King's Quest VI: Heir Today, Gone Tomorrow

aka: KQ6, King's Quest VI: Heute geerbt und morgen verschwunden
Moby ID: 131
DOS Specs

Description official descriptions

For months Prince Alexander of Daventry has shut himself away from the world, thinking only of Princess Cassima, who he met while imprisoned in the previous game. Eventually he can take it no longer, and he hires a ship to search for the Land of the Green Isles located on the edge of the world. After months of searching he finally sets sight upon the island kingdom, only for a freak storm to strike the ship, destroying it and leaving him the only survivor. His troubles are far from over, however, as he soon finds out that the King and Queen have passed away, the Greens Isles are on the brink of war, and his beloved Princess Cassima may even be held prisoner by the royal vizier.

Like its predecessors in the series, King's Quest VI: Heir Today, Gone Tomorrow is a third-person puzzle-solving adventure game. For Alexander to save the Isles, he must travel between the Land's four magical islands, each based on myth and fables, and encounter people and strange beasts that will either help or hinder him. Alexander must be careful as well, because, as with all the King's Quest games, poor choices or missteps will often prove fatal for the Prince. Puzzles are solved linearly, although late in the game there are two completely different paths to take to reach the final confrontation. Like the previous game, actions are performed using a point-and-click interface with icons that represent verbs ("walk", "examine", "use", "talk", etc.).

The CD-ROM version of the game includes both DOS and Windows versions, full speech, a pre-rendered introduction, and the Girl in the Tower theme song.

Spellings

  • 國王密使 VI:希望之旅 - Traditional Chinese spelling

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Credits (DOS version)

39 People (37 developers, 2 thanks) · View all

Reviews

Critics

Average score: 83% (based on 26 ratings)

Players

Average score: 4.0 out of 5 (based on 162 ratings with 11 reviews)

An entertaining game, with some problems

The Good
(First of all, a disclaimer: I am anything but a diehard "King's Quest" fan. The only games in the series that I have played is this and "King's Quest VII".)

"King's Quest VI" casts the player in the role of Prince Alexander of Daventry, shipwrecked on the island where his lost love, Princess Cassima, lives. The object of the game is to get in contact with Cassima and save her from the dark machinations of a Grand Vizier (of course; never trust the Grand Vizier). I wouldn't say that this is a particularly original storyline, but it does have a serious, emotive appeal, even if one isn't a big fan of romance. The plot also develops nicely throughout the game, as Alexander travels to the other islands ruled by Cassima and delves deeper into the intrigues.

The writing is good for a computer game. It does get melodramatic in places, but most of the time the dialogue and narrative holds up, and the object descriptions are concise and useful.

Graphics-wise, the game is little short of excellent. Some character sprites are a bit undistinguished, but the backgrounds are consistently beautiful. Some of the locations (the forest, for example, or the top of the Sacred Mountain) will stay with me. The cutscenes are also outstanding (particularly the Oracle).

The sound effects are very real-sounding. (Unfortunately, the sound on my computer gave in around this time, so I played the second half of the game with no music.)

The H.P. Lovecraft reference got a big "YAY!" from me.

Controls are very good, and the invisible interface must have been quite groundbreaking for the time.

The puzzles are varied. While I liked some better than others, on average they were quite good. I particularly enjoyed the showdown with the Five Gnomes and the various spell ingredients. The way you use the two old coins is great as well.

More impressive than writing, graphics or puzzles, however, is the very scope of the game. The world is big, new areas being unlocked is the best incentive to keep playing. Usually, they don't disappoint. On a related note, the two different (but both successful) endings is a brilliant innovation that I haven't seen very often in old, or for that matter new, games. (OK, "Maniac Mansion" did it first, but its alternative endings were on a smaller scope.) When I got one of the endings, I immediately replayed it to get the other one.

The Bad
The fairy-tale simplicity of the plot and characters didn't allow much depth. The characters are flat, though not unrealistic. The only people in the game I actually felt for were all in the Land of the Dead, which is probably significant.

A slight problem, but still a problem: the two mutually exclusive endings, as I said above, were a brilliant idea, and great in execution - but it still felt rather evident that one wasn't as good (conclusive, extensive) as the other. In consequence, the shorter ending felt less satisfying than the other.

(Only after reading the reviews on this site did I try to listen to "Girl In The Tower" online. I can now say: I'm glad I missed it in the game. That song wouldn't even be shortlisted for the Eurovision.)

There are two people named Ali in this game. This caused me confusion.

There is very little thematic coherence. Early in the game, I went to the town and the castle, and expected a serious fantasy game set in an "Arabian Nights"-like milieu - rather unusual, as far as games go. Unfortunately, the faux-Arabic setting was confined to the Island of the Crown. The other significant places in the game were disappointingly based on North European fairytales, Lewis Carroll-inspired nonsense stories, British druid lore, or Classical myth. Quite apart from the lack of unity (I can't believe how a couple of adjacent islands could be so dissimilar in culture), it also feels disappointingly unoriginal. I am certain Ms Williams could come up with her own plotlines, rather than ransacking unconnected myths and fairytales.

