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Sierra King's Quest 6 AGI Demake

Fatberg Slim

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Some madman remade KQ6 as a text-input AGI-era adventure, using AGI Studio and some assets from other early Sierra AGI games:
https://kq6agi.com/

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Normally I'd consider a project like this as too faux-nostalgic and precious, but in this case I'm all for it since I preferred Sierra's AGI and SCI0-based games to the newer icon-based ones. I never played KQ6 so I'll check this out, although I'd be interested in thoughts from those who played the original as to whether this might an improvement. Hopefully the parser here understands (and requires) verbs besides "look", "use", "get", and "talk" or whatever icons the original had.
 

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https://www.pcgamer.com/games/adven...ings-quest-6-has-been-18-years-in-the-making/

This demake of King's Quest 6 has been 18 years in the making​


Standing on a beach in the AGI demake of KQ6


In the early 1980s, Sierra was at the forefront of the move from text adventures to adventures of the graphical kind—first with Mystery House, and later a string of games made in the studio's own Adventure Game Interpreter, like the first King's Quest and its immediate sequels. AGI allowed for sound effects, music, and 16-color vector graphics, depicting protagonists who moved around scenes with the arrow keys. You still had to type "lift plank" and "get ring" to interact with things, but you had something nice to look at in addition to the paragraph of text you'd get by typing "look" in each new location.

AGI's heyday lasted until 1988 when it was replaced by the Sierra Creative Interpreter, an updated scripting language that would eventually allow for hundreds of colors and digitized voice in games like King's Quest 6. Generally considered the best of the series, King's Quest 6 does still have a few dead ends you won't immediately know you've blundered into by not talking to a certain person or picking up the right object at the right time—an unfortunate hallmark of the series—but there are less of them overall. If you fondly remember one King's Quest game from your youth, this is probably the one.

Brandon Kouri's introduction to videogames were King's Quest 5 through 7, as well as Myst, which he played with his dad and sister. It was only when he decided to go back to the series' beginnings that he saw AGI with its distinctively large pixels and power-walking characters. "I was enthralled by it," Kouri says. "Something about it really sparked something in me, and I wanted to know everything about it and how it worked."

There's definitely a different vibe to each era of the adventure game. When I replay Quest for Glory: So You Want to Be a Hero I'm as likely to go back to the EGA original as the VGA remake—not just for the simpler graphics, but for the increased options a parser interface gives over more modern pointing and clicking. Trying to figure out the right phrase to type to perform an action makes you feel more present and engaged than clicking on everything you can see until something happens.

When Kouri discovered community tools used by fans to make their own games in AGI, he tinkered with small projects like his own version of Oregon Trail before wondering what King's Quest 6 would look like had it been made in the older scripting language. When he began, he had no way of knowing it would become an 18-year-long project.

"Of course I did not work every day solid for 18 years on this," Kouri says. "There were times where I would work feverishly for an extended period, and other times where it would lay dormant. Progress was slow and time-consuming. Often, I could not find motivation to work on it. I would become tired of the low-resolution graphics, and the typing interface. Trying to figure out all the things a player would type gave me fits. KQ6 is really not suited for the AGI system, so the strain on the memory was a major obstacle."


Walking across the throne room in the AGI demake of KQ6


Whenever Kouri's motivation flagged, he went back to his favorite AGI game, Mixed-Up Mother Goose, which does for nursery rhymes what King's Quest 6 does for stories like the Arabian Nights, Alice in Wonderland, and Beauty and The Beast—mashing them up in a modern retelling. "I think [Roberta] Williams' voice shines clearly and beautifully throughout it. I just think it's absolutely gorgeous, and a beautiful piece of AGI engineering."

The other thing Kouri didn't know when he started working on his demake of King's Quest 6 was that other players would be interested in it. He was several years into the project before he uploaded a video of his progress to YouTube. "I was surprised by a small group of very passionate people who demanded that it be finished and released," he says. "Would never have guessed."

At the time, his work was on "a disassembled computer in a closet 1,500 miles away from me." But those ardent YouTube commenters inspired him to dig it out, and then continue his work during the pandemic. In 2024, 18 years after he began, he finally finished and released it as a free download on kq6agi.com. It quickly began doing the rounds on forums, YouTube, and Reddit. "I'm not connected to the gaming world or retrogamers," Kouri says. "Within a couple days of releasing the game, I have seen people playing it on the Nintendo DSi, Game Boy Advance, old Tandy computers, and Hercules monochrome displays. I had absolutely no idea this community existed."


