Showing posts with label Sierra. Show all posts
Showing posts with label Sierra. Show all posts

Tuesday, June 30, 2015

Disappointing Use of Licenses in NES Games

Often, when a video game relied on a licensed character or movie, the results often were terrible.  It is as if so much of the budget was taken up by the licensing fees that there was nothing left over to make a good game or hire good programmers.  Most games based off movies are garbage on the NES, no one particularly enjoys having to play through Total Recall, Predator or Hudson Hawk.  Many of those games were released by LJN or Acclaim, but picking on them is rather like picking the low hanging fruit.

Instead, I am going to focus on games from developers or publishers with a proven record of good games.  My criteria for this blog entry is that the license has to come from another type of media, whether a film, a TV series, a cartoon, a toy line, a comic book or a novel

Konami :

Monster in My Pocket
This is a decent game, but when dealing with Konami, decent just doesn't cut it.  While you have two characters you can play as, they aren't really all that different.  This side scroller does not have any substantial flaws, but there is nothing especially memorable about it.

Star Trek 25th Anniversary
When I play this game, I get the feeling like it so wants to be the PC game of the same name.  This is not surprising because Interplay was responsible for both.  The NES game takes some elements of the classic PC adventure game like having crew members on the away team with different strengths and each officer on the bridge having his or her own position.  However, the top down exploration stages with constantly respawning hidden enemies and maze-like environments does not feel very Star Trek 25th-Anniversary like to me.

Teenage Mutant Ninja Turtles
Where do I begin?  TMNT may have sold well but only because the Turtles craze was just beginning to establish itself.  This game does have a certain Konami polish to the graphics and music, but the game is way too unfair.  Enemies constantly respawn, there is laughable recovery time after being hit, the turtles have a huge hit area and except for Donatello their weapons do pathetic damage to their enemies.  There are tricky jumps and the play control is a tad too loose.  Flicker is all over the place.

The next two TMNT games for the NES are much better than this.  I always get the feeling that with this first game, Konami really did not "get" the Turtles.  While most of the elements that had been established by 1987 were there, the resulting game did not feel like an adaptation of the cartoon series, which was the catalyst and the focus of the phenomenon for the next several years.  The moody music and outlandish enemy designs feel like they came more from the original comic than the cartoon.

I understand that the developers had little to work with, only elements from the comic book and season one of the animated cartoon were available as reference materials.  However, the arcade game of Teenage Mutant Ninja Turtles was also released in 1989 and does not feature any material beyond season one, yet that game was able to capture the spirit of the franchise admirably.  Looks like Konami gave the NES game to the "B Team".

Top Gun I & II
Most NES flying games are not especially memorable, and these are no exception.  One of the main problems are the endless hordes of indistinguishable enemies.  The NES simply did not have the horsepower for anything more than rail-shooters, so these games don't offer you any real freedom.  The first game has some of the most annoying landing sequences ever found in a video game and you cannot seem to turn fast enough to attack enemies.  The second game overcompensates by having too sensitive controls and enemies that fly by too fast to hit.

Sunsoft :

Fester's Quest
While Sunsoft appeared to adapt the overhead view of Blaster Master for this game, that was about the only smart thing they did with the title.  The Addams' Family is little seen and the Addams Family Mansion is reached only far into the game.  The enemies constantly respawn and your gun and whip do little damage.  A turbo controller is required to really play.  Instead of losing gun or whip power when you get like Blaster Master, you lose it by touching gun and whip downgrades, which become more common as you power them up and are surprisingly easy to touch.  Fester moves slowly, and if he gets hit by the flies, his movement rate gets far worse until he finds some shocks.  You have a tiny lifebar and the bosses take a long time to beat.  You find bosses in these buildings with featureless 3-D Mazes, something I always hated on the NES.  There is almost nothing of the quirky macabre humor which the Addams Family was known for.

Platoon
This was a port of a Commodore 64 game, and while its not as bad as the port of Myth to Conan, the original game just isn't that good.  The game is essentially a collection of mini-games, and usually in 8-bit land the sum is not the greater of its parts when it comes to different gameplay styles being combined in a cartridge.  The first stage is a maze of finding objects, but most of the time you are simply trying to avoid dead ends.  You are easy to hit, there are hard to see traps and bullets, and enemies can be unavoidable.  The music is appropriately moody, but the backgrounds just appear to be shades of brown.  The second stage is something like a 3-D maze, but at least it has something like a map.  I never bothered to get past the second stage.

Capcom :

Disney's Adventures in the Magic Kingdom
As with Platoon, noted above, this is another collection of mini-games.  The platforming in the Haunted Mansion is passable, but Space Mountain feels like Dragon's Lair with the "press the right button at the right time mechanic."

TaleSpin
Capcom made six games based off Disney TV franchises, and five of them (Ducktales 1 & 2, Chip 'N Dale 1 & 2, Darkwing Duck) were great.  This one, while a decent game, is not great.  Its a shump and has a certain amount of distinctiveness in that there are horizontal and vertical scrolling portions in the same level and that you can fly forwards and backwards.  However, the chief issue is that the scale is wrong, the characters and enemies are too small to be really distinctive.  Also, your character moves too slowly and his default gun is hard to aim diagonally, does little damage and upgrades are not plentiful.

Pony Canon/FCI :

Advanced Dungeons and Dragons : Heroes of the Lance
Pony Canon/FCI could usually be counted on for reliable, if not spectacular ports of PC games, but this one is where they utterly failed to release a playable game.  Heroes of the Lance is based off the Dragonlance Saga series of novels and AD&D campaign setting from TSR  The object of the game is to take a party of eight heroes into a dungeon to recover a magic item.  It was released first for PCs and then got a NES port.  Whatever virtues the underlying game had, and they seem pretty sparse, were totally lost in translation.

This game has virtually no redeeming features.  The in-game graphics suffer from being too small in relation to the background.  The status menu takes up half the screen.  The character sprites have so little detail and the backgrounds are just drab gray and black.  The music is the same monotonous piece that seems to play throughout the game.  There are only three types of enemies when you first start, a fighter, a dwarf and a lizard-creature.  The latter two are both unfair, the dwarf attacks lower than you normally do, making him hard to hit.  The lizard creature shoots projectiles at chest height and impossible to dodge.  By the time you close in to melee with him, one of your characters may be dead.  The control scheme and hit detection must have been devised in Hell, the very act of attacking is a chore.  When you close into attack range, you can hold down the B button to attack, but it rarely registers a hit on a monster regardless of how close you are.  Your characters move and attack so slowly.  You can run by holding down a directional.  Jumping across chasms is pretty much accomplished by luck.

This game has battery backed memory for saving games, but considering how awful this game is, it is a waste.  There were far many better games more deserving of a battery save than this piece of garbage.

