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King's Bounty




  developer New World Computing
  publisher Electronic Arts ( Mega Drive/Genesis )
  designer Jon Van Caneghem
  released <div style="white-space: "> 1990 ( MS-DOS )<br/> February 21 1991 ( Genesis ) <br/> 1990 ( Commodore 64 )<br/> 1990 ( Amiga ) </div>
  genre Role-playing Game , Turn-based Strategy
  modes Single Player
  ratings not rated
  platforms PC ( MS-DOS ) <br/> Mega Drive/Genesis <br/> Commodore 64 <br/> Amiga <br/> Mac OS <br/>
  media 3½" Disk
  input Computer Keyboard ( PC )<br/> Control Pad ( Mega Drive/Genesis )


''King's Bounty'' is a Turn-based fantasy Computer And Video Game designed by Jon Van Caneghem of New World Computing in 1990. The game follows the player's character, a hero of King Maximus, appointed with the job of retrieving the Sceptre of Order from the forces of chaos, led by Arech Dragonbreath. ''King's Bounty'' is notably considered the forerunner of the '' Heroes Of Might And Magic '' series of games.

A Mega Drive/Genesis port was developed and released in North America on February 21 1991 with a multitude of graphical changes. The gameplay was also modified to incorporate Real Time Overworld exploration.


STORY


...Months had passed since the theft of the Sceptre. The Four Continents were falling into ruin. All the many castles which crossed the land were inhabited by one of Arech's henchmen or a horde of monsters. The last remaining outpost of Order was the King's Castle, where some trace of the Sceptre's location was eagerly being sought after.


Maximus was dying. All Arech wanted now was his death and it seemed as if Maximus was going to give him that too. Arech was patiently waiting for the day Urthrax Killspite would sit upon the throne and Chaos would rule supreme.


A seed of worry bloomed in Arech's mind. Resting comfortably within his newly acquired castle, Arech listened to Magus' report with distress. They were sending a mighty hero after him to recover the Sceptre. Damn heroes anyway, they always seemed able to do the impossible. But not this time, thought Arech, not with me. I will make it truly impossible. Arech put his plan into action. He buried the Sceptre in a secret location and then fragmented the map into 25 pieces. He and his followers each kept a piece of the map and he placed the remaining 8 artifacts of power which he could not use. Let them find the Sceptre now...


(''see the King's Bounty Unofficial homepage for the instruction manual's full opening story'')


GAMEPLAY

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Objectives

The player leads the Hero and his army across the four continents, acquiring up to 25 pieces of a map revealing the hidden location to the Sceptre of Order before King Maximus dies. Various details of this task are left to player's discretion, allowing for flexible gameplay. For instance, not all the scattered map sections are required; if the player is able to correctly determine the location of the sceptre's burial spot before acquiring all 25 map pieces, the game is won. If the sceptre is not recovered before King Maximus dies (varies depending on difficulty setting), the game ends in defeat.

The hero is given a weekly Commission from the king to track down 17 Villain s across the 4 continents. With each defeat of the progressively stronger villain's army, the character claims (along with the reward money for the "King's Bounty" on that villain) another piece of the map revealing the sceptre's burial location. Along the way, numerous treasure chests are encountered scattered across the map. Some of these chests represent various events that increase the hero's inherent abilities, such as Magical strength or weekly income; others may contain one of eight Artifacts , which themselves provide a piece of the map, in addition to confer their own unique powers.

The location of the sceptre, the artifacts and which castles the villains inhabit are all randomized each game, adding to its replayability.


Asset Management


As the player explores, he encounters various types of creatures native to the different continents, some of which are able to be recruited. Most of these creatures are significant upgrades from the normal human forces available to the player at the King's castle, and are required to defeat the tougher villain armies. However, as their strength increases, so does the amount of gold required to retain them, which must be paid weekly. Although the player's commission can be raised in a variety of ways, such as maintaining a Garrison of forces at a captured castle, if his costs exceed his income for too long, and he runs out of money, his army will abandon him.

Furthermore, each of the various army units have either a positive, neutral, or negative predisposition towards other. An army comprised of creatures that "dislike" each other lowers their "morale", making them much less effective in combat. Conversely, recruiting creatures with share a positive predisposition towards each other increases their morale. Assembling an "ideal" army is another open-ended aspect of the game.