On a related note, there is some inappropriate comic relief in wrong places. One death scene, for example, taking place in one of the best-written and moodiest parts of the game, is unbearably cartoonish.

In the matter of gameplay, "King's Quest VI" have some features that are not as popular today. You can die by performing explicitly stupid actions, which I don't mind. You can also die by, for instance, accidentally clicking next to a block you're stepping on to, causing Alexander to jump off. You can render the game unwinnable, I am pretty sure, by failing to pick up something in a place you can only visit once, or by entering the Catacombs without the right equipment (however you are meant to know what the right equipment is). Make sure to save before doing something that might be risky.

Objects simply turn up in places, for no other reason than that the plot demands them, and this happens several times. In quite a few places, the answer to: "How do I find [object] that I need for this puzzle?" is simply: "Go back to [place] and it'll be there." I give them credit for the fact that the objects turn up in places where they could realistically be (a teacup on a coffee table, for example). But it breaks immersion.

Not so much so, however, as an unfortunately central puzzle near the end (the one involving the "drink me" potion and the lamp). It ranks among the worst adventure game puzzles I know. I can't start to explain what's wrong with it, but think about this: why does Alexander perform this admittedly clever action? So that Alhazred will think he's dead and be off his guard? (Presumably, though this is never addressed.) What is accomplished, however, is that the player gets vital information through a cutscene, and then makes Alexander act on this, even though he hasn't got the information. The creators were aware of the weirdness of this (note Alexander's dialogue when handing over the lamp), which means that they knew how stupid it was, and didn't do anything about it.

Yes, there is one thing I hated more than that puzzle, and that was the Island of the Internal Copy-Protection. Let me explain what an idiotic idea this was. If a company is worried about pirated copies of a game, they should put the copy-protection bit before the start of the game, where it belongs. The only thing they accomplish by putting copy-protection questions INSIDE the game, dressed up as puzzles, is to make themselves look like morons.

I may serve as a test case, since I bought the game in a classics edition, where the manual was a very slim thing containing only an explanation of the controls and the key of the Language of the Ancients. When I got to the Island of the Sacred Mountain, the following happened: I solved the first puzzle more or less by trial and error, solved the second puzzle after much thinking, and then I was stuck. Eventually, I looked the solution to the third puzzle up on the Internet, and it turned out to be... four different symbols that did not make up any word, sequence or pattern I could understand. Why? Because that's how the creators of the game ordained, and hey, it said so in the original manual. The rest of the puzzles I solved by trial and error, again. By the time I got to the trapped flagstones in the Catacombs, I simply got by by save-and-restore.

To clarify to any budding programmers reading this review: puzzles in a game can be based on pure logic (like certain types of riddles), or they can follow the game-world's internal logic (give the pecan chocolates to the guy who likes them and get information in return), or they can be based on common knowledge (garlic kills vampires). Most of the Sacred Mountain puzzles conformed to nothing of the above. They weren't out of place in themselves (everyone knows that ancient civilisations loved to surround themselves with puzzles and traps, or you haven't watched "Indiana Jones"), but they were not solvable unless the player had the manual. And even then, they made no sense.

Might I add, the "real" manual (when I eventually found it) was one of the worst examples of such that I've read. It explained everything: not just the copy-protection puzzles, which deserved it, but also, for instance, the identity of the people of the Sacred Mountain, which would have been much better left for the player to find out. What is the point of putting the player in a "marooned on an unknown island" scenario if you're going to provide him or her with all the information about it?

The Bottom Line
In spite of my whining, "King's Quest VI" is a beautiful, well-written game with a large and exciting (if somewhat stale) fantasy world, a decent plot and many twisty puzzles. I just wish it could have been less heavy on the stuff I didn't like.

DOS · by Christina Nordlander (24) · 2005

A great adventure from Sierra and one of the best IF not the best Kings Quest games!

The Good
The good points

The Graphics are highly detailed for their time and are filled with lush color.

The voice acting on the cd version is actually VERY well done compared to other voice acted games of the time. Kudos for sierra for giving a good cast!

Some puzzles are particularly devious. The cliffs of logic were rather tough and took time since you had to actually use that manual for something!

Alexander is a great main character and has quite a bit of intellect by him. You gotta admire the courage he has to meet a princess in a basically unknown land.

The Interface is great and easy to use. Out of all the interfaces sierra has this is my favorite.

The land of the green isles is varied and quite big for a adventure.

The game has TWO different endings!

The Bad
The game once beaten is very short and can be beat in about 20-30 minutes once you memorize all the puzzles and use the fastest route to beat the game.

the game does not have much replay value after you beat it and get both endings though you may want to replay it every few years to forget the puzzles and get the gameplay through again.

The Catacombs maze is rather annoying.

The Bottom Line
First a little backstory on how I came across this game

It was a beautiful day in 1996 when I was out getting the first family computer! Back in those days before I could get a computer of my own I was out in a computer expo and there I saw it! The cd version of Kings Quest VI Heir Today gone Tomorrow in a box brand new for four dollars! This being my first computer game I was completely awe struck at the colorful graphics and the great voice acting.

