Difference between revisions of "King's Quest IV: The Perils of Rosella"

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'''''King's Quest IV: The Perils of Rosella''''' featured SCI's higher resolution graphics as well as [[AdLib]] and [[Roland MT-32]] music with a "full soundtrack" by [[w:William Goldstein|William Goldstein]]. An [[agiw:AGI|AGI]] version of [[agiw:King's Quest IV: The Perils of Rosella AGI|King's Quest IV]] was co-developed for customers who could not meet the high hardware requirements of Sierra's new [[SCI]] engine. A customer who purchased the game that could not run the game was able to send in his SCI disks in for replacement with the AGI version.
 
'''''King's Quest IV: The Perils of Rosella''''' featured SCI's higher resolution graphics as well as [[AdLib]] and [[Roland MT-32]] music with a "full soundtrack" by [[w:William Goldstein|William Goldstein]]. An [[agiw:AGI|AGI]] version of [[agiw:King's Quest IV: The Perils of Rosella AGI|King's Quest IV]] was co-developed for customers who could not meet the high hardware requirements of Sierra's new [[SCI]] engine. A customer who purchased the game that could not run the game was able to send in his SCI disks in for replacement with the AGI version.
  
Hardware began to advance beyond what AGI could utilize, so Sierra began development on its next engine, '''SC'''ript '''I'''nterpreter or later [[Sierra Creative Interpreter|'''S'''ierra '''C'''reative '''I'''nterpreter (SCI)]]. A year before the last official AGI game, [[agiw:Manhunter 2: San Francisco|''Manhunter 2: San Francisco'']] in 1989, Sierra released the first SCI (SCI0) game, [[King's Quest IV: The Perils of Rosella]] in 1988. In keeping with Moore's Law, SCI could take advantage of the constantly increasing capabilities of the new hardware. As with AGI in its day, SCI was a big leap forward in technology. SCI's 200px x 320px vector graphics allowed for noticeably better graphics over AGI's 160px x 200px. While still just 16 colors, but SCI0 introduced dithering, which mixed pixels of different colors into the same fill areas that gave the effect of more than 16 colors.
+
Hardware began to advance beyond what AGI could utilize, so Sierra began development on its next engine, '''SC'''ript '''I'''nterpreter or later [[Sierra Creative Interpreter|'''S'''ierra '''C'''reative '''I'''nterpreter (SCI)]]. A year before the last official AGI game, [[agiw:Manhunter 2: San Francisco|''Manhunter 2: San Francisco'']] in 1989, Sierra released the first SCI (SCI0) game, [[King's Quest IV: The Perils of Rosella]] in 1988. In keeping with [[w:Moore's Law|Moore's Law]], SCI could take advantage of the constantly increasing capabilities of the new hardware. As with AGI in its day, SCI was a big leap forward in technology. SCI's 200px x 320px [[w:Vector graphics|vector graphics]] allowed for noticeably better graphics over AGI's 160px x 200px. While still just 16 colors, but SCI0 introduced dithering, which mixed pixels of different colors into the same fill areas that gave the effect of more than 16 colors.
  
 
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Revision as of 12:57, 16 March 2016

King's Quest IV
{{{Image}}}
Release Date: September 1988
Project Status: N/A
Latest Version: {{{ReleaseVersion}}}
Developer(s): Sierra
Publisher: Sierra
Designer(s): Template:Roberta Williams
Source Available:  No
Category: Full Release
Type: {{{Type}}}
Genre: Adventure
Theme(s): {{{Theme}}}
Engine: SCI0
CP Scheme: {{{CopyProtection}}}
ESRB Rating: {{{ESRBRating}}}
Platform: Template:MS-DOS, Amiga, Template:Apple IIGS, Template:Atari ST
Localization: English
Website: www.sierra.com


King's Quest IV is the first SCI game. To showcase their new SCI engine, Sierra chose its flagship series, King's Quest, to be first to have its next installment to be developed in SCI.


Description

King's Quest IV: The Perils of Rosella featured SCI's higher resolution graphics as well as AdLib and Roland MT-32 music with a "full soundtrack" by William Goldstein. An AGI version of King's Quest IV was co-developed for customers who could not meet the high hardware requirements of Sierra's new SCI engine. A customer who purchased the game that could not run the game was able to send in his SCI disks in for replacement with the AGI version.

Hardware began to advance beyond what AGI could utilize, so Sierra began development on its next engine, SCript Interpreter or later Sierra Creative Interpreter (SCI). A year before the last official AGI game, Manhunter 2: San Francisco in 1989, Sierra released the first SCI (SCI0) game, King's Quest IV: The Perils of Rosella in 1988. In keeping with Moore's Law, SCI could take advantage of the constantly increasing capabilities of the new hardware. As with AGI in its day, SCI was a big leap forward in technology. SCI's 200px x 320px vector graphics allowed for noticeably better graphics over AGI's 160px x 200px. While still just 16 colors, but SCI0 introduced dithering, which mixed pixels of different colors into the same fill areas that gave the effect of more than 16 colors.