Heroes

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''King's Bounty'' features four selectable hero Classes ; Barbarian, Knight, Paladin, and Sorceress. Each class varies in magical ability, starting troop power, natural leadership ability, and Commissions (income per week). As the king's bounty is collected on more villains, the king may increase the Rank of the hero. This rank determines in part what troops the hero may recruit, and more importantly, the strength of the hero's attributes.

The main attributes that determine hero ability are:

  • Leadership - This number determines the maximum stack size of armies. If the Hit Point value of any army exceeds this number, those units are considered out of control and will attack the player's armies during the next battle.

  • Commission - This is simply the amount of income awarded to the character at the end of each week.

  • Spell power - This number is used by the game when determining the quality of any spell cast. Some spells (mostly overworld spells) always work the same way, regardless of spell power.

  • Maximum spells - This determines the maximum number of spells the hero may know at any one time.



Combat

Combat in ''King's Bounty'' occurs when Sieging an occupied castle or engaging a wandering army on the main map. Combat turns are simple, with the player's troops moving first, followed by the opponent's. Armies are stack-based, with any one stack taking up one square on the battlefield. Stacks can represent anything from one Cavalry unit to thousands of Peasants .

The game features a multitude of usable troop types, many of which are Medieval or Mythological in nature. Each unit type has various stats such as HP , attack power, and movement points. Some unit types have special abilities, such as a Demon s' ability to sometimes slay half of an enemy stack in one blow, or the rare disability of peasants which renders them useless against dragons. Troll s regenerate after every battle, while Ghost s have the oft-abused ability to increase their stack size (potentially by thousands) by absorbing enemy casualties.


KING'S BOUNTY FOR SEGA MEGA DRIVE/GENESIS


Gameplay changes

The Mega Drive/Genesis port of ''King's Bounty'' is notably different from the PC version of the game, the most obvious change being the move into the realm of Real Time . Armies on the Overworld now move on their own and automatically engage the hero. This makes the game arguably more difficult, as a careful player of the DOS version could often maneuver past several wandering armies at a time without being successfully engaged. Also affected is the game's time limit. Although it has become harsher, it is somewhat balanced by the fact that trekking across desert squares no longer takes 1 day, and changing continents no longer ends the week.

Gone from ''King's Bounty'' are all keyboard controls and hero naming.


Graphical Changes

The game's graphics were completely redone (by Bonita Long-Hemsath and Kenneth L. Mayfield ). The hair and skin color of many characters were changed, and many of the Sprites representing armies underwent redesign. As a minor change, wandering armies are now displayed according to their most powerful stack, as opposed to the generic stacks of the DOS version that corresponded to the current continent. Nevertheless, the graphics remain trademark New World Computing, with other games like The Faery Tale Adventure apperaring similar though featuring different gameplay.


KING'S BOUNTY AND HEROES OF MIGHT AND MAGIC

''King's Bounty'' is widely considered to be the precursor for much of the gameplay in the '' Heroes Of Might And Magic Series '' (the '' Might And Magic Series '' being the basis for the storyline), both of which were published by New World Computing and designed by Jon Van Caneghem . Among the many similarities, an emphasis on hero development and combat style are especially prominent in both.

The '' is an Enhanced Remake of ''King's Bounty'' made by 3DO .


KING'S BOUNTY GOES RUSSIA

In 1992—1993 Ukrainian programmer from Kharkov Sergey Prokofiev (not to be confused with the famous Russian composer) developed unofficial sequel called King's Bounty 2. He had plans for two sequels, but the second one was never finished. There were some overpatchings comparing to the original game like goods trading in towns (weapon, gems etc.) which was called direct association with different resource types of Heroes of Might and Magic series. King's Bounty 2 was very popular in Russia mainly because it was in Russian.

In 2005 Ukraine studio Alfa Class, leaded by Prokofiev, released game named Malgrimia Heroes: Hidden Magic World successor of King's Bounty 2.
Currently under development Malgrimia Heroes 2: Necromancer Invasion.

In 2007, largest Russian game developer and publisher 1C bought the rights for KB trademark and now in Vladivostok based studio Katauri developing King's Bounty: The Legend {Link without Title}


KING'S BOUNTY BOARDGAME

A King's Bounty Boardgame was also released in 1991 by Task Force Games . Like its computer game counterpart, the object of the game is to catch villains in a fantasy setting. However, other features differ, the villains' names are different and three designers, not including Van Caneghem, are credited for the creation of the game. Interestingly, the cover of both the computer game version and the boardgame version are the same, implying some connection between the two.




REFERENCES



  • Canegham, Jon Van. ''King's Bounty''. New World Computing, 1990.

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