Kemco :

The Bugs Bunny Crazy Castle
This originally was a Roger Rabbit game when it first appeared on the Famicom Disk System, but Kemco only held the license in Japan so it did a graphics makeover using Bugs Bunny and Looney Tunes characters when it was released.  This game is very monotonous, with the same music playing over and over and very few environment changes.  Weirdly, most of the enemies are differently colored Sylvesters with occasional appearances of Yosemite Sam, Daffy Duck and Wile E. Coyote.  However, in the original game, the Sylvesters were the Weasels, of which there were four in the movie.   You cannot really stop yourself going in and out of doors and down an incline or scroll the screen to see what is just outside your view, leading to many cheap deaths.

The Bugs Bunny Birthday Blowout
This game is more ambitious than Kemco's previous offering, but its far easier than you would expect.

Superman
Superman never had a great reputation for spawning great video games, and this one is almost as bad as the N64 title.  Super-deformed characters and pastel graphics remind me of the Atari 2600 title, which was no classic.  The music is nothing you will be humming in the shower either.  Superman in this game can use several powers, but for only a very limited number of times unless you find a way to replenish each special power bar.  He default attack is a punch, but the punch has no animation that tells the player the range of the attack.  How close do you have to be to an enemy?  It is hard to say.  Of course, the enemies you first encounter shoot at you, and as either Clark Kent or Superman you are quite vulnerable to bullets.  You jump almost to the top of the screen as either Clark or Superman. It does not take too much punishment to kill Superman, enemies can damage you even by touching and when they die they will often release an item that will reduce your life.  The game gives you virtually no guidance on what you need to do.

Data East :

Captain America and the Avengers
As far as superhero games go on the NES, this may be the best of the bunch that is not part of the Batman franchise.  You can play as Captain America or Hawkeye, but the two are not really that different.  Captain America has a more limited range than Hawkeye shield comes flying back and he jump higher, but otherwise there is little else to distinguish the two.  The main issue is that the play control is stiff.  Graphics are okay, but the music is bland.  Compared to X-Men, Silver Surfer and Spider-Man, this is probably the high water mark for Marvel Comics-based NES games, but that is damning with faint praise.

Taito :

Indiana Jones and the Last Crusade
Weirdly, both Taito and Ubisoft released games based off the film Indiana Jones and the Last Crusade.  They could not be more completely different.  Ubisoft's version was atrocious and looks like a port from the ZX Spectrum.  However, Ubisoft doesn't have a reputation for NES classics, Taito does, but not judging by this game.  The graphics are small and hard to distinghuish.  The game is very monochromatic with brown and gray hues throughout.  Trying to digitize real life photographic images never works on the NES, the palette color restrictions make it almost impossible to do well.  The music, after a passable rendition of John Williams' music from the film, but otherwise it is pretty nondescript.

The gameplay reminds me of the PC game Bruce Lee, where you run back and forth trying to avoid bad guys, but having to fight them if you cannot.  In fact, the Cross of Coronado level requires you to beat a certain number of them before you can acquire the cross.  Fighting bad guys is just a button mash and many of them take lots of hits and inflict lots of hits on you.  There are also overhead racing sequences like Spy Hunter and a timed puzzle with the move the blocks with one empty block.  You are quickly given choices of what you can do, but in order to complete the game, you have to beat all stages.

Rare :

Who Framed Roger Rabbit?
Rare is known for some good NES games, although all its games during this period were published by third parties.  Unfortunately, Roger Rabbit's official NES game is no better than what was done with Bugs Bunny's Crazy Castle.  Roger Rabbit is an adventure game where you collect items to overcome obstacles and there are lots of items to collect.  The most important objects are the four pieces of Marvin Acme's Will, scattered across four areas of Los Angeles.  Most items unfortunately only have a limited number of uses and replacements are hard to come by.  That is because almost all the items in the game are completely randomized when you start a new game.  You can go around the four areas of the game world and talk to people, but most are unhelpful.  You have to protect Roger, who is otherwise useless, from the Weasels.

Some items allow you bypass obstacles, rattles get you past rattlesnakes, a rose lets you talk to Jessica Rabbit, and TNT and a Detonator lets you break the barrier to the Toontown tunnel.  Others like the gun and exploding cigars, are more useful as weapons.  You shouldn't go into caves without a flashlight, rattles and spring boots.  You can find and ride Benny the Cab, which is far faster than walking across L.A. If you encounter weasels, you have a limited amount of time to select the punchline to a joke or they capture Roger and you lose a life.  You also lose a life if you get run over, fall into a pit or get bumped too many times and lose your sense of humor.

The graphics and music for the game is pretty appropriate.  Unfortunately, you will have a hard time from keeping from bumping into things like cats and dogs.  They can bump you while you are searching drawers and desks for items or talking to people and you cannot move to avoid them while you search or talk  Also, defeating Judge Doom at the end of the game will have you throwing your controller at the screen.

Mostly, this game is about constant searching, everywhere, for everything.  There is little sense of progression, just doing the same thing over and over and over again.  It takes seemingly forever to search desks and cabinets, and the game has lots and lots of them. The people can sometimes tell you if the building has items in it. The maps reuse the same tiles over and over, making it easy to get lost.  The items are mostly randomized, which may have worked in Atari's Adventure when there were only six, but not when you need to collect almost two dozen.  Finally, the game gives you three lives and two continues, but when you lose those continues, you have to start over from the beginning.   The game has a 22 digit password, but as a final kick in the teeth, you have ONLY 45 SECONDS to write it down.

Sunday, March 22, 2015

The Forgotten Switch : The Atari 2600's B&W/Color Switch

The original Atari 2600 VCS had six switches to control the various game functions, Power On/Off, B&W/Color, Left Difficulty, Right Difficulty, Game Select and Game Reset.   In the early models of the console, there were six aluminum switches, symmetrically spaced on either side of the cartridge slot, three on the left, three on the right.  Later, Atari redesigned the console to reduce costs and put the left and right difficulty switches on the back of the console and used standard plastic switches instead of aluminum.  Even with this change, there were still two switches to the left of the cartridge slot and two to the right.  This continued into the Atari 2600jr, except that all the chrome switches had been replaced with plastic.  Nonetheless, the symmetry of the Atari 2600 is an aesthetic that has been seldom been so rigorously pursued in a console's design throughout its lifespan.

Atari 2600 Light Six Switch
The standard Atari joystick only had one button and the cartridges were too small at first for title screens, menus and logos.  Changing settings were done by these switches and the program reading the appropriate port.  Only the Power On/Off switch had a fixed function, it was connected directly to the electrical path that powered the console.  The other five switches were each connected to a bit on an I/O port.  The game could do whatever it wanted with them, but by convention the Game Select and Game Reset switches usually did just as they indicated.  While Left and Right difficulty were originally intended to set a handicap for one or both players, human or computer, they could just as easily be used to adjust game characteristics.

