King's Quest IV: The Perils of Rosella Development and Bouncers Release Credits: Difference between pages

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sierraw>Andrew Branscom
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{| width="850" align="center" cellspacing="10" cellpadding="10"
==<br /> SEGA CD Credits ==
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| [[File:KQBookPage022A.png | 400px]] <div align="left">The King's Quest IV ''team. Left to right, standing: Chris Hoyt, Ken Koch, Carolly Hauksdottir, Chane Fullmer, Jeff Stephenson, Eileen Fisher-Stewart, Robert E. Heitman. Teresa Baker; left to right, sitting: John Hamilton, Roberta Williams, William Skirvin. (Photo courtesy of Larry Owens)''<br />&nbsp;</div>
| [[File:KQBookPage022B.png | 400px]] <div align="left">''Ken Koch and Chant Fullmer, both SC! programmers, discuss a change with Roberta. (Photo courtesy of Larry Owens)''</div>
|}
 
==<br /> Game Design Document ==
 
<!-- * [[File:PDF.png]] [[Media:KQ4DesignDocument.pdf|King's Quest IV: The Perils of Rosella Design Document]] &nbsp; <span class="DLInfo"> PDF File []</span> --> <!-- {{CitationReq}} --><!-- <ref>[http:// Game Design]</ref> -->
* [[File:PDF.png]] [[Media:KQ4(TheMakingOf).pdf|The Making of King's Quest IV: The Perils of Rosella  ]] &nbsp; <span class="DLInfo"> PDF File [145 KB]</span> <ref>By Donald B. Trivette, from the Spring 1989 Sierra Newsletter</ref><!-- The Making of King's Quest IV by Donald B. Trivelle -->


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===<br /> Concept Art ===
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| align="center"| King's Quest 4 Concept Art 1<ref name="artist">Artwork by </ref> || align="center"| King's Quest 4 Concept Art 2<ref name="artist" /> || align="center"| King's Quest 4 Concept Art 3<ref name="artist" />
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==<br /> Developer Notes ==
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{{Quote|Attrib = {{RobertaWilliamsQ}}<ref>[[Roberta Williams Anthology Manual|Roberta Williams Anthology manual]], pg. 53</ref>
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Before King's Quest IV was released, word leaked out that Graham would have a heart attack and might die.  Fans were upset enough to write in, asking to save Graham.  I wanted King's Quest IV to have some pressure applied to you: a timed game, taking place over a 24-hour period, so you roam around during the day and eventually it turns to night.  I don't remember other games using the same scenes at night; it looked creepy.
The story always comes first, but the technology plays a big part in what you can't do.  When Wizard and the Princess shipped for the IBM PC, you could play it all in B&W or in 4 hideous CGA colors.  When we created EGA support for King's Quest IV, we got higher resolution (to get facial expressions and body language).  For music support, Ken met someone at a trade show, made a few calls to Roland, and suddenly we could add an orchestra to the games.  That did a lot in establishing the mood.  I loved King's Quest IV's terrifying "Zombie's Night" and joyful "Cupid's Theme" songs.  King's Quest IV won the Software Publishers' Association's "Best Adventure Game" award in 1989.
I knew the female lead is just fine for women and girls who play the game, but wasn't sure how it would go over with some of the men.  And you know what?  It wasn't as controversial as I expected.  However, it was real strange at first designing the game; quite a different point of view.  Have the woman die bothered me more than I expected.
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==<br /> Game Transcript ==
* [[File:PDF.png]] [[:File:kq4-GmeTranscript.pdf|King's Quest IV: The Perils of Rosella Game Transcript]] &nbsp; <span class="DLInfo"> PDF File [215 KB]</span> <ref>Text Extracted by [[:User:BBP|Bonny Ploeg]]</ref>
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==<br /> References ==
==<br /> References ==
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==<br /> Related Links ==
==<br /> Related Links ==


* [[King's Quest Series]]
*  
* [[Princess Rosella]]
* [[:Category:Game Development|Game Development]]
 
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[[Category:Development Pages]]
[[Category:Credits Pages]]
[[Category:Game Design]]
[[Category:Release Credits]]
[[Category:Game Development]]
[[Category:Game Developer Notes]]
[[Category:Game Transcripts]]

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