miller of Computer Gaming World stated that the number and quality of puzzles made King's Quest VI the first Sierra adventure in which he did not miss the older games' text parser. The magazine stated that while the graphic and sound were as good as other Sierra games, the animation was especially lifelike. It concluded that the game was "the best of the King's Quest games to come out of Daventry, and Sierra's finest adventure to date ... [it] has all the signs of becoming a classic".[8] PC Format magazine was less positive, giving the game a score of 72%. It liked the lushly drawn graphics and pleasing sound, but disliked the game for overuse of sudden death and being too limiting.[38] Barry Brenesal of PC Magazine wrote: "King's Quest's latest sequel may be more of the same, but that's no cause for concern. A formula that's rooted in the likes of Charles Perrault and the Brothers Grimm needs no excuse for its theme. And with Sierra at the design helm, it also needs no apology for its treatment".[39] Electronic Games' reviewer Russ Ceccola wrote that the game "will fully satisfy fans of the series, inspiring them to a higher level of creativity with its almost-hidden sections and plot elements" and named it the "finest" installment in the series.[11] Writing for Compute!, Scott A. May said the game balances the story to attract all audiences and wrote that "those who love action will find plenty to pump their adrenaline, yet they won't be put off by the game's gentle, romantic side".[7] Just Adventure reviewer Adam Rodman gave the game an A.[40]

When reviewing the CD-ROM version, Computer Gaming World's Charles Ardai compared the game and series to "vanilla ice cream", but praised the "incomparable" graphics and stated that the voice acting was "much stronger" than in the previous game. He concluded that "King's Quest VI is a heartily inoffensive game full of light touches and not a great deal else"; however, "for plain vanilla, King's Quest VI on CD-ROM is about as good as it gets".[22] Ardai later described the game as "best-selling though somewhat vapid ... adventures of Prince Pubescent in the Land of Cute".[41] In April 1994 the magazine said that the CD version's "quality voice talent throughout ... audibly displays that Sierra learned from their previous error", and "a worthy heir to the King's Quest lineage".[42] Writing for CD-ROM Today, Neil Randall praised the CD version's addition of voice acting and the voices themselves, but expressed disappointment that it doesn't improve the game's graphical details.[43]

CU Amiga gave a positive review of the Amiga version of the game, singling out praise for the mouse control interface, the graphics, characters and the conversion from PC done by Revolution, and gave it an 89% score.[44] In an A− review, Peter Olafson of Amiga World equally praised Revolution's conversion and also commended the story.[45] Amiga Power reviewer Jonathan Davies was less enthusiastic, comparing it unfavorably with other contemporary point-and-click games in terms of innovation, and rated it 70%;[19] Amiga Format's Dave Golder gave a similar assessment and rated it 69%.[46]

In retrospective reviews made in the late 2000s, Allgame gave both the PC CD-ROM and Macintosh adaptations 2½ stars out of five,[47] while Adventure Gamers gave the game 4½ stars out of 5.[2] King's Quest VI is generally considered the best title in the series and is mentioned as one of the greatest games of all time.[48] King's Quest VI was inducted into GameSpot's list of the greatest games of all time,[6] and PC Gamer US named it the 48th best computer game ever in 1994.[49] Adventure Gamers named it the 3rd best adventure game of all time, GamesRadar placed it as the 5th best point-and-click adventure game in 2012,[50] and Kotaku included it in its list of the 10 adventure games "everyone must play".[51] In 2011, Adventure Gamers named King's Quest VI the 13th-best adventure game ever released.[52]

See also

References

  1. ^ a b c d e Hagerup, Eivind (20 April 1998). "King's Quest VI: Heir Today, Gone Tomorrow". Adventure Classic Gaming. Retrieved 4 April 2017.
  2. ^ a b c d e f g Morganti, Emily (16 May 2008). "King's Quest VI: Heir Today, Gone Tomorrow REVIEW". Adventure Gamers. Retrieved 4 April 2017.
  3. ^ a b Jenson, Jane (1992). Guidebook to the Land of the Green Isles (PDF). Sierra On-Line. Retrieved 6 July 2014.