Standing on the prow of a ship in the AGI demake of KQ6


The King's Quest 6 demake is a glimpse into an alternate timeline where Roberta Williams and Jane Jensen made the highlight of the King's Quest series with a quarter of the pixels, no voice acting, a soundtrack of bleeps, and a text parser. It's a fascinating artifact, letting fans of the original see it again with new eyes.

"I guess a personal 'pie in the sky' dream of mine would be that the Williams' and Jane Jensen knew about this game," Kouri says. "However, I would hope that they would appreciate it. I feel a little weird making something based on someone else's intellectual property. I am reminded of a scene from Julie & Julia, where Julia Child is upset at Julie Powell for making all the recipes in her cookbook."

So what would Kouri say if he could tell the creators of King's Quest 6 about his love letter to their work? "I would say this: 'Thank you for my childhood. Thank you for the emotions of joy and wonder that continue to stir my imagination to this day. I present this game to you as a gift. It is my gift to you.'"
 

Fatberg Slim

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Some thoughts after playing through this:

- It's decent enough as an adventure game and I'm glad I played. I never played the original and can't make any comparisons

- Nice use of nostalgic assets from previous AGI games. Hearing the spell preparation music from KQ3 still makes me anxious :lol:

- Graphics seemed muddier than the 1980s AGI games and reminded me of C64 demo screens in a way, maybe because they attempted a level of detail that this resolution can’t handle. I’m no graphics whore, but there were a few times where I had to look up screenshots from the VGA version to figure out what the hell specific objects were:

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- The parser was more annoying than in Sierra’s AGI games, mainly because it didn’t give feedback as to whether it didn’t recognize a word at all vs it did recognize everything but didn’t understand what I meant. Maybe this is inherent to the software used to develop the game, but it made figuring out which words to use a lot more difficult. You can’t just rely on “talk”, “get,” and “use” for everything, which is nice

- There are some parts that I assume were an attempt to translate cursor-based puzzle-solving to a system that doesn’t have cursors. I appreciate the creativity, but I found these sections to be very painful with poor input detection. This was especially true in the part where you need to climb up a mountain for 5 screens, which at least is keeping the legacy of KQ3 alive :argh: I have to admit that this could be because I played the game with ScummVM which the documentation explicitly warns you may cause problems, so I may have brought this on myself :oops:

I'd try other SCI1-era Sierra games de-made like this but I'm not holding my breath.
 
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I saw this project and it’s kind of cool that someone took the time I guess, but I have no interest in playing it, despite being a fan of parser-based EGA/SCI-era Sierra stuff.

I just don’t really get the point beyond the basic novelty. KQ6 is mostly impressive for its (truly remarkable) production values in the art and sound departments. Stripping those parts out/down to basics leaves a pretty linear adventure game, albeit one with a couple different possible endings and slightly above average writing. It’s like if someone remade Myst into a text adventure. Thats cool I guess, but, uh… why?
 
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Yeah, I see the massive work that went in this game but I'm not a fan of demakes tbh. Especially in the case of a game like KQ6 which had some of the finest VGA art and stunning MT32-soundtrack. The only game that would really benefit from a demake is Simon 3 imho. Anyway, I congratulate the guy to complete and release his game after these many years. That alone deserves some praise.
 

luj1

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Unpopular opinion: I know 6 was supposed to be the pinnacle but I liked Kings Quest 7 in its own way
 

Fatberg Slim

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I saw this project and it’s kind of cool that someone took the time I guess, but I have no interest in playing it, despite being a fan of parser-based EGA/SCI-era Sierra stuff.

I just don’t really get the point beyond the basic novelty. KQ6 is mostly impressive for its (truly remarkable) production values in the art and sound departments. Stripping those parts out/down to basics leaves a pretty linear adventure game, albeit one with a couple different possible endings and slightly above average writing. It’s like if someone remade Myst into a text adventure. Thats cool I guess, but, uh… why?

Yeah, I get it. For me the main draw for this project was the switch to a text-based parser rather than the graphics changes, and even then I realize this isn't going to be a positive move for many people. A text-based parser could allow for more creative puzzle-solving than an icon-based one, but that's not really going to be the case when the parser changes after the game is designed rather than when the game is built that way from the ground up.
 

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He wanted to do it and he did it and then he shared it.
There is no more point to that.
 

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