Atari 2600 Woodgrain Four Switch
The Black and White switch is the focus on this blog entry.  It is just as important as the other switches, yet too frequently overlooked and left off modern products.  The original intent of this switch was to alter the game to switch its colors when the switch was set to the B&W position.  The player should set it if playing on a B&W TV to improve contrast between the player/missile/ball graphics and the playfield/background.  The Atari 2600 had sixteen choices of colors or hues and eight levels of brightness or luminances.  Typically, when the B&W side of the switch was activated, the program would switch to using the eight monochrome shades offered by the 2600.  Sometimes, it would use more muted colors.  On a Color TV, the B&W choices would come very close to simulating what the image would like on a true B&W TV.  Here are two examples to show when this would be useful :

Combat - Color Switch
Combat - Color Switch on Simulated B&W TV
Combat - B&W Switch
Air-Sea Battle - Color Switch
Air-Sea Battle - Color Switch on Simulated B&W TV
Air-Sea Battle - B&W Switch
However, it is very important to remember that a B&W TV was often the second TV in American households in the late 1970s and early 1980s.  If the parents did not want the kids to hog the main TV with video games, they would hook the system up to a second TV.  Few U.S. TVs had two color TVs during this time frame.  Many kids grew up playing video games on B&W TVs, it is a very important part of retro gaming that too often overlooked.

From 1977 until 1982, most Atari and then Activision (made up of ex-Atari programmers) games used the B&W/Color Switch as originally intended.  In fact, until Atari's silver label cartridges and Activision's special label cartridges, it is easier to compile a list of games that did not use the B&W/Color switch as originally intended.  They are as follows :

Atari/Activision Games that Do Not Support B&W

Atari
3-D Tic-Tac-Toe
Asteroids
Superman
Backgammon
Demons to Diamonds
Super Breakout
Yar's Revenge

Activision
Activision Decathlon
Crackpots
Dolphin
Enduro
Frostbite
Keystone Capers
Oink
Plaque Attack
Pressure Cooker
Robot Tank
Spider Fighter

When it comes to Atari Silver, Children's or Red labels or Activision's Special labels, unless the game was previously released as a text or picture label, it will almost certainly not use the B&W/Color switch as intended.  In addition, relatively few third party games released during the 2600's official lifespan use it.  There are some exceptions, and this is not intended to be a complete list but for illustrative purposes :

Other Companies that Support B&W as Originally Intended

Alien
Star Wars ESB
Bank Heist
Dragonstomper
Frogger
Music Machine
Star Voyager
Seamonster
Space Tunnel
Realsports Volleyball
M.A.S.H.
Malagai
Mega Force
Worm War I
Crash Dive
Revenge of the Beeksteak Tomatoes
Joust

Finally, there are several games that use the B&W switch for a special function unrelated to its original intent. Often it could be used to pause the game, but other games assigned a unique function to it.  Here is a list of games that I have verified :

B&W Switch used for Something Else

Space Shuttle (engine controls)
Cosmic Ark (turn on/off star field on some cartridges)
Fantastic Voyage (pause)
Solaris (inverts planet horizons)
Mouse Trap (removes playfield)
Starmaster (brings up Galactic Chart)
Beany Bopper (pause)
Flash Gordon (pause)
Spacemaster X-7 (pause)
Secret Quest (brings up Status Screen and password)

There are undoubtedly more games than on this list, but it serves as an illustrative example of why the B&W/Color switch should not be utterly ignored.  Devices like the Atari Flashbacks which do not include the B&W/Color switch will not function as originally intended with these games.  

Activision Logo

On a totally unrelated Atari 2600 subject, it is interesting to note how consistent Activision was with its in-game logo.  Activision always displayed its logo "Activision" on the game screen for every game.  In its early games like Fishing Derby, the logo would simply be present somewhere on the bottom of the screen.  For the later games, like Pitfall, the text Copyright 198x would appear, then the Copyright text would scroll up and Activision would appear. On games released near the crash, there would be a rainbow leading into the A in Activision.  The A itself was redesigned, otherwise the logo pixel pattern seems identical :

Scrolling Logo 1982-1983
Scrolling Rainbow Logo 1983-1984
Beamrider is the only game where the Activision logo is not always seen during gameplay from the pre-crash era.   Beamrider was the first game to use the (c) character instead of the word Copyright.  It is also the last time the rainbow version of the Activision logo would be used.  Ghostbusters is unique in that it does not have the word Activision is not using the standard appearance.   After Ghostbusters, the (c) and year would be instantly replaced with the non-rainbow Activision logo, no scrolling.  Also, if the game was licensed from another company, that company's name would appear after Activision's.  

Wednesday, March 11, 2015

Cajoling Sierra and LucasArts Games to Play Tandy Sound on a Non-Tandy System

Sierra's AGI engine games, which formed the bulk of their mid 80s PC offerings, supported Tandy graphics and sound.  LucasArts' early SCUMM engine games also supported Tandy graphics and sound.  As far as sound went, the Tandy 3-voice chip was the only alternative to the PC Speaker.  However, Tandy sound chips were almost exclusively found in Tandy 1000s and PCjrs.  They were not generally available in PCs and never available to the general public as a sound card.

The main reason why no one put the 3-voice TI SN76496 sound chip inside their PCs was because it utilized the same address space (C0-C7) as the 2nd DMA controller in the IBM PC AT and clones.  The blame for this was on IBM, which had designed both the PCjr. and AT.  Although the 2nd DMA controller was not really important until the mid 90s, PC clones that wanted to manufacture AT compatibles had to include it.  While this was not the only reason why the sound chip was not generally available, it was a daunting hurdle when every game that used it had to write directly to the registers located at the contested I/O location(s).

Games cannot detect the Tandy sound chip because it can be written to but not read.  They can detect a Tandy 1000 or an IBM PCjr. by reading identifier bytes in the BIOS area of these machines.  For the PCjr. it is FD at F000:FFFE and 21 for the Tandy 1000s at FC00:0000.  When the programmers have their programs search for these bytes, then they know that Tandy or PCjr. graphics and sound are present in the machine.  However, Tandy allowed its machines, starting with the SX, to use other graphics cards, complicating matters.

Graphics cards can be detected by software.  A MDA adapter can be identified by reading from a status port at 3BA and a CGA by a status port at 3DA.  Hercules cards can be detected by some unused (by IBM) bits in the status port.  An EGA, MCGA or VGA can be detected via BIOS extensions and readable registers, particularly at 3C0-3CF.  MGCA can additionally be assumed if the system returns the ID byte for an IBM PS/2 Model 25 or 30, FA at F000:FFFE

Distinguishing CGA from Tandy video is tricky because Tandy video (almost) perfectly emulates the latter from a hardware perspective.  There are generally two ways a programmer can distinguish CGA from Tandy video.  First, Tandys use IRQ5 for vertical retrace, CGAs do not.  However, often this functionality is disabled because hard drive adapters also tend to use IRQ5 in 8-bit slots.  The other way is through the amount of video memory available.  Tandy video can use 32KB while CGA video only uses 16KB, so if a program writes a value to a memory location in the lower 16KB and a different value to the memory location exactly 16KB above the first memory location written, if the first memory location is the same as the second memory location, you have a CGA, and if the locations are different, you have Tandy.  This only works for CGA cards with access only to 16KB of RAM.