  4. ^ "1992 – King's Quest VI: Heir Today, Gone Tomorrow". Game Nostalgia.
  5. ^ King's Quest VI: Heir Today, Gone Tomorrow review
  6. ^ a b Gouskos, Carrie. . GameSpot. Archived from the original on April 10, 2006.
  7. ^ a b May, Scott A. (May 1993). "King's Quest VI: Heir Today, Gone Tomorrow". Compute!. ABC Publishing (152): 88–89.
  8. ^ a b Miller, Chuck (January 1993). "King's Quest VI: Heir Today, Gone Tomorrow". Computer Gaming World. p. 12. Retrieved 5 July 2014.
  9. ^ a b c Shannon 1992, p. 2.
  10. ^ a b c DeBaun, Rich (Fall 1992). "The Quest for King's Quest VI" (PDF). InterAction Magazine. Sierra On-Line. 5 (3): 20–26. Retrieved 3 April 2017.
  11. ^ a b c Ceccola, Russ (February 1993). "All about King's Quest VI: EG learns the inside scoop from Roberta Williams and Jane Jensen". Electronic Games. 1 (5): 84, 85.
  12. ^ a b Shannon 1992, p. 3.
  13. ^ Spear, Peter (Winter 1992). "King's Quest VI: A Landmark Game" (PDF). InterAction Magazine. Sierra On-Line. 5 (4): 37–40. Retrieved 3 April 2017.
  14. ^ Miller, Chuck (January 1993). "The Puzzling Plight of a Princess in Peril". Computer Gaming World. No. 102. pp. 12–14. Retrieved 3 April 2017.
  15. ^ Kalata, Kurt, ed. (May 2011). "Introduction to Sierra On-line". Hardcoregaming101.net presents: The Guide to Classic Graphic Adventures (1st ed.). CreateSpace Independent Publishing Platform. ISBN 978-1460955796.
  16. ^ "Sierra On-Line announces King's Quest VI delayed until third quarter, profit shortfall likely". PR Newswire. September 8, 1992. Retrieved August 26, 2017.
  17. ^ "Sierra On-Line reports second quarter and six-month results". PR Newswire. November 12, 1992. Retrieved August 26, 2017.
  18. ^ "King's Quest VI ships Gold; hottest title for Christmas '92 tops sales of any previous Sierra adventure". PR Newswire. October 13, 1992. Retrieved August 26, 2017.
  19. ^ a b Davies, Jonathan (September 1994). "King's Quest 6". Amiga Power (41): 38, 39.
  20. ^ "Return of the King". The One Amiga (61): 48. November 1993.
  21. ^ Fuente, Derek Dela (July 1993). "Beneath a Steel Sky". Joystick. No. 40. Disney Hachette Presse. p. 93.
  22. ^ a b Ardai, Charles (November 1993). "King's Quest VI on CD-ROM". Computer Gaming World. No. 112. p. 22. Retrieved 4 April 2017.
  23. ^ Busch, Kurt (June 1993). "King's Quest VI CD: A Multimedia Masterpiece" (PDF). InterAction Magazine. Sierra On-Line. 6 (1): 49. Retrieved 3 April 2017.
  24. ^ (PDF). Archived from the original (PDF) on 2016-07-18. Retrieved 2017-04-05.
  25. ^ a b McElroy, Justin (28 July 2015). "Royal with cheese: A King's Quest primer". Polygon. Retrieved 4 April 2017.
  26. ^ Kalata, Kurt, ed. (May 2011). "King's Quest". Hardcoregaming101.net presents: The Guide to Classic Graphic Adventures (1st ed.). CreateSpace Independent Publishing Platform. ISBN 978-1460955796.
  27. ^ May, Scott A. (June 1994). "Entertainment Choice - Gabriel Knight: Sins of the Fathers". Compute!. ABC Publishing (165): 89.
  28. ^ a b Lewis, Peter H. (20 December 1992). "Sound Bytes: The Queen of Gaming Reigns at Sierra On-Line". The New York Times. Retrieved 3 April 2017.
