The Making of It Takes Two to Tangle (Text)


A lot of time has passed since the idea for this game was first conceived. Unsurprisingly, a lot has happened in my life since that time. There have been births, deaths, a life-changing diagnosis, and most recently, a pandemic. If I were to go into detail about why it took so long, half this page would be full of apologies, long-winded explanations and feeble excuses, along with rambling reveries about fading passions, changing interests and an ever-meandering sense of purpose. All I will say here is:

Do I wish I had a bit more to show of this game after more than 20 years of planning? Yes.

Are there things about this game wish I could have changed or didn't have to remove? Yes.

Are there features I wish I could have added? Yes.

But after all this time, it's finally done. For me, that's enough.



General

When I first came up with the outline for this game, I had no game-creating experience whatsoever. Still, even after learning how to use Adventure Game Studio and creating a number of games with it, this game was still an immense undertaking, and even if you only count the days I spent assembling the game rather than the number of years I spent trying to figure out how to do it, it is still the longest solo game-making experience I have ever embarked on.

Two major plot elements that went into the game's design early on were answering questions that the official games left unanswered and visiting locations that were inaccessable in the official games. Eventually, I formed a plot that stitched these various happenings and locations together, as well as revisiting nearly every land from the first seven games.

From the very beginning of this game's creation, I planned to use pre-rendered 3D backgrounds. When I eventually got down to seriously putting the game together, I used pre-rendered 3D backgrounds (made in Bryce 7) as a base, while adding various details in Photoshop, as well as making the shadows and highlights less extreme, tweaking the textures, smoothing out low-poly surfaces, and adding a low-opacity layer of the same scene after being put through a filter to make it look more like a painting.

The characters were animated mostly in Flash CS3. I relied heavily on rotoscoping using animations created in Poser 7 (and on a couple of occasions, video of myself).

One of the biggest problems I ran into with the designs for the main characters was Cassima's headdress. I could not for the life of me figure out exactly how it was supposed to look from various angles, and the way its look varied in its apperances in the hi-resolution portraits and the full-screen closeups in KQ6 didn't help. I couldn't find a 3D model that mimicked its look either (mostly because I couldn't figure out if that style of headdress had a specific name that I could search for), so I ended up creating a pretty broken model that roughly approximated its appearance, though much of the time, I had to resort to guesswork to decide how it looked in some scenes.

The game originally took place over the course of two days and had nine chapters. Many of the elements that were cut either overly complicated or unecessary puzzles or sequences of unnecessarily long/complicated animations. Cassima would need to transform into each of the animals on her armlet twice (except for the sea lion), and a sixth animal, a goat, was also present (the goat trinket in Leticia's shop is a nod to this). The section in Etheria was considerably longer, and had a sequence that was crammed full of complicated animations featuring multiple characters that added little in terms of story. Shadrack's "agents" also appeared in a couple more locations.

Even with the numerous shortcuts and "cheats" that I used while animating, it was still the most time-consuming part of this project. The sequence with Edgar and Acilino took nearly two months to complete.

A few years before starting to put the game together, I realized that in the closeup featuring Valanice, Titania and Oberon in King's Quest VII, the king and queen of the faeries seem to have pointed ears. I thought that it would logically follow that Edgar would have pointed ears as well, but in the closeups he appears in, the tops of his ears are always concealed by his hair. In his character sketch where he has shorter hair, his ears DO appear pointed, but I still decided to reach out to King's Quest VII's character designer, Marc Hudgins, to see if he could shed any light on this detail. His response was "[S]ure, Edgar MUST have pointed ears under that fluffy feathered do."

In an interesting bit of serendipity, not only is Ashni left-handed (a spur-of-the-moment decision I made while designing the closeup where she points Cassima towards the mountains, since I though pointing with her right hand would have looked awkward at that angle), but the spiral staircase leading up to her tower is counterclockwise. In real life, nearly all medieval castles have clockwise staircases, which are designed that way to give the people of the castle an advantage over attackers advancing up the stairs, since drawing a sword with the right hand was considerably more difficult for anyone coming up the stairs. Making Ashni left-handed was a decision that was made some time after the initial design of her tower.

A number of negative superstitions surround red hair, left-handedness and freckles. Ashni possesses all three traits, which unfortunately contributed to her being seen as an outcast. Her eyes were previously hazel, but changed to amber to make her stand out a little more.

Not only did I accidentally gave Aubrey a name with the same linguistic root as Oberon's name, but completely forgot that there is a minor character named Aubrey, a knight decribed as having sandy hair, in the King's Quest novel The Floating Castle.

While examining various screenshots of various characters' clothing, one design element that I noticed appearing several times throughout various pieces of artwork was the Fleus-de-lis. It shows up at the points of the crown on the cover of the second King's Quest Collection manual as well as the carving of the crown on the King's Quest V and VI splash screens, and possibly even on Valanice's sleeves and the shields on the throne room walls in the King's Quest VI intro. Since this appeared to be such a common motif linked with Daventry, I decided to implement it in various spots, including the game's pointer cursor. It wasn't until much later that I realized that the two "leaves" on each side of the Fleur-de-lis resembled two spirals, which I decided to exaggurate in the design for the game's icon.

