I remember playing the Atari ST version of Black Cauldron and it was a
straight port of the 16-color Apple II version.

- John
 


> -----Original Message-----
> From: Karl Kuras [mailto:[EMAIL PROTECTED]] 
> Sent: Tuesday, January 21, 2003 2:57 PM
> To: [EMAIL PROTECTED]
> Subject: Re: RE: [SWCollect] King's Quest 1
> 
> 
> Actually, I hate to say this, but until the 256 color 
> versions of the games appeared, the Amiga and ST ports were 
> 1-1 conversions of the PC games.  No improvements 
> whatsoever... in fact many of them ran slower.
> 
> This actually goes to the issue of the lowest common 
> denominator argument made earlier.  They really did just 
> cater to the lowest graphical platform (Apple II for several 
> years until I believe Space Quest III or KQ 4 came out... not 
> sure which was first).  And then ported those libraries 
> straight to other systems.
> 
> As far as I know the C64 had no Quest games at all.  I found 
> a catalog listing KQ1 for the C64 once, but this was then 
> corrected in later catalogs and never mentioned again.  Not 
> sure why this change was made, but ultimately it doesn't matter.
> 
> Another side issue, if memory serves me correctly the 
> original version of KQ1 (for the PC Jr.) did not have mouse 
> support... this was only added later for those platforms that 
> did have mice like the Amiga and ST.  Can someone confirm this?
> 
> Karl Kuras
> 
> ----- Original Message -----
> From: <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, January 21, 2003 12:39 PM
> Subject: Re: RE: [SWCollect] King's Quest 1
> 
> 
> > Starting in 1986, I played most of these games on the Atari 
> ST and/or
> Amiga.  I seem to recall the graphics being improved over the 
> Apple/PC/C-64 versions, and I recall using a mouse.  Has 
> anybody compared the originals to the Amiga/ST ports?  That 
> could have a big effect on Jim's technology concerns.  I know 
> that Karl is a big Amiga fan, and they might have had two 
> very different experiences playing the same game.
> >
> > Hugh
> >
> >
> > -------Original Message-------
> > From: John Romero <[EMAIL PROTECTED]>
> > Sent: 01/21/03 01:01 AM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [SWCollect] King's Quest 1
> >
> > >
> > > > But the animations were incredibly crude because the sprites
> > > were inexplicably limited to half-horizontal-resolution sprites!  
> > > And so were the backgrounds! I originally thought this 
> would be for 
> > > a speed increase or storage requirement decrease -- but on closer 
> > > examination, the text boxes that pop up show that the game is 
> > > running in 320x200, which is not half-horiz-res.  And 
> since the game
> > > backgrounds were all vector graphics, it would not have taken
> > > up that much more space to hold 320x200 coordinates.  It
> > > drove me nuts to see, game after game, graphics created and
> > > displayed at 160x200 running in a 320x200 graphics mode!
> >
> > I believe the reason why the graphics on the PC were so low res is 
> > because they were merely ports of the Apple II games to start with. 
> > Then, when they moved over to developing the titles on the PC, they 
> > didn't change their engine technology because that 
> resolution was the 
> > most compatible with the C-64 and Apple II systems of the day.
> >
> > The Apple II version of King's Quest was one of the early 
> > double-resolution 16-color games and subsequent Sierra 
> adventures used 
> > that graphics mode.  Double-res on the Apple II was 160x192 with 16 
> > colors.  Mixed-mode graphics on the C64 was 160x200 with 4 colors 
> > (from a 16-color palette) per 4x8 character block.  It was just a 
> > logical decision to use the same assets and resolution as the other 
> > popular platforms.
> >
> > - John
> >
> >
> >
> >
> > 
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> >
> > 
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