  29. ^ "King's Quest VI: Heir Today, Gone Tomorrow Help". Sierra Help Pages. 2006.
  30. ^ Buying game collections 2012-11-25 at the Wayback Machine. Sierra Planet.
  31. ^ "KQ Creator Gets Fortune Told". Electronic Games. 1 (6): 11 and 15. March 1993.
  32. ^ "PC Research Hits List of Top-Selling Software". Computer Gaming World. No. 116. March 1994. p. 184.
  33. ^ (Report). Bellevue, Washington. March 31, 1996. pp. 7–9. Archived from the original on April 16, 2018.
  34. ^ GameSpot Staff (November 7, 2000). . GameSpot. p. 13. Archived from the original on May 25, 2005. Retrieved February 17, 2020.
  35. ^ . GameRankings. Archived from the original on 2 June 2019. Retrieved 3 April 2017.
  36. ^ Morganti, Emily (16 May 2008). "King's Quest VI: Heir Today, Gone Tomorrow review". Adventure Gamers. Retrieved 15 February 2020.
  37. ^ Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (April 1993). (PDF). Dragon. No. 192. pp. 57–58. Archived from the original (PDF) on March 19, 2015.
  38. ^ Ricketts, Ed (December 1992). "King's Quest VI Review". PC Format (15): 54.
  39. ^ Brenesal, Barry (February 23, 1993). "After Hours; Fantasy Follow-Ups; With Four New Sequels, Computer Role-Play Lives On". PC Magazine. 12 (3): 470–473.
  40. ^ Rodman, Adam. . Just Adventure. Archived from the original on July 21, 2001.
  41. ^ Ardai, Charles (March 1994). "Voices In The Knight". Computer Gaming World. pp. 32–36.
  42. ^ "Invasion Of The Data Stashers". Computer Gaming World. April 1994. pp. 20–42.
  43. ^ Randall, Neil (Winter 1993). "Entertainment: King's Quest VI". CD-ROM Today (3).
  44. ^ "Kings Quest VI". CU Amiga (50): 73. April 1994.
  45. ^ Olafson, Peter (November 1994). "The Game Preserve: King's Quest VI". Amiga World. 10 (11): 54–56.
  46. ^ Golder, Dave (August 1994). "King's Quest V". Amiga Format (62): 58–59.
  47. ^ . Allgame. Archived from the original on November 14, 2014. Retrieved April 19, 2022.
  48. ^ Barton & Loguidice 2009, p. 154.
  49. ^ Staff (August 1994). "PC Gamer Top 40: The Best Games of All Time; The Ten Best Games that Almost Made the Top 40". PC Gamer US (3): 42.
  50. ^ Tong, Sophia (April 10, 2012). . GamesRadar. Archived from the original on July 12, 2014. Retrieved August 25, 2017.
  51. ^ Alexander, Jem (March 17, 2015). "The 10 Adventure Games That Everyone Must Play". Kotaku. Retrieved August 25, 2017.
  52. ^ AG Staff (December 30, 2011). "Top 100 All-Time Adventure Games". Adventure Gamers. from the original on June 4, 2012. Retrieved February 17, 2020.

Bibliography

  • Barton, Matt; Loguidice, Bill (2009). Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time (1st ed.). Focal Press. ISBN 978-0-240-81146-8.
  • Shannon, Lorelei (1992). King's Quest VI: Heir Today, Gone Tomorrow Hint Book (1st ed.). Sierra On-Line.