Despite these issues, an ISA card is being developed that will put Tandy sound on a non-Tandy PC.  If it is completed, you will be able to run virtually any DOS game that allows you to specify the audio in an install or setup program of via the command line.  Some games are a bit difficult when asked to do this, and here are instructions on how to coerce some games to work in this (for now) hypothetical scenario.

Sierra's Adventure Game Interpreter

Games affected :

King's Quest I, II, III, Space Quest I, II, Mixed Up Mother Goose, Police Quest, Leisure Suit Larry, The Black Cauldron, Donald Duck's Playground

Solution :

Any of these games released with an AGI Interpreter version of 2.917 or later can support Tandy sound with an EGA or VGA adapter present.  The latest interpreters are also required to avoid having graphical garbage be left on the screen from animation due to some self-modifying code in the graphics card drivers the game uses in earlier interpreters.  You will need the command line argument -t if you are not running the game on a Tandy 1000.  This tells the executable to use Tandy graphics and sound, but the program conducts checks for an EGA or VGA adapter and will use them if present.  It will still give you Tandy sound.

However, if you have a version of the game that uses an AGI Interpreter below 2.917, you will need to copy over the interpreter files from another game with that interpreter.  Here are the interpreter files :

AGI or SIERRA.EXE
AGIDATA.OVL
CGA_GRAF.OVL
EGA_GRAF.OVL
HGC_FONT
HGC_GRAF.OVL
HGC_OBJS.OVL
IBM_OBJS.OVL
JR_GRAF.OVL
SIERRA.COM or KQ[1].COM, KQ2.COM, KQ3.COM, LL[LSL1].COM, PQ[1].COM, SQ[1].COM, SQ2.COM, BC.COM
VG_GRAF.OVL

The real executable is the AGI file, the .COM file is a loader which implemented the key disk copy protection.  (The .COM file is also necessary to set up these games to work correctly on the PCjr., otherwise it is not needed).  To keep people from using these files interchangeably, Sierra included the initials of the game in the encrypted AGI file.  If that name does not match the game files, then the program will refuse to run.  You will need a cracked .COM file and a program called AGI Decryptor to decrypt the AGI file into an executable AGI.EXE.  Then you must hex edit the AGI.EXE file to change the name of the game.  Then it will run.

Games using AGI Interpreters with 3.xx work without any intervention required.

This will not work with any booter game, as Tandy video is the best video adapter they support, without major hacking.

LucasArts SCUMM

Games Affected :

Maniac Mansion (both non-Enhanced and Enhanced), Zak McKracken and the Alien Mindbenders (both non-Enhanced and Enhanced), Indiana Jones and the Last Crusade : The Adventure Game (both 16-color and 256-color versions).

Solution :

These games autodetect Tandy 1000s and will use Tandy graphics and sound.  If they are not being run in a Tandy 1000, they will use PC Speaker sound.  They support an EGA or VGA card in a Tandy 1000.  With a little bit of hex editing, you can force the executable to always use Tandy sound (but nothing else).  The instructions can be found here : http://www.vogons.org/viewtopic.php?t=31657#p260253

It is not impossible that the executable may be compressed because it was necessary to fit it on the floppy disks.  In that case, you will need an EXE unpacker like UNP or LZEXE before you can hex edit the files.

Indy 3 will always use Adlib sound if an Adlib or Sound Blaster is in the system, even in a Tandy 1000. If you use the above method, you will need to remove the sound card to hear Tandy music.  It will never autodetect a Game Blaster, which is supported in the 256-color versions and 16-color version 3.14.

While typically DOSBox's Tandy mode obviates the need for these patches, in the non-Enhanced versions of Maniac and Zak, you will be able to enjoy the crisper text of the EGA and VGA modes with this patch.

Notes :

Neither series of games will show the correct graphics with a CGA or Hercules card when these methods to force Tandy sound are used.

Monday, August 4, 2014

HomeWord - Sierra Online's Easy to Use Word Processor

Ken Williams, who founded what would become Sierra Online in 1979, was a programmer. He had worked service bureaus selling computing services to businesses.  He programmed on mainframe computers, and bought an Apple II with a disk drive to develop a FORTRAN compiler.  His wife Roberta loved playing computer text adventure games, and persuaded him to program her idea for a game on his Apple II.  The result was Mystery House and the rest was history.  Within a year of Mystery House's 1980 debut, Sierra had published a Word Processing program called ScreenWriter, but felt there was a market for a more family-friendly program.

The end result of Sierra's efforts was HomeWord, released for the Apple II and ported to the IBM PC and PCjr.  Sierra's program was not going to compete with WordStar, WordPerfect or even Microsoft Word.  In fact, it was marketed toward people who would have been too imtimidated by WordStar's command shortcuts or WordPerfect's brick-thick manuals.  Many, many home-market friendly computer companies released word processors.  Broderbund's Bank Street Writer was one of the products against which HomeWord would compete.  Sierra would later release HomeWord II, which would have full hard drive support.  HomeWord came with a tutorial cassette to walk the novice user through his first word processing session.

In this blog entry I am going to take a look at HomeWord for the IBM PCjr., released at the end of 1983.  It was sold through IBM for $75.00. This version only ran on a PCjr., it will fail to load if it detects the presence of DMA, which would indicate a PC.  It came with an overlay for the PCjr. chicklet keyboard that looked like this :


The disk was formatted for DOS 2.1, but was copy-protected.  It required the user to save his files to a formatted floppy disk.  It could exit to DOS and contained programs like FORMAT and DISKCOPY to allow the user to do that without needing his DOS disk.  The program did not support hard drives.  Hard drives were extremely expensive in 1983 and were not intended for the consumer PCjr.

When you boot the HomeWord disk, you will see the following :

Doesn't this look familiar...
 then this :

I sincerely doubt they sold nine hundred million copies
After the title screen, the disk's AUTOEXEC.BAT file will automatically execute the DOS DATE and TIME commands, in order to remind you to set them.  The PCjr. had no real-time clock, but even so, many people were probably too lazy to set the date and time.  After the date and time prompts, the program would show you this screen :


The menu is using a tweaked 4-color graphics mode 04h, which requires less RAM than a 16-color mode but more flexibility than the PCjr. text modes.

