King's Quest IV: The Perils of Rosella (AGI) Technical

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General Information

While King's Quest IV: The Perils of Rosella SCI featured SCI's higher resolution graphics as well as AdLib and Roland MT-32 music with a "full soundtrack" by William Goldstein, many users had older systems that did not meet the hardware requirements of SCI. 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 Fisherman's Shack


KQ4SCI Fisherman's Shack

Sound

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.

KQ4 AGI Intro
KQ4 SCI Intro
KQ4 AGI Dwarves's Mine
KQ4 SCI Dwarves's Mine

Graphics

Sound

Requirements


MS-DOS

width="200" | Minimum OS:
Minimum CPU: Intel 8088 / 8086 8mhz
Minimum RAM: 256 KB
Minimum Video RAM: N/A
Graphics Modes: Hercules, CGA, PCjr, Tandy / PCjr, EGA, VGA
Audio Hardware: PC Speaker,Tandy/PCjr Sound, Game Blaster (CMS)[1]
Input Devices: Keyboard, Analog Joystick
Media: 4 3½" floppy diskettes
Notes:


Tandy

Minimum OS:
Minimum CPU: Intel 8088 / 8086 8mhz
Minimum RAM: 256 KB
Graphics Modes: Hercules, CGA, PCjr, Tandy / PCjr, EGA, VGA
Audio Hardware: PC Speaker,Tandy/PCjr Sound
Input Devices: Keyboard, Analog Joystick
Media: 4 3½" floppy diskettes


Apple II

Minimum OS:
Minimum CPU: Apple IIe
Minimum RAM: 128 KB
Graphics Modes: Double Hi-Res
Input Devices: Keyboard, Analog Joystick
Media: 5.25" floppy diskettes


Apple IIgs

Minimum RAM: 512KB
Input Devices: Keyboard, Mouse, Analog Joystick
Media: 3.5" floppy diskettes
Notes: Hard Drive Installable


Amiga

Minimum OS:
Minimum CPU:
Minimum RAM:
Graphics Modes:
Sound Devices Supported:
Input Devices: Keyboard, Mouse, Joystick
Media:


Atari ST

Minimum OS: 520 ST
Minimum RAM: 512KB
Input Devices: Keyboard, Mouse, Digital Joystick
Media: 4 3.5" Double-sided floppy diskettes

Patches

  • No Official Patch


New Installer

Requires files from the original distribution media. Works with all versions of the game.


Debug Modes

Note: In the newer versions of the game most of the debugging commands do not work

Command Result
TP Teleport to room[2]
GIMME GIMME All objects get added to inventory
OBJECT ROOM Shows in which room certain object is located
OBJECT Gives information on objects on screen
ROOM Shows coordinates of ego
ALT + P Shows priority screen
ALT + M Shows available memory
ALT + I Gives information on objects on screen
ALT + E Shows position of ego
ALT + X Shows coordinates of ego
SHOW PRIORITY Shows priority screen
SET PRIORITY Sets priority
RELEASE PRIORITY Returns to normal visual screen
CREATE DAY Turns the game into day
CREATE DARK Turns the game into night
TIME Gives in-game time
TRACE Trace mode (originally, but does not work)

References

  1. CMS support requires patch
  2. For a list of room numbers for KQ4, see the King's Quest IV Room Maps


Related Links