The origin of the pendants was something I never touched on at all (aside from a cut comment from the sorcerer, who says that they are made out of a parodic, fictional stone called adventurine), since it wasn't necessary to the story.

Another late revelation I had was that unlike Cassima, it seems highly unlikely that Edgar would have grown up with any friends, let alone individuals the same age as him, which gives the friendship he develops with Cassima (and to a lesser extent, his friendship with Scrimshaw) a lot more impact.

I've mentioned this elsewhere, but while I've been doing art since I was very young, it was playing KQ7 that ultimately inspired me to seriously start drawing humans as well as learning how to animate in the hopes that I could create a game like it.

I spent way too long trying to find a high-quality version of the sound of Edgar's magic in KQ7. After my various searches came up empty-handed, I decided to rip the sound from KQ7, since I couldn't find any other sound that was close enough to it and wanted to be as consistent with the previous games as possible. The sound that plays when his hand glows, however, was easily duplicated in LMMS.

As near and dear to my heart as KQ7 is, I'm a bit torn on Rosella and Valanice's designs in that game, given how different they are from the previous games (especially Valanice, whose hair and eye color were changed). This is why I decided to base their appearances in this game on the way they look in KQ5 and 6. However, I still kept Rosella's KQ7 hairstyle in Edgar's dream.

The noises Scrimshaw makes are made from sound clips of multiple animals: domestic cats, red-tailed hawks, a baby pigeon and a young chicken.

A few old script names remained unchanged even after the objects associated with them were changed. The rope Edgar finds was originally a vine (the script name for the inventory item is iVine) and the sardonyx used to be a peridot (the boolean value set to true when Edgar first looks at it after he and Cassima connect their pendants is looked_peridot).

Though the game's design was influenced by King's Quest VII's (in terms of the characters resembling a traditional 2D animated cartoon and the game being split into chapters), parts of it were influenced by Torin's Passage. Examples of this include the more cinematic cutscenes, collecting a number of similar items to solve a single puzzle by assembling them, and having a small companion who helps the main character solve some puzzles.

The narration in this game is "voiced" by a character (instead of using AGS's built-in Display function), and whenever there's a situation where a multi-room cutscene is playing, neither Cassima or Edgar are present in a room, or the game jumps from a room where Cassima is to another room where Edgar is, that usually means that the narrator is currently set as the main character. I did this because moving a main character from one room to another sometimes causes issues with AGS, and using a third character turned out to be the best solution with using two playable characters.

Much of the game's flavor text was written very late in production. I tried to focus on the essential elements like backgrounds, puzzles, cutscenes and animations beforehand.

The "The story so far" section was originally going to be part of the game's manual, but I realized it would be much more interesting and accessable if I made it a feature which could be reached from within the game. While drawing the maps, I realized that I couldn't find any "traditional" maps of Eldritch online, canon or otherwise. I decided to create a map that reflected the look of Eldritch before everything that went wrong just prior to KQ7, with Count Tsepish's mansion still standing and the bridge unbroken. I posted my map to Twitter when it was done, but since it was still some time before the game's release then, I decided to erase some of the details that might potentially tip people off (although the sorcerer's treehouse is present in both the edited and unedited versions).

The character portaits in the recap section were a last-minute addition. They make this section a little less boring, while also establishing the appearances of most of the major characters (this was particularly important in the case of King Edward, whose only other appearance in the game is in the last chapter).

When Cassima and Edgar first put on the two pendants, the pendants are mirror images of each other. You may also notice that whenever Cassima and Edgar meet, they keep swapping their positions in the scene (i.e., after a cutscene where the two meet and Cassima is on the left while Edgar is on the right, the next time they are together, Edgar is on the left and Cassima is on the right). Even the glint of light that appears just before Cassima and Edgar put the pendants on travels around the pendants a different direction for each of them. Even the rope Cassima finds and the rope that Edgar finds are coiled in different directions.

When I first came up with Alexander's color scheme, I didn't realize until later that his skin was very pale. Although I caught this issue early on, I realized that having him start out with a sickly cast to his skin would really make it clear how much he was suffering because of his nightmares. Once he becomes motivated to help Cassima, he quickly becomes a healthier color.

The reason for Caliphim and Allaria's absence from the game was added at the eleventh hour. Ryan Nicotera suggested that they could have left the Isles on a long journey to help them recover from the unpleasant experience of being dead for several months, accompanied by Shamir the genie (Alexander's comment "with Shamir's powers, we'll be able to visit often" in one of the endings to KQVI implies that Shamir can teleport other people as well as himself). Even though Shamir isn't present in the game either, his lamp can still be seen on Alexander's bedside table.

The room Alexander and Cassima are sleeping in was Cassima's room in KQVI. I tried to furnish it based on the tiny glimpse we get of it through the crack in her wall (how well-built is this castle if the room of a member of the royal family has a wall with such an obnoxiously obvious opening?), as well as filling in the unseen parts of it with items and architecture similar to Alhazred's room. Also, the window that the moon is shining through in the intro is the same one Cassima is at during most of KQVI.

The sound of Edgar's magical blasts was taken directly from King's Quest VII, as I assumed it was a stock sound, but couldn't find a higher-quality version of it anywhere else online. The sounds of his magic glowing are digitized version of some of the other magical sounds from the same game.

