Like in King's Quest I, the game world has 'wrap around' allowing player to travel infinitely in the directions of the north or south (The King's Quest Companion which represented a novelized walkthrough explains that the western side of Kolyma folds back upon itself to both the north and south, forever bringing travelers back to where they started).
Sometimes even illogical verb/noun combinations will net unique comments, such as typing 'Pick up horse' will mention the flying steed is too fast to catch.
The mirror shows him a vision about a beautiful young woman, Valanice, in captivity on the top of an ivory crystal tower.
There he must travel through sea, air, and even death to gain the keys that unlock the three doors to the enchanted island where the witch Hagatha has imprisoned Valanice.
After meeting legendary figures such as Neptune, Little Red Riding Hood and Count Dracula, the latter of whom he kills, Graham rescues Valanice.
Limited floppy space would have restricted the design; however, Sierra On-Line had been compressing the pictures by drawing them as lines and fill colors for a while.
[6] According to the series; main designer and writer, Roberta Williams: King's Quest II reminded me a little of Wizard and the Princess.
We saw how previous games (Mystery House and King's Quest I) were received by the public, and I was anxious to try my hand at a bigger story right away.
Sierra included several modifications to the AGI engine for compatibility with the IBM AT and EGA cards, which had been introduced since King's Quest I was released.
The story covers Graham being told by the spirit of the former King Edward in the magic mirror that he must find a wife, or suffer the same fate of the kingdom as he had.
The magic mirror activates telling him about young maiden Valanice trapped in a tower by the evil witch Hagatha.
The first and second editions of the Companion also included articles within An Encyclopedia of Daventry (Abridged), which gave backstories for various characters and locations from the game.
Version history: King's Quest received positive reviews upon release,[11][12] including an almost-perfect score of 39/40 from ASM.
[13] Neil Shapiro from II Computing wrote: "The artists who have brought to life the vision of designer Roberta Williams and story author Annette Childs deserve much recognition.
[15] In 2009, AGD Interactive released version 3.0, featuring redrawn backgrounds and dialogue pictures; the voice-acting was also dramatically improved and, thanks to fan feedback, many problems were attended to.
The remake uses a point-and-click interface functionally identical to an advanced SCI game engine, VGA graphics and digital sound, including full speech for all characters.