External links

  • King's Quest VI at MobyGames
  • King's Quest VI at IMDb
  • King's Quest VI Technical Help on the Sierra Help Pages

king, quest, heir, today, gone, tomorrow, point, click, adventure, game, first, released, 1992, sixth, installment, king, quest, series, produced, sierra, line, written, roberta, williams, jane, jensen, widely, recognized, high, point, series, landmark, graphi. King s Quest VI Heir Today Gone Tomorrow is a point and click adventure game first released in 1992 as the sixth installment in the King s Quest series produced by Sierra On Line Written by Roberta Williams and Jane Jensen King s Quest VI is widely recognized as the high point in the series for its landmark 3D graphic introduction movie created by Kronos Digital Entertainment and professional voice acting Hollywood actor Robby Benson provided the voice for Prince Alexander the game s protagonist King s Quest VI was programmed in Sierra s Creative Interpreter and was the last King s Quest game to be released on floppy disk A CD ROM version of the game was released in 1993 including more character voices a slightly different opening movie and more detailed artwork and animation King s Quest 6 Heir Today Gone TomorrowCover art by John ShroadesDeveloper s Sierra On LineRevolution Software Amiga Publisher s Sierra On LineDirector s Jane JensenWilliam D SkirvinRoberta WilliamsProducer s Robert W LindsleyWilliam D SkirvinDesigner s Jane JensenRoberta WilliamsProgrammer s Robert W LindsleyArtist s Michael HutchisonJohn ShroadesWriter s Jane JensenRoberta WilliamsComposer s Chris BraymenSeriesKing s QuestEngineSCI1 1 DOS Mac Win Virtual Theatre Amiga Platform s MS DOS Windows Macintosh AmigaReleaseOctober 13 1992 DOS 1993 Win Amiga Genre s Adventure gameMode s Single playerThe name of this sequel is a pun on the common phrase here today gone tomorrow This pun is related to the abrupt departure of Prince Alexander after the events of King s Quest V where he was just rescued by King Graham along with Princess Cassima who asked Alexander to come visit her at the end of that game Contents 1 Gameplay 2 Plot 2 1 Multiple endings 3 Development 4 Release 4 1 Sales 4 2 Critical reception 5 See also 6 References 6 1 Bibliography 7 External linksGameplay Edit Screenshot from the Windows version displaying the interface of the functions toolbar and inventory on the left is the player character Prince Alexander King s Quest VI is a 2D graphic adventure game with a point and click interface The player is given an icon based toolbar at the top of the screen of selectable functions walk look provides a description from the narrator of the object targeted action and talk respectively It also includes the item inventory the last selected item can be picked right away and a game options menu This is the second game in the series to feature this interface which was introduced in its immediate predecessor King s Quest V as a new feature of the SCI1 version of Sierra s Creative Interpreter engine previous titles in the series featured a text parser where players had to type commands and actions instead of selecting them on the screen 1 Gameplay involves solving puzzles Those include logic puzzles and interacting with characters either by dialogue or usage of collected items 2 One of the puzzles requires consulting the booklet Guidebook to the Land of the Green Isles which is included in the game s package 2 3 Aside from providing additional background to the game s setting this booklet serves as part of the game s copy protection The player will not be able to pass the puzzles on the Cliffs of Logic that guard the Isle of the Sacred Mountain without information from the booklet The booklet also includes a poem encoding the solution to one of the puzzles in the labyrinth on the island In the re released edition the guide is part of the manual released on the game CD 4 Solving the puzzles in the game usually requires traveling between the islands that make up the game world which is accomplished by means of a magic map Although a magic map had been used in earlier games of the series such as King s Quest III its implementation in King s Quest VI was different from earlier games in that it was only used for travel between islands which could not be reached using the walking interface 5 Plot EditThe game takes place almost entirely in a fictional kingdom called the Land of the Green Isles The kingdom comprises several islands and is described as being largely isolated from the outside