HomeWord is pretty functional for a basic word processor, and the commands are easy to use.  The program is will describe what you need to do, and you can see the results fairly quickly to make sure you have it right.  The program will allow you access to most, if not all, of them via the menu.  However, learning the shortcuts makes things easier (refer to the overlay in the image above).  Instead of going through all its capabilities, let me allow the program to show some of them to you :

Beginning of the Document
Menu Selections
Scrolling Down is done by the Cursor Control (Arrow) keys
The program also supported 80-column "text", in reality graphics mode 06H :

80-column mode, note the use of inverse text to identify functions
The PCjr.'s graphics capabilities were not quite ready for WYSIWYG, but Sierra did try to give the user a good idea of what the document would look like before they used the print command.  On the bottom right of the screen, there is a miniature version of the page, showing the text alignment as it was being typed.  There is also a "show document" command that will display the whole document as it will appear on the printed page.  The scrolling happens automatically, and you need to press the spacebar to pause it.  Unfortunately, there is no obvious option to have it pause screen by screen.

The program supports custom margins, combining documents, headers and footers and page numbers.  It does not support automatic footnotes, but that was a function of high-end Word Processors.  The resulting files are very small and almost plain-text, so only the formatting would be lost.  If you want to show off your mastery of printer escape codes, there is a function which would allow you to insert them into the document.  You can also see the raw ASCII for the document.

Most keyboard functions are handled by the Control key, but the Alt key is sometimes required and the Fn key will also be frequently used.  Since I don't have the manual, I am not aware of the function that will bring the cursor to the beginning or end of the line.  Once you turn a function on, like Bold or Underline, the function will apply to all text until you use the Normal function to turn those attributes off.  No support for italics, but that was not a common feature of the printers of the day.

Here is the end result as printed on my IBM Compact Printer.  Although this program has explicit support for a serial printer, it refused to print anything more than two lines with that selection.  It would stop printing, saying my printer wasn't ready.  The hell it was!  I believe it was confused because I had an Internal Modem and the Parallel Printer Attachment installed.  Instead, I tricked it into thinking it was printing to a parallel printer via the DOS mode command.  Using the MODE command found in DOS 2.1, I used the following commands to fool the program (you have to exit the program first, type the commands in DOS, then restart it):

mode lpt1:=com2:
mode com2: 1200,n,8,2,p

With that, the printer printed as well as the Compact Printer can, and here is a scan of the results :

To Boldly Go, or maybe Not
This program was designed to run on a 128KB PCjr., and suffers from the performance limitations of that machine.  Even so, the program is not as slow as you might expect.  I do not know if the speed can be improved by loading it after using a device driver to allow it access to the fast memory contained on a PCjr. attachment, but I suspect it would.

Monday, November 4, 2013

Playing King's Quest and King's Quest II Booters

The original King's Quest and its sequel, King's Quest II : Romancing the Throne were originally released for the IBM PC platform as self-booting copy-protected disks.  They could not be read by DOS, did not require DOS to run and could not install themselves to a hard drive.  Sierra released King's Quest in 1984 and King's Quest II in 1985.  They were the first games to use Sierra's Adventure Game Interface (AGI) engine.  Eventually with the releases of King's Quest III : To Heir is Human and Space Quest : Chapter One : The Sarien Encounter, Sierra allowed its games to be copied to and run off hard drives.  Each game would need the original first floppy disk, the key disk, to pass the copy protection check and decrypt the executable.

King's Quest - IBM PCjr. Copyright Screen
King's Quest - IBM PCjr. Title Screen
King's Quest - IBM PCjr. & Tandy 1000 In-Game Screen


The booter versions of King's Quest I-II and The Black Cauldron did not use drop down menus or status bars.  To check your score, you go into the inventory screen.  The Escape key pauses the game.  They have a certain minimalist charm about them that their later DOS conversions lack.  They are also friendlier to older hardware since they only require 128KB of RAM.  The DOS conversions require 256KB of RAM.  King's Quest came on one PC booter disk but two DOS disks.  This wouldn't be much of an issue for owners of most PCs in 1987 when the conversions were marketed, but users of 128KB Tandy 1000s and PCjrs would be in need of an upgrade.  Sierra's disk routines are probably faster than Microsoft's.

King's Quest - IBM PC Copyright Screen
King's Quest - IBM PC Title Screen Composite Color Mode
King's Quest - IBM PC In-Game Screen Composite Color Mode
Another issue is with drawing the graphics.  With the booters on a slower machine, the game draws the vector outlines of shapes then fills the color and finally draws the objects.  This was changed for the DOS conversions as this gave some clues to the puzzles.  In the AGI DOS games, the screen draws itself fully then copies itself into the video buffer.  This may look, on a slower machine, as though the image were drawn from the top down.

King's Quest - IBM PC Title Screen RGB Color Mode
King's Quest - IBM PC In-Game Screen RGB Color Mode
King's Quest was released four times in the booter format.  The PCjr. version was released first, and the first release came with a full keyboard overlay for the chiclet keyboard.  A second release was only released with a strip for the "function" keys, as the replacement keyboard no longer had space in between the keys for the overlay.  Since the PCjr. was not the great success Sierra and IBM hoped for, Sierra converted it to the IBM PC.  The manual was much more ornate, the goofy illustrations from the PCjr. box and manual were gone, the story was more serious and more clues were given.  Finally, once the Tandy 1000 was released, Sierra released a version that would work with that system, which had graphics and sound capabilities virtually identical to the PCjr.  A separate reference card would accompany the PC and Tandy 1000 releases.

King's Quest - Tandy 1000 Copyright Screen
King's Quest - Tandy 1000 Title Screen
Each release is only supposed to be run on its own system.  The Tandy 1000 version may run on a PCjr., but there may be graphics errors at the command line.  The PCjr. version probably will run on a Tandy 1000/A, but only those with 128KB of RAM.  The PC version requires a CGA card and looks best when displayed on a color composite monitor or TV.  It will only switch to the RGB mode on startup, so you will always see the Sierra logo in black and white on an RGB monitor.  The sounds are downsampled for the 1-voice PC Speaker.  It will run on a Tandy 1000, which has excellent CGA compatibility, but the composite colors will not look correct.  It probably be playable with an EGA or VGA card, but palette will probably use light cyan/light magenta/high intensity white and a black background instead of green/red/brown and a blue background.  Use the DOS version instead.  The PCjr. will probably show major graphical errors if it tries to run the PC version.

King's Quest - DOS Title Screen
The PCjr. and PC versions of King's Quest allow the player to use the joystick at any time after starting the game.  The Tandy version requires the player to press a button on the joystick at the title screen to use it in game.  The PC and Tandy versions were programmed when 4.77MHz was the only speed available, so joystick calibration may be difficult or impossible when playing the game at a higher speed.  However, Graham's walking speed does not really increase when the game is run at a higher speed, but he will walk less slowly when walking on a screen with animated objects on it.  The PCjr. version is very sensitive to system speed, and eventually (in theory) the machine may be so accelerated that the game will play too fast.  Considering the slow speed of the 128KB PCjr., a slight uptick in the system speed would not be unwelcomed by most players.

The joystick was a very useful method of control for the AGI engine.  With the keyboard, one press of the key would make your character move until he hit an obstacle.  A second key press would be required to get him to change direction or stop.  With the joystick, the character will only move when the stick is manipulated in the direction past the dead zone.  When the stick is stationary, the character will not move.  This is extremely useful when crossing screen boundaries, as your character will not proceed blindly into a chasm, river, lake or into the hands of a monster.