KQ4AGI Fishermans Shack.png

KQ4AGI Fisherman's Shack

KQ4 Fishermans Shack.png

KQ4SCI Fisherman's Shack


SCI introduced support for the new sound cards. This expanded its audio capabilities over that of AGI's three voice with noise channel sound PCjr/Tandy sound. With the advent SCI, music became an inseparable part of Sierra games. Even though the first exposure most had was with AdLib's hoots and honks, it also supported the MPU-401, which allowed Sierra's composers to create some amazing Roland MT-32 sound tracks. KQ4's MT-32 track gave a quality to the game's music that at the time was unsurpassed.

File:KQ4AGI Intro.ogg File:KQ4 Intro.ogg
KQ4AGI Intro
KQ4SCI Intro
File:KQ4AGI Dwarves Mine.ogg File:KQ4 Dwarves Mine.ogg
KQ4AGI Dwarves's Mine
KQ4SCI Dwarves's Mine


Versions

There have been a number of releases of the SCI version of the game, with interpreter versions ranging from 0.000.247 to 0.000.502. In addition to revisions of the PC version, there were ports for other platforms. These ports often had different features based on what the abilities of the target platform. The Amiga port had digital sound effects for environmental sounds, which was missing from the PC version.

Note that the first version(s?) of the game did not recognize resources outside of the resource archive. This made patching the game more difficult as new resource patches cannot simply be dropped into the game's folder. To be accessible to the game the patch needs to be packed and mapped in the game's resource archive to be accessible to the game.

SCI0 (early)

Game Game version Interpreter version Date Notes
King's Quest IV: The Perils of Rosella Unknown 0.000.253   Interpreter does not support patch files
King's Quest IV: The Perils of Rosella 1.000.106 0.000.274 1988-09-19 Interpreter does not support patch files
King's Quest IV: The Perils of Rosella 1.000.111 0.000.274 1988-09-23 Interpreter does not support patch files

 

SCI0 (late)

Game Game version Interpreter version Date Notes
King's Quest IV: The Perils of Rosella 1.003.006 0.000.409 1988-12-19 Requires KQ4FIX patch
King's Quest IV: The Perils of Rosella 1.006.003 0.000.502 1989-06-12  
King's Quest IV: The Perils of Rosella 1.006.004 0.000.502 1989-08-07 Ego walks faster diagonally

Amiga

Game Game version Interpreter version Date Notes
King's Quest IV: The Perils of Rosella 1.023     Environmental and other incidental sound effects

Atari ST

Game Game version Interpreter version Date Notes
King's Quest IV: The Perils of Rosella 1.003.006 1.001.008   Conversion by Template:Corey Cole

PC version 1.000.106 and 1.000.111 are the only ones with the original detailed graphics. For 1.003.006 and later versions, Sierra simplified the background graphics to make the game fit on one 5.25 inch disk less, removing background detail and separate night pictures.

The KQ4FIX patch dated 1989-02-15 addresses error message "0x80/653 not found" at DOSBox cycle settings above 1500 when entering the screen with the waterfall. This patch only applies to version 1.003.006. This problem was corrected in the later version 1.006.003 and is not needed in versions 1.006.003 or 1.006.004.

PC version 1.006.004 is the latest PC version and has the main character walking faster diagonally. It also changes the arrangement for the Fisherman's theme (for the better) and replaces "Lolotte's death" music with a completely different one. This is the version used for the King's Quest Collector's Edition, King's Quest Collection Series, Roberta Williams Anthology, King's Quest Collection (2006), GOG King's Quest 4+5+6 Collection.

 


Screenshots

There are two main releases of the SCI version of this game, 1.000.111 and 1.006.004. What is notable is the second release has more refined PICs or background images. Also, the first release used completely new PIC resources for all of the night scenes. The second release used PICs that were night sky overlays that were displayed over the daytime PIC.

 

KQ4-003-1 000 111.png

version 1.000.111 Pool Screen

KQ4-003-1 006 004.png

version 1.006.004 Pool Screen

KQ4-004-1 000 111.png

version 1.000.111 Ogre's House

KQ4-004-1 006 004.png

version 1.006.004 Ogre's House

KQ4-006-1 000 111.png

version 1.000.111 Witches' Cave

KQ4-006-1 006 004.png

version 1.006.004 Witches' Cave

KQ4-103-1 000 111.png

version 1.000.111 Night Pool Screen

KQ4-103-1 006 004.png

version 1.006.004 Night Pool Screen


Story

 


About

 


Downloads

GOG

New Installers

Requires files from the original distribution media. Works with all versions of the game.
This new installer includes a Munt enabled build of DOSBox for MT-32 sound. It requires that the "MT32_CONTROL.ROM" and "MT32_PCM.ROM" ROMs be present on installation. Requires files from the original distribution media.
This installer not only includes the Munt enabled build of DOSBox for MT-32 sound, but also adds sounds from the Amiga versions with a patch by NewRisingSun. Requires files from the original distribution media.

Demos

Patches

Lockups or errors at the waterfall scene (for version 1.003.006 only)


Walkthroughs/Hints


Related Links