Karen Soroe created a good portion of the models used in the Daventry scene in Chapter 4 (as well as Cassima and Alexander's room). I started with Graham's bed in King's Quest IV and tried to extrapolate as much as I could from it. Having seperate beds for the two of them may be a questionable decision (how happy IS this marriage?), but I wanted to stick as closely to what is seen in the official games as possible, and since Graham's bed in KQ4 is clearly too small for two people, so it stands to reason that there must be a second bed. If you look closely, you can see a scene depicting Graham and Valanice displayed on the wall near their beds (created by splicing together various elements from a number of woodblock prints).

The visual transitions in the game's trailer were inspired by the opening credits of the 1985 movie Ladyhawke.

Here is a plain text document where I kept track of various changes made to the game, as well as ideas and significant events. I had a rough version of the game full of placeholder art put together in AGS around this time, and this document (incomplete in some areas as it is) gives a good sense of the number of alterations I made over the years.

Before I finally went public with the game's real name, I was referring to it by the codename Project Luchtkasteel. Luchtkasteel is a Dutch word which literally translates to "air castle", which alludes to a dream or ambition so huge in scope that it can never be made real. I thought it was an appropriate phrase since for a long time, this project was a luchtkasteel, but it isn't anymore.



Chapter 1

Cassima and Edgar's first encounter with each other was on the literal edge of the world. This section was cut because the whole sequence felt too slow and clunky for the first playable part of the game, as well as a bit too similar with the Realm of the Dead, tone-wise.

The demon's screech is a barn owl's screech.

One of the extras walking around the Serenia town square is the shoemaker's wife (from King's Quest V). As you may have also deduced, the boy whose toy horse Cassima retrieves is the toymaker's son, and the boy playing with the string is the tailor.

Ashni is an Indian name meaning "a bolt of lightning".

I was originally going to have Sir Greywolf be the male wolf guarding Queen Icebella's castle, but considering the long gap between the time Cassima is there and the time King's Quest V happens, I decided to use another wolf instead. Maugrim is the name of one of the wolves who serves the White Witch in The Lion, the Witch and the Wardrobe.

Originally, Cassima was just going to talk to the Wiseman, who advises her on where to head next. Since a lot of the original game tended to rely on the "go to this land, then talk to the character who points you towards another land" pattern, I tried to change things up to make the Wiseman sick so that the player has to figure out how to make him better before he can help Cassima. I also added several appearances of swan feathers around the village, which both act as foreshadowing and show how the villagers have embraced the Wiseman's presence.

The Wiseman is from Hans Christian Andersen's fairy tale The Wild Swans, and most of the story is retold by him. I felt that the youngest brother was a somewhat tragic character, given how he seemed to be the closest to his sister during her exile from their homeland (even in his swan form), yet through a cruel twist of fate, he winds up with a swan's wing instead of an arm by the story's end.

The puzzle where Edgar gets water for the sprite's bird is heavily borrowed from Aesop's Fable "The Crow and the Pitcher".

I got the idea for the tree puzzle in the Bountiful woods from someone mentioning some stones they saw for sale which had carvings that would make any light reflected off of them form a luminous design.

The sound of the riddles appearing and vanishing in the giant tree is the modified sound of dry leaves crumbling.

Despite being a fairly simple 3D model, it took me several attempts to create a model of the Crystal Dragon that satisfied me. Her slight purple tint was a minor mistake -- I assumed that that was her normal color, but on closer inspection of the dragon's animations from KQ7 sometime later, I realized that she is actually completely clear, and just looked purple because she was reflecting the color of the cave she was in. Only the row of spines on her back is purple regardless of her surroundings.

Putting the fence around the path to Manannan's former home happened late in the game's development. It helps establish that the place's current owner: A) Isn't evil, and B) has to rely on that path as well (as opposed to teleporting everywhere like Manannan).

As King's Quest trivia buffs may be aware, Derek is the author of the Guidebook to the Land of the Green Isles, and in the King's Quest Companion, where the world of Daventry is framed as a parallel world to our own, Derek is said to be living in Manannan's former house and "sending" the stories of the Royal Family to our world. His physical appearance has never been clearly depicted, so I had free reign to do pretty much whatever I wanted with his look (I though a male KQ character with a ponytail would be fun to design).

Derek's tapestry (which replaced Manannan's mounted moose head because, to reiterate, Derek is a good guy) contains references to Sierra On-Line in the form of Yosemite Valley (with Half Dome in the background) and the World Famous Talking Bear of Oakhurst.

Nathan and Sylvia are from the Grimms' fairy tale "The Story of the Youth Who Went Forth to Learn What Fear Was". Nathan's adventures are described, and Edgar helps bring about a resolution to the tale in a fashion similar to the original story. They were a late addition, since Llewdor initially was a fairly empty section. The tavern was added sometime after they were.

Sylvia is the name of a character from Andrew Lang's Green Fairy Book, an 1889 anthology of fairy tales that includes characters such as fairies named Genesta and Lolotte, as well as a queen named Balanice whose daughter is named Rosanella. Since this book was clearly an inspiration for the original King's Quest games, I decided to give one of the characters in this game a name from the same collection.