Diagonal keyboard movement was added to the PC version via the number pad.  (The PCjr. has no number pad on either of its keyboards.)  This is especially convenient with the stairs leading up to the land of the clouds.  The original PC keyboard did not have dedicated arrow keys, so the character moved in eight different directions by the numberpad.  The Tandy 1000 version requires you to use the inverted-T arrow keys to move in the four cardinal directions (Up, Down, Left, Right).  Keys 1, 3 and 9 on the numeric keypad of the Tandy 1000 keyboard work to move your character diagonally, but key 7 does not (at least on my Tandy 1000SX).  Also, numeric keypad keys 2, 4, 6 and 8 do not move your characters in a cardinal direction.

In order to save with the booter versions, you will need a separate disk.  You must type the command "copy disk" (without quotes), which will make a play disk.  The game will allow you to save up to 26 games on the play disk, and each save is identified only with a letter.  The DOS conversions allow you to type in a description for your save, but for the booters you should keep a sheet handy.

King's Quest - Booter Interface
King's Quest - DOS Interface
King's Quest - DOS Menus
There is no "Greensleeves" in any of the booter versions, just an unremarkable fanfare tune at the title screen.  The enchanter uses a different graphic in the booter versions, in the DOS conversion he uses the King's Quest II graphic.  The monster theme from King's Quest II is reused in the DOS conversion for all the monsters in King's Quest DOS conversion.  The alligators in the booter versions are green but cyan in the DOS conversion.  The in-game sound is mostly sound effects or repeating notes when a monster appears on the screen.  The copyright screens and the "Grahame" name for the character in the PCjr. version are about the only noticeable visual differences between the three versions.

The PCjr. did not have separate function keys, so the number keys were pressed into service (without pressing Fn).  The PC and Tandy versions also use the number keys above the letter keys for the functions. King's Quest II used the function keys instead of the number keys (Ctrl + number for the PCjr.)  The numbers are a bit different from the eventually conventions which the DOS conversions and other DOS AGI games used :

Key    Function      (DOS Conversion Key)
1/F1 - Sound on/off (F2)
3/F3 - Save Game (F5)
5/F5 - Restore Game (F7)
7/F7 - Restart Game (F9)
9/F9 - Repeat Last Command (F3)

King's Quest only required one 360KB disk but the DOS conversion requires disk swapping with two 360KB disks.  You use Disk 1 for Daventry, inside King Edward's Castle and climbing up the Golden Egg Tree.  You use Disk 2 for the inside of the Woodcutter's Hut, Witch's House, after you enter the well and until you exit the cave, in the Land of the Clouds including the beanstalk and stair climbing screens, and the Land of the Leprechauns underground screens.

Its sequel, King's Quest II always came with two disks.  King's Quest consisted of a total of 77 rooms, but King's Quest II boasted 93 unique rooms.  King's Quest II supports the PCjr., PC with CGA and Tandy 1000 with one single version.  King's Quest II had three booter versions, 1.0W, 1.1H and Tandy v1.00.00, the latter two presumably including bugfixes.

King's Quest II - IBM PCjr. & Tandy 1000 Title Screen
King's Quest II - Credits
When the game is first booted, it will ask for Disk 2 just after asking whether the user wishes to use a joystick.  It will use Disk 2 for the introduction and the whole of the Kolyma overworld, including building interiors (Grandma's house, Dwarf's house, Hagatha's cave, Church and Shop) and the exteriors of Dracula's castle.  Disk 1 is used for Under the Sea, on the Mountain Top, inside Dracula's castle and for the Enchanted Land.  This cleverly minimizes disk swapping.

King's Quest II - IBM PC Title Screen Composite Color Mode 
There is no Space Quest Easter egg on the Mountain Top in the booter version, and the sign in the forest just south of where you find the stake discusses the Black Cauldron, not King's Quest III and Space Quest. King's Quest III - To Heir is Human is mentioned at the end of the game.

King's Quest II - IBM PCjr. & Tandy 1000 In-Game Screen
King's Quest II - IBM PC In-Game Screen Composite Color Mode
King's Quest II - IBM PC In-Game Screen RGB Color Mode
King's Quest II requires you to prepare a save disk using the "init disk" or "format disk" commands.  If you have a two disk drive system, it will save to drive B:.  Drive B: can be a 5."25 Double Density or 3.5" drive Double or High Density drive, and the game will have no problems saving to a Double Density disk.  I do not know if a high density 5.25" drive or high denisty 5.25" or 3.5" disks will work, but I have doubts.  This save disk cannot be read by DOS.  Again twenty-six saves using letters are allowed.

One welcome innovation in King's Quest II is the addition of walking speeds.  By typing "slow", "fast" or "normal" at the command prompt, your character's speed will increase or decrease.  "Slow" is very useful for stairs.  Fast helps you traverse across the land with very acceptable speed.  Slow and normal walking/animation speeds are not system speed dependent, but fast is.  Thus if you play this game on a Tandy 1000TL/3, which uses a 10MHz 286 CPU, you may find it a bit too fast more often than on a 7.16MHz 8088 Tandy 1000SX.  The DOS conversion adds a "Fastest" speed, which is not constant with the system speed, unlike slow, normal and fast for that version.

Compared with the DOS conversion, the music in the King's Quest II booter is very loud and much slower in tempo.  On a Tandy you may want to boot to DOS first, disable the internal Tandy 1000 speaker, reboot using Ctrl-Alt-Del and use the external speaker where you can control the volume if you do not have a headphone jack (Tandy 1000/1000SX).

When played on a PC or generic clone, you can switch between the composite and RGB modes in-game with Ctrl-R.  However, the game will not respond to that until you begin a game, so the introduction will always show in black and white for RGB monitor users.  With a generic PC using an EGA or VGA card, the RGB mode should work properly.

The need to wait for the disk to load each screen brings a different kind of playing style to these games. Unlike playing the game on a DOS computer or DOSBox that offers instantaneous loading times, the disk accesses force the player to try everything they can think of in each room.  It also allows the player to take in the scenery of each room, low resolution it may be.  Sometimes waiting, sometimes paying attention to detail may be the key to solving a puzzle.

Friday, September 7, 2012

Sierra's AGI Evolution

Over the years when Sierra was producing games using their Adventure Game Interpreter (AGI) interface, the company would often update their games to fix bugs or add new features.

The first AGI game, King's Quest, was released for the IBM PCjr. and was only meant to be played on that system.  However, as the PCjr. was not the smash hit that IBM and Sierra were betting on, Sierra quickly released a version for the IBM PC, essentially by substituting CGA and PC Speaker support for PCjr. graphics and sound support.  This version could support 4-color CGA graphics using the red/green/brown palette or 16-color color composite graphics when the CGA card was connected to a color TV or composite monitor.