world 3 The player can travel between different islands after obtaining a magic map 1 The center of the kingdom is the Isle of the Crown which has an Arabian Nights theme The Isle of Wonder is inspired by Alice in Wonderland and the Isle of the Sacred Mountain is inspired by Classical mythology The Isle of the Beast inspired by Beauty and the Beast is heavily forested and scattered with magical barriers There also are additional hidden areas 2 One of these is inhabited by a tribe of druids while another gives the player the option to confront Death 6 The game s opening cutscene shows Prince Alexander is haunted by memories of Princess Cassima whom he met at the end of King s Quest V when they were both rescued from the wizard Mordack After seeing a vision of Cassima in the magical mirror that his father acquired in the first King s Quest he sails to find her At the beginning of the game he is shipwrecked on the shore of the Isle of the Crown where he learns that the vizier Abdul Alhazred named after the author of the fictional Necronomicon has assumed control in Cassima s absence and plans to force her to marry him Alexander must explore the Land of the Green Isles in order to find and learn what he needs to rescue Cassima from the vizier 7 Multiple endings Edit A significant aspect of the story and gameplay is the option for the player to receive different endings based on choices made during the course of the game Partway through the game the player has the option to pursue either the short path or the long path with more puzzles and a more satisfying ending Upon completing either path the player is given a clue about what choices would have led to the other ending Endings contain many minor variables based on optional tasks 2 Almost half of the game s quests are optional many have multiple solutions and the open world design allows players to choose the order 8 Development Edit Crew filming real life actors for motion capture in a behind the scenes footage of King s Quest VI Robby Benson voiced the protagonist Prince Alexander King s Quest creator and designer Roberta Williams first met with Sierra newcomer and co designer Jane Jensen who would go on to create the Gabriel Knight series 1 in May 1991 to discuss the design for the upcoming sixth title in the series 9 Williams began preliminary work on King s Quest VI in June laying out the basic story 10 and worked alongside Jensen throughout July and August on coming up with design ideas after five months Williams and Jensen finished the documentation for the design 9 10 11 Two key goals of the writers were to keep the game s tone consistent with its predecessors while still making it a distinct title and to make players connect emotionally with the game Williams wrote the love story of Prince Alexander and Cassima specifically for this emotional attachment 10 Storyboards and character sketches were created by co director and project manager Bill Skirvin and the artist team John Shroades sketched 80 background paintings Motion capture transcribed the movement of real life actors shot on video to the more than 2000 character actions on computer Williams and Skirvin chose the actors and costumes for the shootings and Michael Hutchinson led the animation team that integrated the footage into Shroades s backgrounds 9 Chris Braymen composed the MIDI music and produced the sound effects 12 The 3D animated introduction was produced by Stanley Liu of Kronos Digital Entertainment a company that did special effects for such films as Batman Returns and The Lawnmower Man 1 13 14 This sequence is present with different edits and narrations in each of the DOS Windows Amiga and Macintosh versions 2 Jensen scripted the game defining for programmers the game s responses for the player s actions and the more than 6000 lines of written messages Robert Lindsley served as the game s lead programmer The game was coded on an updated version of the proprietary Sierra Creative Interpreter engine named SCI1 15 Robin Bradley served as the quality assurance tester throughout July 1992 the game went through constant testing Development wrapped in September when Sierra s marketing and distribution departments began promoting and releasing the game 12 In an interview with The New York Times Williams estimated the budget to have been about US 700 000 equivalent to 1 351 696 in 2021 and stated that the crew included more than 20 people working for 14 months 11 King s Quest VI was initially scheduled for release in