Now that the past is gone I still have this game and manual and pull it out every once in a while to relive the land of the green isles. The game as you know is a Sierra adventure game and goes with every other click game sierra made. You know Gabriel Knight, Eco Quest, Leisure Suit Larry, Police Quest, Quest for Glory and so forth. Great stuff.

If you love adventure games get this game which is a pinnacle of Sierra gaming! The best in my opinion of the kings quest series!

DOS · by Mr. Huh (105) · 2004

one bad theme song

The Good
Finally, a King's Quest game that is less linear than the previous titles. There are multiple ways to solve some of the puzzles, and different paths and endings. It's also one of the last of the great breed of graphic adventures that allows the player to become stuck in dead ends and die in many different ways. In this respect, and because some of the puzzles are quite involved, the gameplay and difficulty are on par with most other challenging Sierra games of the day.

The graphics and sound are top-notch. At times I thought the otherwise beautiful hand painted artwork was too disjointed from location to location, though. I thought the art for the previous title -- King's Quest 5 -- was more suitable.

The opening scene was totally amazing in its day, especially on faster 386 or 486 PCs. Additionally, nicely integrated animations help bring out the artwork that serves as the backgrounds throughout the game. The sound is atmospheric, but sometimes a little too quiet, and carries one fatal flaw...the closing theme!

The Bad
GIRL IN THE TOWER. This has to be one of the most solid examples of a game company overextending that I can think of. (short of the FMV nightmare which came a little bit later). Although there are countless worse examples of music, "Girl In the Tower" was as excruciating for me to listen to then as it is for me to remember now, 8 or 9 years later. Go ahead and have a listen, I dare you.

"Girl in the tower, i'm reaching out, please tell me what to do....." Bad. Very bad indeed.

Aside from than that one song, there is not much that is wrong with KQ6. Unfortunately, it also doesn't stand out as being great. KQ6 is one of those games lost in history that few people, other than King's Quest and Roberta Williams fans, will likely want to go back and play. Put simply, there are many better graphic adventures.

The Bottom Line
King's Quest 6 carries this adventure series' storyline off on another tangent, this time as Alexander in the land of the Green Isles. The uninspired story is along the boring lines of 'rescue the princess' and helps put this game squarely on the "Good Games" pile instead of with the memorable classics.

DOS · by vni VIC (19) · 2001

[ View all 11 player reviews ]

Trivia

Amiga version

The back cover of the Amiga version contains information: "Beautiful graphics in 256 colours or 32 colours (two versions available)." but the game was released only in 32 colours version.

According to KQ VI reviews in Amiga Computing, Amiga Format and Amiga Power magazines Sierra originally planned to release a 256 colours version but decided that 32 colours version looked so good already so they shelved the idea.

The game was ported to the Amiga by Revolution Software, though the company wasn't credited on the box or in the manual. This is why this version uses Revolution's Virtual Theatre engine instead of SCI.

CD version

The CD version of King's Quest VI includes Girl in the Tower , the theme song to the game, composed by Mark Seibertm in full length. A sample of it can be heard on the floppy version for five seconds, then the game urges you to ring up radio stations that was listed in the manual and request it. Also the introduction was also extended in the CD version.

Music

Chris Braymen, the game's composer, quoted a Gregorian chant (Dies Irae) in the theme that plays when Prince Alexander is captured in the Catacombs of the Isle of the Sacred Mountain. It's a famous theme, quoted as well in many classical compositions such as Berlioz' Symphonie fantastique (5th part), in Stanley Kubrick's films The Shining and A Clockwork Orange, and also in Indiana Jones and the Fate of Atlantis (Room of the God Machine).

References

King's Quest VI's villain is named Abdul Alhazred; this name was taken from the work of horror and sci-fi writer H.P. Lovecraft. Abdul was a fictional character (also dubbed ''the Mad Arab'') who wrote the Necronomicon.

Technology

This was Sierra's first adventure game to feature their lipsyncing technology that they got when they bought out Bright Star Technology.

Awards

  • Power Play
    • Issue 02/1993 – #2 Best Presentation in 1992

Information also contributed by B14ck W01f, B.L. Stryker, game nostalgia and Jiguryo

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Related Sites +

  • Game Nostalgia
    Provides extensive background info for King’s Quest VI: Heir Today, Gone Tomorrow, pictures of the cast and examples of voice-overs, full credits with shots and info about the design team, demo of the game, specific details about the game, various goodies, all musical themes, shots of every location in the game, video clips, saved games, a list of reviews, including a "nostalgic" review and tech specs.
  • Hints for KQ6
    These hints will help you solve the game.

Identifiers +

  • MobyGames ID: 131
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Contributors to this Entry

Game added by Andy Roark.

Amiga added by POMAH. Windows 3.x added by Mr. Huh. Macintosh added by Terok Nor.

Additional contributors: Adam Baratz, Katakis | カタキス, Jeanne, formercontrib, game nostalgia, Paulus18950, Patrick Bregger.

Game added May 23, 1999. Last modified April 2, 2024.