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King’s Quest Collection for Mac: Seven Classic Games in One

  • disgeasechighsertt
  • Aug 17, 2023
  • 7 min read


In this latest adventure, King Graham takes players back to his first test as ruler of Daventry. When a mischievous horde of goblins takes his kingdom hostage, a newly crowned & woefully unprepared Graham must rise up to free his people & prove himself the leader he was destined to become.Will Graham & his friends unearth a way to escape their rock-brained captors? Will he take for granite everything he learned as an adventurer? Does he have the stones to reclaim his mantle & lead his kingdom to safety? Will the hat make it out ok?




King’s Quest Collection for Mac



It also contains assorted videos, including making of, interviews, anniversary material, promo videos for KQ7, etc. The Fun has Just Begun, Sierra Technology History, 15 Years of Products, Roberta Williams' Inspiration Interview, Ken & Roberta Sierra Future Interview, Roberta Williams Designer Interview, the Making of KQ6, Intro Sequence, KQ6 Art Slideshow, KQ7 Promo, and two About KQ7 interviews.


Note: The French version is worth checking out as it does have some updated features over the floppy version (some extra sound effects not accessible to Sound Blaster in the original). It is sort of a mix of a floppy and cd-rom versions, and has both French/English subtitles accessible inside of a menu (minus English text for the intro). The release however has a game breaking bug towards the end making it impossible to beat. This can be fixed with some 3rd-party patches. English text can be added to the intro with a 3rd-party patch as well.


This collection was released alongside other collections for Police Quest, Space Quest, Leisure Suit Larry, and Quest For Glory as part of the Collector's Series (though this and QFG Anthology did not have the Collector's Series logo on the bottom edge of the box as rest of the series did), however, the "Collector's Series' logo does appear on the cd case itself..


King's Quest Collection (1995) It contains 1 (AGI & SCI versions) through 6, King's Questions, Graham's Board Game Challenge. It contains all of the bonus material from the 15th Anniversary Collector's Edition. Including french KQ5, German KQ6, making of interviews, anniversary material, promo videos for KQ7, etc. The Fun has Just Begun (unique to this and 1995 version), Sierra Technology History, 15 Years of Products, Roberta Williams' Inspiration Interview, Ken & Roberta Sierra Future Interview, Roberta Williams Designer Interview, the Making of KQ6, Intro Sequence, KQ6 Art Slideshow, KQ7 Promo, and two About KQ7 interviews.


The collection contains other Roberta Williams games: Laura Bow 1, Laura Bow 2, 1986 Mixed Up Mother Goose AGI, 1990 Mixed-Up Mother Goose Multimedia (VGA CD), Mystery House, Wizard and the Princess, Mission Asteroid, Time Zone, and Dark Crystal, as well as a playable demo of Chapter 1 of Phantasmagoria 1.


Note: Some sites claim this collection has two versions of KQ5 based on Disk 1 having a folder marked KQ5 (17 Mb), and another one on disk 3 (110 Mb). ScummVM Wiki claims that this is the floppy version and the CD-rom version. However, this is not the case. The 17 Mb file appears to be just the 'small' install for the CD-Rom version. Both share the same file version (1.000.052) indicating they are the same version. The actual floppy version is only about 10 Mb in size, and was released in two versions (0.000.051 & 0.000.062). ScummVM will detect both folders as CD version. SCI-Viewer will also show that the files are the CD-Rom assets minus the audio files and other elements (the game does have game script files). Attempting to play the 17 Mb folder in ScummVM will cause a crash as it is missing resources that are required to play the game. It is possible to get it to run in dosbox (however with no sound except for non-compressed midi music, and of course no 'subtitles', the CD character portraits pop up where conversations occur) Don't be fooled into buying this collection if you are looking for the floppy version.


It contains most of the bonuses from the previous versions including; Developer's Shield, Royal Scribe, and Chest. It does not contain all of the videos from the previous versions. It contains making of and intro videos for KQ6, and the intro and ending videos for KQ7. It has an added Sneak Peak of KQ8: Mask of Eternity. It only contains a few help aid files (saved games and diagrams/screenshots for Belltower, whale tongue, and KQ3 caverns).


In 1984, Roberta Williams introduced the kingdom of Daventry in the first of the phenomenally successful adventure series King's Quest. Throughout the years, the six following adventures set new standards for computer games. Chock-full of cutting edge graphics, rich story lines, and compelling gameplay, the series chronicles the history of a mythical kingdom in a world rife with magic and wonder. Whether you're a long-time fan of the series or just curious as to what all the hype is about, The King's Quest Collection will thrill, charm and entertain you for hours.


The King's Quest Collection (also known as the King's Quest: Classic Collection in the UK) is a collection of the first seven King's Quest games. It was released by on CD-Rom and later through Steam (and a few other digital download services).


The bravest knight in all of Daventry, Sir Graham, is appointed by the dying king to embark on a Quest for the Crown. By retrieving the three treasures of Daventry, he will not only save the land but become its king.


The artwork which marketing describes as "Become a brave knight, Sir Graham, where you will protect the land - both as a warrior and as a king", appears to be based on the King's Quest Companion 2nd Edition which also had Graham facing off with a Dragon. The artwork itself from the Companion may have been based off the KQ3 box artwork.


Three collections consisting of the classic AGI versions of King's Quest I-III[6], 4-6[7], and 7-8[8] published by Activision through GOG.com (2009). It can be bought as a single bundle collection at a reduce priced.


Life is easy in the magical kingdom of Daventry, at least so long as the Graham family is at its helm. The wonderful, surreal land, filled with fantasy creatures and untold wonders, is just waiting to reveal its secrets to you, if you so wish. Take part in the adventure of Princess Rosella, trying to save her father from certain death. Help the brave King retake his family and castle from the hands of the ruthless wizard Mordack, then join Prince Alexander in finding and saving his significant other in the Land of the Green Isles.


Note: This collection contains the bugged drivers for the intro video from the previous 2006 collection. So the animation is glitchy. This can be fixed by replacing the driver with the file from another Sierra game.


Note: This collection is incompatible with the Sierrahelp.com installation patch (that removes loading times, no-cd bug, and various glitches throughout the game). Because the game searches for a Cd-Rom drive, it will bug out on on netbooks, and laptops without an optical drive. This can be bypassed with the use of a virtual drive, such as Daemon Tools.


Seven classic games in one collection. Celebrate the golden age of adventure games all over again with the return of King's Quest. The bravest knight in all of Daventry, Sir Graham, is appointed by the dying king to embark on a Quest for the Crown.


From 1994 (and later 1995?), same as the King's Quest Collector's Edition 15th anniversary edition. There is possibly two released versions of this collection. The difference is gold foil embossed cover, and non embossed cover versions.


The 1997 collection is sometimes known as King's Quest Collection 2 according to some websites (though technically it's the third KQ-specific collection). As it is the second collection specifically titled "King's Quest Collection" it was noted as King's Quest Collection 2 in retail store inventory systems of the time to differentiate it from the prior release.


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]


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]


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]


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] 2ff7e9595c


 
 
 

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