Although it would take time for people to realize it, this was a watershed moment for PC gaming, as finally a high-profile game was released for and designed for the PC.  Previous PC games had been ports from the arcades or other home computers or from small-time publishers.  Sierra would be the first high profile publisher to concentrate on the IBM PC platform.

When Tandy released its 1000 computer in 1985, which had almost exactly the same graphical capabilities (the main difference being a relocatable graphics buffer) and sound capabilities as the PCjr., Sierra released a third version of King's Quest for that computer.  [A Tandy 1000/A/HD with only 128KB of memory can run the PCjr. version properly because the graphics buffer is in the same place as it would be on a PCjr.]  These versions of King's Quest are known as AGI0.  All later AGI releases support the PC and Tandy architectures, and most also support the PCjr.  All AGI version 1 games also were self-booting disks that did not require DOS or support a hard drive.  They did not have the white status/score bar, drop down menus and could only save games to a blank formatted floppy disk.  They offered in-game commands to format a floppy disk.  They could autodetect whether they were running on an IBM PC, IBM PCjr. or Tandy 1000.  Release period is 1984-85.

The most significant and immediate hardware improvement in the second version of AGI was to offer support for EGA cards, so non-Tandy/PCjr. users could view the games graphics in the most colorful and sharpest mode available.  The first game for the newer version, Donald Duck's Playground, was still a booter and a port of a C64 game that did not use AGI.  There are a pair of hacked versions floating around that allow the game to be played in DOS, but they use Atari ST or Amiga resources and are not as reliable when compared to true PC releases.  The game was subject to a license from Disney, and was not in release long enough for Sierra to produce an officially-hard drive installable version.  AGI2 thereafter was able to install the game to a hard disk and save games on the hard disk.  The early AGI interpreters still did not provide drop down menus, and speed control was not always present.  Releases date from 1986.

All AGI10 and AGI1 games were eventually re-released in AGI2.  Sierra added Hercules graphics support by the 2.4xx interpreters because Hercules cards were very popular in the mid-80s, by its early 1987 releases.  Unlike other graphics adapter, the Hercules mode will show typed text in a box in the center of the screen and pause the action like the later SCI0 engine.  The PC was, after all, primarily thought of as a business computer at this time and lots of PCs used monochrome TTL monitors and supported Hercules graphics.  The drop down menu bar gets implemented, as are adjustable animation speeds for all games.

Later improvements added support for MCGA graphics for the users of the IBM PS/2 Models 25 & 30, MCGA and EGA not being compatible.  Most 2.4 interpreter versions should support MCGA.  If not, you would forced to use four color CGA.  Also, since these games had key disk copy protection (requiring Disk #1 to be in the A: drive, even for a hard drive install), further fixes allowed the copy protection to work on 1.2MB drives for games with 360KB disks.  The IBM PS/2 computers and the Tandy 1000HX and TX all had 3.5" disk drives built in, so around mid-1987 Sierra began shipping dual-format release games for DOS with both 5.25" disks and 3.5" disks of the game in the same box.  Disk 1 for each disk type would be copy protected.

In all AGI2 games, the first disk for the game had to be inserted into the A: drive for the copy protection checks in the game executables to pass.  The key disks used a track with a checksum error, overlaid data on the sectors and non-standard sector sizes.  A standard PC floppy disk controller and DOS could not replicate these protections.  Only a device like the Central Point Software Copy II PC Option Board could fully replicate the protection, SuperLok 3.2.  The game's .com loader would make check for a bad track, and if found would then read a decryption key from it and decrypt the real executable, which is AGI.  Even if the game was installed on the hard drive, the first disk had to be in the drive.  Most versions of Police Quest were released without copy protection in an experiment in honesty.  So-called "slash" budget releases of these games also have the protection removed.

AGI2 releases with interpreter 2.917 or later do not exhibit the issue of footprint tracks for animation on faster hardware with EGA and VGA cards.  Sometimes Sierra shipped earlier versions on its Collection CDs.  There is a fix available, see my January 22, 2015 post in this thread : http://www.vintage-computer.com/vcforum/showthread.php?40365-Tandy-1000SX-Game-Issues

Bypassing the copy protection can be done in two ways.  The first is to modify the loader program, typically called SIERRA.COM or something like KQ3.COM or SQ2.COM.  The 128-byte encryption key is copied from track 6 into the.COM, the protection checks are bypassed and the .COM file will always decrypt the AGI file without needing or asking for the key disk.  There are instructions to do this in debug, but Sierra used two versions of the 3.0 Loader, a 1985 and a 1987 version.  The memory offsets are different for each.  AGI interpreter versions up to and including 2.4x use the 1985 version of the loader, 2.9x versions use the 1987 version of the loader.  The second is to permanently decrypt the AGI file.  In this case, you do all the above but write the decrypted AGI file, which is in memory, to a file called AGI.EXE or SIERRA.EXE.  After that, you run the .EXE file and that will start the game.

AGI3 signaled the shift from disk-based copy protection to document-based copy protection.  Three games use the lookup the word in the manual method.  There is no disk-based copy protection loader and the disks are perfectly standard DOS disks.

All games (except for Donald Duck's Playground) by the end of AGI2 had support for every graphics and sound standard widely supported on the market up to 1988.  For graphics, this means CGA, PCjr., TGA, HGC, EGA, MCGA & VGA.   For sound, all that was widely available and supported was the PC Speaker and the PCjr./Tandy 1000 PSG (Adlib and Roland MT-32 not having found game support until the middle of 1988, which coincided with the introduction of Sierra's SCI games).  Release dates are 1988-1989.

All versions of these games check the computer's BIOS for the PCjr. or Tandy 1000 byte identifiers before initializing the three voice PSG sound data.  This was standard in the days before games would freely let you choose your graphics and sound hardware.  By default, if these games found those strings, they would load their PCjr. or Tandy 1000 graphics drivers.  It is possible to force CGA graphics on a Tandy 1000 computer by using the -p command line argument.  This will give you CGA Composite Color Graphics.  You can also use -p -r to force CGA RGB Color Graphics.  However, you will get annoying unintentional noises if you have previously run a game that uses Tandy sound prior to running an AGI game this way.  Command line arguments for the SIERRA.COM loader include :

-c = Force CGA Composite Color Mode
-e = Force EGA
-h = Force Hercules
-r = Force CGA RGB Color Mode
-p = Force "PC Mode"
-s = Unknown
-t = Force Tandy 1000 Graphics and/or Sound
-v = Force MCGA/VGA

By accident or design, all AGI3 games and AGI2 games with the latest interpreters (greater than or equal to 2.917), will work in most Tandy 1000s with an EGA or VGA card installed.  This combination will give you the sound of the Tandy PSG paired with an EGA or VGA card.  The only Tandy 1000s that this does not work with are the original 1000, 1000A and 1000HD, because their graphics cannot be disabled, and the RSX.  Tandy sound will not work on the RSX even though it has the chip because Tandy had to relocate it in the I/O map because the original location (C0-C7) conflicted with the I/O for the 2nd DMA controller added in the IBM PC AT (IBM is to blame here), so it is at 1E0-1E7.  The RSX was released well after the AGI games.  The Tandy 1000 RLX is a special case because it has built-in VGA on the motherboard and ports at the usual locations (no DMA 5-7).  You must use these latest versions for AGI games to work at without sprite footprints on the RLX and its built-in VGA.