September 1992 then delayed until mid October 16 It was then shipped on October 6 and launched on October 13 17 18 on nine floppy disks for DOS and Macintosh The Amiga version was ported by Revolution Software 19 Sierra which itself converted its games for the Amiga prior to King s Quest VI announced in early 1993 that it would cease releasing games for the platform however Revolution co founder Charles Cecil offered his company to make the Amiga conversion instead The port began development in March 1993 and was released for the Amiga in December 20 It uses Revolution s Virtual Theatre engine instead of SCI1 due to better performance on the platform 21 A CD ROM version of King s Quest VI released in 1993 for DOS and Microsoft Windows features an extended version of the opening sequence a full voiceover of every line of text in the game 2 22 and a revised soundtrack with a full version of the ballad Girl in the Tower The song was composed by Mark Seibert with lyrics by Jane Jensen and serves as the game s love theme playing in the end credits 1 23 Sierra sent a CD with the song to various radio stations and bundled with the game a pamphlet listing these stations and suggested fans to call them and ask for the song to be played 24 This resulted in Sierra receiving legal threats from stations bothered by excessive requests from listeners Sierra co founder Ken Williams responded to the stations by jokingly stating that the stations were the criminals for ignoring their customers something I believe no business should ever do 25 The Windows version includes higher resolution character portraits in dialogue sequences 26 Emmy winning director Stuart M Rosen directed the voice cast of King s Quest VI for the CD ROM version 27 which includes actor Robby Benson voice of the Beast in Disney s Beauty and the Beast who voiced Prince Alexander 28 Five additional people to the game s team were involved in the development of the CD ROM version 28 The second King s Quest Collection has a number of editions in which the CD with King s Quest VI do not include the Girl in the Tower theme song audio CD track so the Windows version simply crash during the credits and the DOS version plays the credits with no music 29 The King s Quest Collection release by Vivendi in 2006 includes the Windows version of the game but is set up to run the MS DOS version with text and speech in DOSBox 30 Release EditSales Edit According to Ken Williams about 400 000 copies of King s Quest VI were sold in its first week of release 25 and it topped sales charts for DOS games upon release in September 1992 still holding the number one position in December that year 31 The CD ROM version was the 5th best selling CD ROM game in November 1993 32 According to Sierra On Line combined sales of the King s Quest series surpassed 3 8 million units by the end of March 1996 33 By November 2000 PC Data reported that King s Quest VI s sales in the United States alone had reached between 300 000 and 400 000 units 34 Critical reception Edit ReceptionAggregate scoreAggregatorScoreGameRankings88 75 35 based on 4 reviews Review scoresPublicationScoreAdventure Gamers 36 Dragon citation needed Amiga Format69 citation needed Amiga Power70 citation needed Amiga WorldA citation needed CU Amiga89 citation needed Just AdventureA citation needed Dragon gave the game 5 out of 5 stars calling it one of the best adventure games on the market and writing that it has enormous replay value 37 Chuck Miller of Computer Gaming World stated that the number and quality of puzzles made King s Quest VI the first Sierra adventure in which he did not miss the older games text parser The magazine stated that while the graphic and sound were as good as other Sierra games the animation was especially lifelike It concluded that the game was the best of the King s Quest games to come out of Daventry and Sierra s finest adventure to date it has all the signs of becoming a classic 8 PC Format magazine was less positive giving the game a score of 72 It liked the lushly drawn graphics and pleasing sound but disliked the game for overuse of sudden death and being too limiting 38 Barry Brenesal of PC Magazine wrote King s Quest s latest sequel may be more of the same but that s no cause for concern A formula that s rooted in the likes of Charles Perrault and the Brothers Grimm needs no excuse for its theme And with Sierra at the design helm it also needs no apology for its treatment 39 Electronic Games reviewer Russ Ceccola wrote that the