The two people that appear in the Llewdor tavern in Chapter 2 onwards require a lengthy explanation:

They are two of the three protagonists from my unfinished game Three to Make Ready, in which the world was once dominated by magic, then divided into three distinct worlds (which are hinted to be Daventry, Eldritch and the real world), and a modern-day scientist named Robin is trying to reunite them by various means (including time travel).

The man is Finley, who is a selkie-born from before the division (the child of a human man and a faery that can change into the form of a seal, so a place right next to the sea is a very fitting spot for him to be), and the woman is Liana, a reincarnation of a pre-division werejaguar. While the world of 616 Mock Orange Lane is heavily based on what happens to the world after the events of TTMR, I've never actually depicted any of the characters from TTMR in a game (and Liana was never anything more than a pencil sketch).

I was originally going to leave the tavern empty after Nathan and Sylvia leave, but on a whim, I decided to and Finley and Liana ten days before the game's launch (fortunately, it took less than one day to create and implement them). The reason Robin doesn't make an appearance is because she is revealed to be a descendant of Rosella and Edgar at the end of TTMR, so even if she's not here, her ancestors certainly are. ;)

The music that plays when Edgar first meets the oracle is one of the few pieces of Liam's music that I reused. He created the original track in the mid-00's, and I used it in my very first game (Area 50.5).

I originally was going to make the scene with Edgar and the oracle oriented the same way as Cassima's meeting with the other oracle -- with the oracle in the foreground, to the left -- but I decided to keep with the theme of the two characters "mirroring" each other and decided to flip Edgar's background so the oracle was on the right.

The first KQ game I encountered was KQ3, when I was about 6 years old. I rediscovered it when I was 14, and for some reason, I remembered the border of the desert as being in the background rather than on the left side of the screen. Late into the game's development, I suspected that this false memory was what inspired me (on a subconscious level) to show the desert in the background during the Llewdor section.

The music that plays when Edgar eavesdrops on Shadrack's agent and accomplice was another of Liam's early tracks. I planned on using it for this scene back when Cassima was the one eavesdropping on them in the cabin in Tamir (as a lizard), and even with all of Liam's great new music, I still stuck with that track for this scene.



Chapter 2

Due to the numerous sweeping cuts that were made to the game in order to pare it down to a more managable size, the section that took place in Tamir ended up getting completely removed. The removed Tamir section went like this:

Cassima and Edgar initially met right after their first conversation via the pendants (next to the Roman pool). After night falls, Cassima is able to see in the dark after changing into a wolf and meets a black and white ferret named Augustus. Cassima was the one who encountered the conversation between the agent and his companion, who met inside the fisherman's cabin, which Cassima has to infiltrate as a lizard.

The clue that tips Cassima and Edgar off to Shadrack's plans appeared in an encrypted form on a piece of paper which Cassima retrieves. She then heads towards the mountains, continues climbing them as a goat before becoming human again and sleeping in a clearing on the mountain path (I briefly toyed with the idea of Cassima spending the night in a spare room on Genesta's island before journeying into the mountains).

Meanwhile, Edgar arrives at the oasis at night, and after getting the skyship, heads west using it, towards the same mountains Cassima is in. He eventually finds a mountain path and falls asleep inside a stone temple. Both Cassima and Edgar dream about their loved ones and try to touch them before waking abruptly. Cassima and Edgar then meet in the mountains, overlooking the swamp east of Tamir. Edgar helps Cassima to decipher the letter and its message before the two part ways again, Cassima leaving for the Green Isles while Edgar leaves for Etheria.

When I was first designing the oasis's rooms, I hoped that I'd be able to use one room for both the past and future times, simply switching the various features of the room depending on whether it was the past or the future. The various different objects, characters and walk-behinds made this far too complicated, however I was initially able to do this with the room where the pool is. The was a crazy patchwork of objects, hotspots and two different backgrounds implemented in that room before I had to split the past and future into two different rooms since the amount of scripting in that room was getting too unwieldy to handle. I was eventually forced to move the cutscene where Cassima and Edgar meet at the pool to a different room with the same background as well.

I was well into creating Gabbro's animations when I realized that I might made him a bit too sexy compared to the rest of the cast.

Gabbro is the name of a coarse-grained igneous rock similar to granite.

When Edgar met Leticia, she was initially wearing a necklace in an earlier version of the game. That detail was later changed, and you might be able to pick up on a little story if you pay attention to where and when that necklace appears during the game.

The sequence featuring the sage at the oasis originated fairly early in the game's development. While working on the game in 2020 (the year when I finally decided to stamp on the accelerator and keep going until the game was finished, for better or for worse), I took two weeks off to create the short game 616 Mock Orange Way, which featured a grumpy old man named Ollie and his roommate, a phooka (a shapeshifting faery) named Cob. Sometime after getting back to work on IT4, I decided to give the sage an invisible friend to make the conversations between the sage and Edgar a bit more interesting. Then, a few months after that, I made up my mind to have Ollie "play" the part of the sage, while Cob plays his unseen friend (note the very similar name). It was an unexpectedly perfect fit, since the sage throws a pair of stirrups at Edgar and Cob has the ability to transform into a pony. I had unknowingly prepared a role for a character that didn't come into existence until many years afterwards.

Leticia was meant to have a son when she was first created, but I didn't come up with the idea of Gabbro being his father until many years later.

