Sierra On-Line was founded in 1979 by
Roberta and
Ken Williams as On-Line Systems, and over the next few years released several successful adventure video games. In late 1982, it was approached by
IBM to develop a graphical adventure game that would showcase the graphical capabilities of the upcoming
IBM PCjr home computer. Sierra spent 18 months on the game, titled ''King's Quest
or later King's Quest I'', with Roberta as designer alongside a team of 6 programmers and artists. Roberta Williams interpreted IBM's request for a game like
Wizard and the Princess (1980) literally, and decided to write a game with a heroic player-character saving a kingdom. She made the game world as a blend of common fairy tales that could be directly experienced as a game. Sierra later stated that the core elements of a ''
King's Quest'' game were family-friendly humor, fairy tale themes, cute characters, a clear story, and non-violent solutions to problems. As part of the development of ''King's Quest I'', Sierra developed an
engine for the game to interpret and react to player inputs called the
Adventure Game Interpreter (AGI)—initially the "Game Adaptation Language"—which could be reused for later titles. After the successful release of the game in 1984, Sierra began working on a sequel using AGI. The parser was improved from the first game to understand more over three times as many words, especially adjectives, and to handle combining phrases with "and". The development process began with Roberta drafting the story and puzzles of the game on paper, before the other developers then implemented that design. The artists then began by drawing the backgrounds for each of the locations in the game; these backgrounds were saved as a set of drawing instructions, rather than images, to save space, resulting in each screen being drawn over the course of a few seconds whenever Graham enters a location. The instructions were made with a custom program used to scan in the artists' paper drawings, with the artist selecting lines or areas and setting their color and "priority", or how far in the foreground or background they are. As Graham had become the king of Daventry at the end of the first game, Roberta envisioned him going on a quest to rescue a maiden, which could then be expanded to have a family of characters in following games. Some of the elements of the game, such as King Neptune, Dracula, and
Little Red Riding Hood, were originally considered for ''King's Quest I'', but could not be fit into that game. Roberta wanted to use characters from mythology and fairy tales as players would incorporate their own notions about the characters when seeing them. Roberta wanted to make a more complex plot, but was stymied by the memory and space limitations of computers of the time, resulting in "treasure hunts with lots of simple goals [...] and fun puzzles". In addition to Roberta, the development team included future
Space Quest series designers
Scott Murphy and
Mark Crowe. The music was composed by future
Leisure Suit Larry designer
Al Lowe, and included thirteen tracks. The title is a pun referencing the 1984 film
Romancing the Stone. The game was released in May 1985 as a single release that supported multiple home computer systems such as the
Tandy 1000 and
IBM PCjr, unlike the prior game which was sold as separate versions for different systems. ==Reception==