game will fully satisfy fans of the series inspiring them to a higher level of creativity with its almost hidden sections and plot elements and named it the finest installment in the series 11 Writing for Compute Scott A May said the game balances the story to attract all audiences and wrote that those who love action will find plenty to pump their adrenaline yet they won t be put off by the game s gentle romantic side 7 Just Adventure reviewer Adam Rodman gave the game an A 40 When reviewing the CD ROM version Computer Gaming World s Charles Ardai compared the game and series to vanilla ice cream but praised the incomparable graphics and stated that the voice acting was much stronger than in the previous game He concluded that King s Quest VI is a heartily inoffensive game full of light touches and not a great deal else however for plain vanilla King s Quest VI on CD ROM is about as good as it gets 22 Ardai later described the game as best selling though somewhat vapid adventures of Prince Pubescent in the Land of Cute 41 In April 1994 the magazine said that the CD version s quality voice talent throughout audibly displays that Sierra learned from their previous error and a worthy heir to the King s Quest lineage 42 Writing for CD ROM Today Neil Randall praised the CD version s addition of voice acting and the voices themselves but expressed disappointment that it doesn t improve the game s graphical details 43 CU Amiga gave a positive review of the Amiga version of the game singling out praise for the mouse control interface the graphics characters and the conversion from PC done by Revolution and gave it an 89 score 44 In an A review Peter Olafson of Amiga World equally praised Revolution s conversion and also commended the story 45 Amiga Power reviewer Jonathan Davies was less enthusiastic comparing it unfavorably with other contemporary point and click games in terms of innovation and rated it 70 19 Amiga Format s Dave Golder gave a similar assessment and rated it 69 46 In retrospective reviews made in the late 2000s Allgame gave both the PC CD ROM and Macintosh adaptations 2 stars out of five 47 while Adventure Gamers gave the game 4 stars out of 5 2 King s Quest VI is generally considered the best title in the series and is mentioned as one of the greatest games of all time 48 King s Quest VI was inducted into GameSpot s list of the greatest games of all time 6 and PC Gamer US named it the 48th best computer game ever in 1994 49 Adventure Gamers named it the 3rd best adventure game of all time GamesRadar placed it as the 5th best point and click adventure game in 2012 50 and Kotaku included it in its list of the 10 adventure games everyone must play 51 In 2011 Adventure Gamers named King s Quest VI the 13th best adventure game ever released 52 See also EditMysterioso PizzicatoReferences Edit a b c d e Hagerup Eivind 20 April 1998 King s Quest VI Heir Today Gone Tomorrow Adventure Classic Gaming Retrieved 4 April 2017 a b c d e f g Morganti Emily 16 May 2008 King s Quest VI Heir Today Gone Tomorrow REVIEW Adventure Gamers Retrieved 4 April 2017 a b Jenson Jane 1992 Guidebook to the Land of the Green Isles PDF Sierra On Line Retrieved 6 July 2014 1992 King s Quest VI Heir Today Gone Tomorrow Game Nostalgia King s Quest VI Heir Today Gone Tomorrow review a b Gouskos Carrie The Greatest Games of All Time King s Quest VI Heir Today Gone Tomorrow GameSpot Archived from the original on April 10 2006 a b May Scott A May 1993 King s Quest VI Heir Today Gone Tomorrow Compute ABC Publishing 152 88 89 a b Miller Chuck January 1993 King s Quest VI Heir Today Gone Tomorrow Computer Gaming World p 12 Retrieved 5 July 2014 a b c Shannon 1992 p 2 a b c DeBaun Rich Fall 1992 The Quest for King s Quest VI PDF InterAction Magazine Sierra On Line 5 3 20 26 Retrieved 3 April 2017 a b c Ceccola Russ February 1993 All about King s Quest VI EG learns the inside scoop from Roberta Williams and Jane Jensen Electronic Games 1 5 84 85 a b Shannon 1992 p 3 Spear Peter Winter 1992 King s Quest VI A Landmark Game PDF InterAction Magazine Sierra On Line 5 4 37 40 Retrieved 3 April 2017 Miller Chuck January 1993 The Puzzling Plight of a Princess in Peril Computer Gaming World No 102 pp 12 14 Retrieved 3 April 2017 Kalata Kurt ed May 2011 Introduction to Sierra On line Hardcoregaming101 net presents The Guide to Classic Graphic Adventures 1st ed CreateSpace Independent Publishing Platform ISBN 978 1460955796 Sierra On Line announces King s Quest VI delayed until third