While anyone who's played King's Quest VI may recognize the man who shows Alexander the library as the former beast which Alexander first meets in that game, his name might not be familiar to everyone. He is called Cocteau the Thrice Blessed in the King's Quest Companion, and I called him "Prince Cocteau" since he has no in-game name besides "Beast", and simply calling that in this game would be a bit jarring for someone who hasn't played KQ6 for some time. Having a large library inside his castle also acts as a homage to Disney's adaptation of Beauty and the Beast, which KQ6 also makes subtle references to (for those who aren't aware, Alexander has the same voice actor as Disney's Beast in KQ6).

A copy of A Who's-Who of 2D Adventure Antagonists, a book that appears in Adventure: Welcome to the Genre, sits on the shelf of Cocteau's library.

I really wanted to make the Hole-in-the-Wall cut a hole in the game's inventory window so that the screen beneath the window would be visible through its hole (I discovered a bug that caused sprites with alpha channels to cut "holes" in GUIs on a different project years ago), but I wasn't able to find a way to do this.

Labrusca's name used to be Linden (a species of tree). "Labrusca" is a Latin word that originally referred to a wild grapevine (but has also been used to refer to a species of grapevine, as well as the wine produced from its fruit).

The infamous tale of Bluebeard is retold here, with Cassima in the role of his last "wife". I was inspired by a slightly less dark adaptation of the story that was featured an old children's radio program called Let's Pretend (which introduced me to many lesser-known fairy tales when I was a kid) to keep Bluebeard's former wives alive. I also reread the original story, and upon discovering a line in the retelling about the protagonist reflecting that "his beard wasn't really that blue", or words to that effect, I decided to make Bluebeard's beard a deep bluish-black rather than the bright baby blue I originally designed it as.

The snake the unnamed woman is changed into is based on a saw-scaled viper, a venomous snake native to deserts of Africa and Asia.

The griffin Cassima escapes on went through a number of changes to his character. Originally he was loosely based on a bald eagle, but I decided that bald eagles were New World birds, he should be a species that would reflect the (mostly) Old World setting of the KQ games (even though I now realize that a couple of eagles resembling bald eagles have shown up in the official games -- oops). His final design was based on a juvenile golden eagle (the adults don't have white in their wings), since it seems like a young griffin would be more likely to end up captured by a human. His name changed as well -- it was originally Zephyr until I realized that one of the Winds in KQ7 already had that name, so I decided to call him Scintilla instead. Like the character in KQ7, however, his name isn't mentioned (due to a later section in the game where Cassima meets his flock being cut).

Although having two versions of griffins in the world of Daventry and Eldritch might seem a bit lazy, it actually follows in the footsteps of what KQ7 already did. Eldritch shares a number of entities with Daventry, but they differ from their Daventry counterparts in various ways (e.g., Daventry's trolls are hostile and uncivilized while Eldritch's trolls are amiable and have furry feet, the faeries of Eldritch are human-sized and wingless, while the ones in Daventry can be tiny and are frequently winged).

The ship Edgar buys is a reference to an eastern European fairy tale which there have been a number of variations on in which the protagonist acquires a magical flying ship ("The Fool and the Flying Ship" is one name it's known by). The version I heard at a storytelling festival in the 1990s featured a ship that started out tiny, only growing to full size when the protagonist said a certain phrase. Unfortunately, Edgar's ship turns out to be defective.

Although it's hard to overlook, the sequence with Acilino is one long reference to The Princess Bride.

One of the more interesting journeys this game took me on was designing various buildings, clothing and furniture for Etheria. This was difficult since we only see a few examples of each in KQ7, but it seems to have a pronounced Greek/Roman look, so I mostly went with that. I also threw in a lot of "organic" flourishes (like the vinelike doorframes inside the castle) as well as a number of spirals that mimic the look of the floating islands.

Most of the book titles in the Etherian library were created by Liam Barnesdale, and contain a variety of references to the King's Quest series and other Sierra topics, The Hitchhiker's Guide to the Galaxy, the Thursday Next series and other related topics. Here's a few that may require further explanation:

-"A Compendium on Resurrecting and Taming Creatures of Ancient Times" is a reference to my game Kynigos, where an evil sorcerer does this very thing.

-1,001 Uses for a Piece of Wire is a book from Adventure: Welcome to the Genre.

-The word "Clew" in the book about maze navigation isn't just a quirky alternate spelling of "clue". A clew is an old term for a spool of string -- the sort of spool that might be used to navigate a maze with, la Theseus in the Labyrinth.

-"Liber ex Doctrina: or, the Book of Lore" is the manual from Conquests of Camelot (Liam came up with this one).

-Kronos is the company that created the 3D intro animation for King's Quest VI (another amazing contribution by Liam).

-A paronomasia is a play on words (thanks again, Liam!).

Initially, I only had designs for the physician's first two patients, since there was no closeup of the third one like there is with the first two -- he's only mentioned by the physician. When I was coming up with designs for the characters sitting inside the library late in the game's production, I decided to make one of them the third patient. Not only does he now have a design of his own, but he also acts as a bit of foreshadowing.

The third extra character in the library (who shows up after the shop sequence) is from an idea I got in 2020 of a Disney princess who could only sing heavy metal music, and this character (Princess Aldeth) was the result. Her wardrobe in the game matches the Etherian style more closely, and the book she is reading (too small to be legible) is Songs from the Forge (because...metal).