All the games as shown below have a release with an AGI interpreter version greater than or equal to 2.917 except for Mixed Up Mother Goose.  In order to play that game on a hybrid Tandy system like the RLX, you need to use an interpreter from another game.  However, it is not as simple as copying over a few files. The decrypted AGI file has the name of the game embedded in it, like KQ2 or SQ2.  If the game does not match the name, it will refuse to interpret the game files.  What you need to do is to permanently decrypt the AGI file with a version equal or greater than 2.917, change the name in the AGI file and use the file to run Mixed Up Mother Goose.  There is a program called AGI Decryptor that can permanently decrypt the AGI file.

The specifications for the AGI engine are here : http://wiki.scummvm.org/index.php/AGI/Specifications and a description of the copy protection used is available and a utility to remove the protection is here : http://sierrahelp.com/GeneralHelp/FloppyDiskBackupProblems.html.  Here are a list of games and their known versions :

Game Name AGI Int. Ver. Game Ver. Floppies Protection File Date Loader 3.0 Yr Interaction Newsletter Notes
Black Cauldron, The 1.12 1.1J 2x360KB Booter 1985


Black Cauldron, The 1.12 1.1K 2x360KB Booter 1985


Black Cauldron, The 1.12 1.1K Tandy 2x360KB Booter 1985


Black Cauldron, The 1.12 1.1M 2x360KB Booter 1985


Black Cauldron, The 2.44 2.00 2x360KB Key Disk 06/14/87 1985 Fall 1987 MCGA fix
Black Cauldron, The 3.002.098 2.10 2x360KB None 11/10/88 NP

Christmas Card 2.272 1 1x360KB None 11/13/86 NP
Christmas Demo
Donald Duck's Playground 2.001 1.0Q 1x360KB Booter 06/09/86


Gold Rush 3.002.149 2.01 5x360KB/2x720KB Manual Word Lookup 12/22/88 NP

King's Quest 1 1.00 1x360KB Booter 1984

Licensed to IBM
King's Quest 1 none 1x360KB Booter 1984

Generic PC version
King's Quest 1 01.01.00 1x360KB Booter 1984

Licensed to Tandy
King's Quest 1 ? 1x360KB Booter 1984-1985

Came as second disk in later PC booter releases, functionally equivalent to Tandy 1000 version
King's Quest – Quest for the Crown 2.272 1.0U 2x360KB Key Disk 11/14/86 1985

King's Quest – Quest for the Crown 2.425 2.0F 2x360KB Key Disk 04/1987 1985

King's Quest – Quest for the Crown 2.917 2.0F 2x360KB/1x720KB Key Disk 05/05/87 1987 Fall 1987 1.2meg Fix, MCGA & Hercules Support
King's Quest II – Romancing the Throne 1 1.0W 2x360KB Booter 1985


King's Quest II – Romancing the Throne 1 1.1H 2x360KB Booter 1985


King's Quest II – Romancing the Throne 1 01.01.00 2x360KB Booter 1985

Licensed to Tandy
King's Quest II – Romancing the Throne 2.411 2.1 2x360KB/1x720KB Key Disk 04/10/87 1985

King's Quest II – Romancing the Throne 2.426 2.2 2x360KB/1x720KB Key Disk 05/07/87 NP? Fall 1987 MCGA fix
King's Quest II – Romancing the Throne 2.917 2.2 2x360KB/1x720KB Key Disk 12/01/87 1987

King's Quest III – To Heir is Human 2.272 1.01 3x360KB Key Disk 11/08/86 1985

King's Quest III – To Heir is Human 2.435 2.00 3x360KB Key Disk 05/25/87 1985 Fall 1987
King's Quest III – To Heir is Human 2.936 2.14 2x720KB Key Disk 03/15/88 1987 Spring 1988 MCGA fix
King's Quest IV – The Perils of Rosella 3.002.086 2.00 3x720KB Manual Word Lookup 07/27/88 NP
Hercules & PCjr. Support
King's Quest IV – The Perils of Rosella 3.002.086 2.3 6x360KB Manual Word Lookup 09/27/88 NP

Leisure Suit Larry in the Land of the Lounge Lizards 2.440 1.00 2x360KB/1x720KB Key Disk 06/01/87 1985 Spring 1988
Leisure Suit Larry in the Land of the Lounge Lizards 2.917 1.00 2x360KB/1x720KB Key Disk 12/01/87 1987

Manhunter – New York 3.002.102 1.22 5x360KB/2x720KB Manual Word Lookup 08/31/88 NP

Manhunter – New York 3.002.107 1.22 5x360KB/2x720KB Manual Word Lookup 09/01/88 NP

Manhunter 2 – San Franscisco 3.002.149 3.02 3x720KB None 07/26/89 NP

Manhunter 2 – San Franscisco 3.002.149 3.03 8x360KB None 08/17/89 NP
Disk swapping problems fix
Mixed-Up Mother Goose 2.915 1.0D 2x360KB Key Disk 11/10/87 NP? Spring 1988
Police Quest - In Pursuit of the Death Angel 2.903 2.0A 3x360KB Key Disk 10/23/87 NP

Police Quest - In Pursuit of the Death Angel 2.911 2.0A 3x360KB Key Disk 11/04/87 NP

Police Quest - In Pursuit of the Death Angel 2.915 2.0E 3x360KB Key Disk 11/17/87 NP

Police Quest - In Pursuit of the Death Angel 2.917 2.0G 3x360KB/2x720KB Key Disk/None 12/03/87 NP Spring 1988 PCjr. Support
Space Quest - The Sarien Encounter 2.089 1.0X 2x360KB Key Disk 09/24/86 1985

Space Quest - The Sarien Encounter 2.272 1.1A 2x360KB Key Disk 11/13/86 1985

Space Quest - The Sarien Encounter 2.426 2.2 2x360KB/1x720KB Key Disk 05/07/87 1985 Fall 1987 MCGA fix
Space Quest - The Sarien Encounter 2.917 2.2 2x360KB/1x720KB Key Disk 12/01/87 1987

Space Quest 2 - Vohaul's Revenge 2.912 2.0A 2x360KB/1x720KB Key Disk 11/06/87 1987 Spring 1988 MCGA fix
Space Quest 2 - Vohaul's Revenge 2.936 2.0D 1x720KB Key Disk 03/14/88 1987
Bug Fix
Space Quest 2 - Vohaul's Revenge 2.936 2.0F 1x720KB Key Disk 01/01/89 1987