quarter profit shortfall likely PR Newswire September 8 1992 Retrieved August 26 2017 Sierra On Line reports second quarter and six month results PR Newswire November 12 1992 Retrieved August 26 2017 King s Quest VI ships Gold hottest title for Christmas 92 tops sales of any previous Sierra adventure PR Newswire October 13 1992 Retrieved August 26 2017 a b Davies Jonathan September 1994 King s Quest 6 Amiga Power 41 38 39 Return of the King The One Amiga 61 48 November 1993 Fuente Derek Dela July 1993 Beneath a Steel Sky Joystick No 40 Disney Hachette Presse p 93 a b Ardai Charles November 1993 King s Quest VI on CD ROM Computer Gaming World No 112 p 22 Retrieved 4 April 2017 Busch Kurt June 1993 King s Quest VI CD A Multimedia Masterpiece PDF InterAction Magazine Sierra On Line 6 1 49 Retrieved 3 April 2017 The radio station insert pamphlet that was bundled with King s Quest VI PDF Archived from the original PDF on 2016 07 18 Retrieved 2017 04 05 a b McElroy Justin 28 July 2015 Royal with cheese A King s Quest primer Polygon Retrieved 4 April 2017 Kalata Kurt ed May 2011 King s Quest Hardcoregaming101 net presents The Guide to Classic Graphic Adventures 1st ed CreateSpace Independent Publishing Platform ISBN 978 1460955796 May Scott A June 1994 Entertainment Choice Gabriel Knight Sins of the Fathers Compute ABC Publishing 165 89 a b Lewis Peter H 20 December 1992 Sound Bytes The Queen of Gaming Reigns at Sierra On Line The New York Times Retrieved 3 April 2017 King s Quest VI Heir Today Gone Tomorrow Help Sierra Help Pages 2006 Buying game collections Archived 2012 11 25 at the Wayback Machine Sierra Planet KQ Creator Gets Fortune Told Electronic Games 1 6 11 and 15 March 1993 PC Research Hits List of Top Selling Software Computer Gaming World No 116 March 1994 p 184 Sierra On Line Form 10 K Report Bellevue Washington March 31 1996 pp 7 9 Archived from the original on April 16 2018 GameSpot Staff November 7 2000 The 15 Most Influential Games of All Time King s Quest IV The Perils of Rosella GameSpot p 13 Archived from the original on May 25 2005 Retrieved February 17 2020 King s Quest VI Heir Today Gone Tomorrow GameRankings Archived from the original on 2 June 2019 Retrieved 3 April 2017 Morganti Emily 16 May 2008 King s Quest VI Heir Today Gone Tomorrow review Adventure Gamers Retrieved 15 February 2020 Lesser Hartley Lesser Patricia Lesser Kirk April 1993 The Role of Computers PDF Dragon No 192 pp 57 58 Archived from the original PDF on March 19 2015 Ricketts Ed December 1992 King s Quest VI Review PC Format 15 54 Brenesal Barry February 23 1993 After Hours Fantasy Follow Ups With Four New Sequels Computer Role Play Lives On PC Magazine 12 3 470 473 Rodman Adam Review King s Quest 6 Heir Today Gone Tomorrow Just Adventure Archived from the original on July 21 2001 Ardai Charles March 1994 Voices In The Knight Computer Gaming World pp 32 36 Invasion Of The Data Stashers Computer Gaming World April 1994 pp 20 42 Randall Neil Winter 1993 Entertainment King s Quest VI CD ROM Today 3 Kings Quest VI CU Amiga 50 73 April 1994 Olafson Peter November 1994 The Game Preserve King s Quest VI Amiga World 10 11 54 56 Golder Dave August 1994 King s Quest V Amiga Format 62 58 59 King s Quest VI Heir Today Gone Tomorrow Overview Allgame Archived from the original on November 14 2014 Retrieved April 19 2022 Barton amp Loguidice 2009 p 154 Staff August 1994 PC Gamer Top 40 The Best Games of All Time The Ten Best Games that Almost Made the Top 40 PC Gamer US 3 42 Tong Sophia April 10 2012 Best point and click adventure games GamesRadar Archived from the original on July 12 2014 Retrieved August 25 2017 Alexander Jem March 17 2015 The 10 Adventure Games That Everyone Must Play Kotaku Retrieved August 25 2017 AG Staff December 30 2011 Top 100 All Time Adventure Games Adventure Gamers Archived from the original on June 4 2012 Retrieved February 17 2020 Bibliography Edit Barton Matt Loguidice Bill 2009 Vintage Games An Insider Look at the History of Grand Theft Auto Super Mario and the Most Influential Games of All Time 1st ed Focal Press ISBN 978 0 240 81146 8 Shannon Lorelei 1992 King s Quest VI Heir Today Gone TomorrowHint Book 1st ed Sierra On Line External links EditKing s Quest VI at MobyGames King s Quest VI at IMDb King s Quest VI Technical Help on the Sierra Help Pages Retrieved from https en wikipedia org w index php title King 27s Quest VI amp oldid 1141305416, wikipedia, wiki, book, books, library,

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