Scrimshaw is an art form created by making scratches on bone or ivory, then filling the scratches with ink. As you can see in the game, scratching is one of Scrimshaw the pygmy griffin's favorite hobbies.

Scimshaw pointing Edgar the right way in the maze was inspired by Sierra's edutainment game Pepper's Adventures in Time, where Pepper's dog helps retrace her steps through the Pughs' mansion by moving to the correct doorway whenever you make him sniff the room you are currently in.

The tiny dragon was originally nameless and much more generic in design. I was inspired to give him a row of feathers along his back instead of scales. Since the only other dragon we see in the Realm of Eldritch is made of crystal, it made sense to give this dragon a more unconventional design as well. I also unintentionally gave him the same body plan as the Crystal Dragon (two legs and two wings with hands, which would technically classify them as wyverns, if you wanted to be super-pedantic). The name "Tercel" is a Middle English word for a male hawk (which are typically smaller than females), and his red crest was inspired by the golden-crowned kinglet (the male birds have red tufts of feathers on their heads that are only exposed when the bird is excited or aggressive). I also changed his personality to make him more distinct from the sage, making Tercel more of a slightly unhinged survivalist than a grouchy individual living in a hole at the base of a cliffside.

I cut out a large section of Etheria for several reasons -- the biggest one being the insane amount of animations it would have required. However, two background characters from that section (the maroon-skinned balding man and the man with long red hair) can occasionally be seen walking around the center of Aeolus.

One of the cut sections from the game has Edgar get stuck on a ledge below Cassima in the ugly side of Etheria, and Cassima has to help him climb up to the ledge she's on by using her scarf on a shrub that Edgar rejuvenates. This puzzle ended up slightly modified and reused in the Kolyma cliffs section.

In bit of symbolism, the only item that remains on Leticia's shelves in both the past and the future is an hourglass. There's also a book titled "Tempus Fugit" when Cassima is there, which translates to "Time Flies."

The goat sculpture in Leticia's shop is a nod to the animal removed from Cassima's armlet. There's a little Easter Egg if you interact with it.

Originally, the Etheria section was even longer than it currently is:

Edgar was going to travel to another island after leaving Tercel via an enlarged crossbow that Tercel set up to defend himself against possible invaders, first contacting Cassima and ask her to come and join him, thinking they might stand a better chance together in a land he is told can be a bit rough. When Cassima arrives there, she sees someone she is convinced is another agent of Shadrack's, and hides from him inside a seedy tavern full of shady-looking men, where a man named Icarus immediately starts to bother her. She finds a place to hide and overhears Icarus talking about a potion he stole from a sorcerer, which is essentially a truth potion.

Cassima steals this from him, causing the men to chase after her. She encounters Edgar at a crossroads, hands him the bottle and takes off down one of the paths, while Edgar takes the other path. The men split off and start chasing both of them, with Edgar alternately Cassima finding ways to slow them down and swapping the bottle between them as their paths keep crossing.

Eventually they both reach dead-ends, but with teamwork, they are able to evade the men. Edgar then leaves for the Land of the Green Isles after Cassima mentions her experience there while Cassima stays behind. Inside a nearby cave, she finds a solitary black unicorn. On a plateau above the cave, she finds a group of griffins, one of which is the one she set free. She gets a sprig of special herbs from them, which she gives to the unicorn to gain his trust. She then gets him to drink the potion.

The unicorn then tells all, explaining that he is the unicorn who was captured by the tailor in the fairy tale "The Brave Little Tailor", and is completely humiliated by his experience, which is why he is living in a remote cave. He is convinced to leave his cave, and tells Cassima what he known about Shadrack, then advises her to seek out King Neptune (most of his lines were ultimately given to the griffin and to Neptune's Channeler).




Chapter 3

Shappa is a Native American (Sioux) name meaning "red thunder", and Suhad is an Arabic name meaning "sleepless."

While Shappa stopping and warns Edgar about the dangers of the mirror was part of the game for some time, I added some dialog to hint that he does this because he can faintly sense the presence of the cat's life that Edgar is living on, thus feeling a faint sense of kinship with him.

The matching puzzle I originally had planned for the Isle of the Mists (which Edgar was going to visit before the Isle of Insight) was briefly changed and relocated to the Sixth Isle, where Edgar would have to match symbols of animal footprints to a description of the animals that left them. This felt a bit contrived, and was replaced by the maze inside the mirror (which initially had Edgar meeting his reflection immediately after uncovering it).

The time Edgar and Cassima visit Kolyma is an unspecified time in the land's distant past. Aside from the land having no human inhabitants, the lake around Dracula's castle isn't poisoned (I've speculated that perhaps that castle could be the one Valanice's parents resided in and Dracula took over it and tainted it as well as the lake around it) and there is no gorge near the cliffs. I was also going to have a waterfall coming down from the cliffs (a leftover from an early draft of the cliffs section), but I figured that would make players wonder where it is once getting to the top, so I just put a pond at the base of the cliffs which feeds into the nearby lake.

Some have speculated that there is another half of Kolyma that we don't see in the original KQ2, and thus the cliffs run down the center of the landmass rather than along the east coast. This would provide a possible explanation of where Valanice's parents and some of Kolyma's more mundane residents and locations would be. I didn't think of this idea until I had much of this game's locations already mapped, and though I would have liked to do something with that hypothetical part of Kolyma, I have no idea what I would have done with it.

I didn't want to fill Kolyma with made-up fish in the sea or random birdsong on land, and wanted to base both on the wildlife of a real-life location similar to Kolyma. However, it was difficult to find a real-world equivalent of the place, since it's such a jumble of wildly varied locations and characters. Eventually I decided on using a mix of the Mediterranean coast (because of King Neptune's and Pegasus' Roman and Greek origins) as well as southern and northern California (due to the palm trees on the beach and the redwood-like trees and mountains further inland).

If the entrance to King Neptune's channeler's cave looks vaguely familiar, that's because it's copied from a mirrored version of one of the backgrounds from Sierra's largely aquatic adventure game, EcoQuest: The Search for Cetus. The "entering an aquatic cave through an underwater entrance as a sea lion" element also appeared in Adventure: Welcome to the Genre, even though it originated in the design for this game.

The runes on one of the books on Alexander's desk translate to "Runes and You." Most of the covers and pages from the other books are copied from real books on magic, alchemy and the occult.

Alexander's magical circle contains a triquetra symbol. It is formed by three intersecting circles, and it symbolizes a number of things - mother, father and child; birth, life and death...and, most relevantly to the story: past, present and future. The circle was originally a magical machine which the locket was fitted into, but this ended up being too complicated for me to come up with a convincing design for, plus it didn't really seem like something that Alexander could put together in just a few hours. Having him take the locket with him during the climax seemed to make sense, since it seem like he'd have to take the "power source" for the portals with him, and you might notice that the portals pulse with the rhythm of a human heartbeat.

The birds on the Isle of Insight are based on real species. It was a bit tricky deciding whether to make them New or Old World species since the Green Isles contains both Old and New World species of animals (nightengales are Old World, raccoons are New World). In the end, I went with the European turtle dove, the common quail (both Old World) and a generic sparrow.

Adding the mangrove-like trees around the Isle of Insight was more of an aesthetic choice than anything else, since they provide more places for the inhabitants to build their homes and make the setting a bit more unique as well. However, since the islands are so varied in the flora and fauna found on them, adding a tropical species of tree that grows in salty water isn't that much of a reach.

Initially, I didn't have much of an explanation as to what the Isle of Insight's inhabitants made their various structures out of. Then I remembered that the Green Isles are infamous for ships wrecking near them, tweaked some of the structures to look more like they were pieces of boats, and my issue was resolved.

The red squirrel was voiced by me.



Chapter 4

When I was drawing Ooga Booga, I realized that it has never occurred to me before how in KQ7, it appears to be night in Ooga Booga while it is daytime everywhere else in the realm. Perhaps there's some sort of magic that keeps the sky perpetually dark there?

The plants that Cassima picks for the sorcerer are mugwort. I looked up plant species that could be used to repel moths, and mugwort was one of them.

The sorcerer's treehouse was originally much emptier. I filled it with various items that connected to the trinkets (precious stones, crystals) and decided that since he was using vines to cover his house, he could probably use his magic to manipulate other forms of vegetation in various ways as well.

The fate of the physician was another late addition to the story, made mostly because I felt that he had to face some form of punishment, not only for what he does to Edgar, but for what he does to his various customers as well. It was a lucky coincidence that there was a tiny tree in the storeroom from the beginning of that room's design and the sorcerer's character was eventually expanded to use his magic on plants.

The puzzle where Cassima has to scare off the giant bat is pased on a similar puzzle from my unfinished game, Three to Make Ready, where the protagonist has to scare a small animal away from something she needs by modifying a bird call so that it sounds like the call is from a much bigger bird. Coincidentally, the plot of this game had to do with this protagonist wishing to merge our world with the world of magic, and at the end, it's revealed that she and another character are descendents of Graham and Valanice.

The land Edgar finds Ashni in was originally named Lycathia (a land mentioned in one of the King's Quest novels), but I decided to leave it nameless. It was also a much more barren location, which I eventually realized looked really cheap, so I decided to give it some mountains and forests as well as add an extra screen to it (of which there is only one piece of concept art).

The sequence where Edgar enters Ashni's castle wasn't one I initially put much thought into. I was prepared to write it off as one long cutscene starting with Edgar getting on his ship and ending after he crashes it, but making it into an interactive sequence where the player controls Edgar's skyship and flies it up and around the castle's towers was an impulsive decision that was refreshingly simple to implement.

Some Sierra On-Line trivia buffs may be aware that Serenia is the name of a land featured in both King's Quest V and Sierra's early game, Wizard and the Princess. The antagonist of the latter is named Harlin the Malevolent, and it's hinted at that he is the one that imprisoned Ashni. Coincidentally, Wizard and the Princess also features time travel.

Although it probably doesn't require explaining, Edgar's half of Chapter 4 is one big Sleeping Beauty reference. also, despite her hair and dress color and being imprisoned in the tallest tower of a castle, I wasn't inspired by Princess Fiona in the original Shrek, since I came up with Ashni's design and story before Shrek was released.

The relationship between Aubrey and Ashni was fleshed out considerably since the publication of the game's "novelization" in 2006. Originally, Aubrey had only heard of Ashni before he finds her, but making them familiar with each other was a good way to work in the conflict Aubrey would feel by knowing of Ashni's fascination with faeries while being unsure about revealing the truth of his parentage to her.

There's something that at first looks like an animation error in the closeup where Aubrey wakes Ashni where it looks like the part of his body beneath his armor is missing for a couple of frames. It's not missing, however: I just made the mistake of unknowingly making the sash around his waist almost the exact same color as Ashni's blanket.

The trinket Ashni is wearing has an opal set in it. This birthstone is regarded as unlucky to everyone except those are born in that stone's month (October).



Chapter 5

Creating Chapter 5 was a monumental task, not only because of the large amount of characters and animations, but how to connect the various scenes in a way that wouldn't make it difficult to make changes to the dialog. I ended up creating one long function in a global script divided into the 30+ rooms, then calling that function from each of those rooms' scripts when it was needed, with another variable determining at what point in the scene is currenly playing for rooms that appear in the sequence more than once (i.e., the first room is broken up into three sections: when Edgar and Cassima appear, when they notice King Edward, and when they dive forward to hide).

The sword Alexander is wielding in the finale is the same sword he has in my fan fiction take on King's Quest XI (Blood is Thicker than Seawater).

If the animation of Rosella and Edgar clasping each other's hands in Chapter 5 looks like it was based on the animation of them doing the same thing right before the King's Quest VII outro, that's because it was. :)

The idea of Shadrack keeping his power inside a far away, well-hidden item wasn't inspired by Harry Potter, as the horcrux concept wasn't introduced in the series until sometime after I came up with that idea. Instead, it was inspired by the Chronicles of Prydain. In Taran Wanderer, the fourth book in the series, Taran's pet crow reveals the location of a tiny bone to him, which Taran keeps with him. Sometime later, he and his friends are captured by a powerful wizard, whose spells inexplicably have no effect on Taran. Taran soon realizes that the bone belongs to the wizard, and when the bone is broken, the wizard is defeated.

Looking back, I realized that Shadrack's true form is very similar to the nightmares from King's Quest VII: an amorphous dark mass which is a pure manifestation of human fear. This entity is somewhat less like a mindless beast, but still intent on causing terror in more subtle ways.

I tried to build up to the revelation of Aubrey being Edgar's cousin (by introducing the identical rings and the name "Merovius" early on) so that it doesn't seem to come out of nowhere in the final chapter. Remarkably, even though I didn't know it when I created Aubrey, there are real world legends featuring Oberon as a powerful magician who has a brother named Merovich (Merovius is the Latin version). Obviously this wasn't the same Oberon that the one in KQ7 was inspired by, but I couldn't resist giving KQ!Oberon's brother's name a bit more "legitimacy." (Incidentally, Merovich was apparently a real person who was elevated to legendary status, and was believed to be the leader of the Salian Franks.)



Outro

People who are familiar with some of the inventory items that can be found in King's Quest II may find the jewelry that Valanice is wearing in the outro very familiar.

The wedding at the end of the game is not only a grand conclusion to the events of the game, but it also pays homage to KQ2, where a number of characters from the current and previous game(s) appear as guests, even if their appearance isn't entirely logical within the context of the story (e.g., various characters from KQ1 turn up as as guests, as well as numerous enemies from KQ1 and 2). Aside from the characters from this game and the canon KQ games, other characters making cameos are:

-Amaranth: Valanice's childhood friend, who appeared in my very first full-length KQ fanfic. In her first appearance she is strongly implied to have died, but I decided to resurrect her in a later story.

-the sisters Katherine and Sybella, Katherine's husband Terrence, Sybella's boyfriend Athan, and the brothers Marcus and Edgar (yes, there are multiple Edgars in this game). All these characters but Athan are from my short fantasy story "A Split Unkindness" while Athan appeared in my short game 616 Mock Orange Way (he is strategically hiding the ailment that was introduced in that game), and Sybella shows up in both.

-Morgan and Hoyt: two close friends from an unfinished short fantasy story that were later given new life in 616 Mock Orange Way.

-Selda and Idony, stars of my short fantasy story "Curseday."

-Thalia James, protagonist of my very first AGS game, who went on to star in two sequels. She is wearing the same outfit briefly visible in her closet in her third game (which she also wore in Himalaya Studios' Mage's Initiation: Reign of the Elements). Given the fourth-wall breaking nature of her games, it makes sense that she is the only person in the audience looking directly at the player in the second-to-last shot.

-A character who made her first appearance in 616 Mock Orange Way, and should hopefully be appearing in her own game in the near future.

Other notable characters that appear as guests are:

-Crispin and Cedric

-The toymaker's son and his daughter

-Derek Karlavaegan

-The Wiseman

-Gabbro

-Leticia and her son

-The currently unenchanted snake and her brother

-Genesta (since Rosella saved her life and Genesta rid Edgar of the twisted form that Lolotte gave him, it makes sense that Genesta would show up to their wedding)

-The sprite (a late addition)

-Oppi Goldsworth

Not only does Thalia James appear in the outro, but a now outdated version of Cassima in her alternate outfit makes a brief cameo in Thalia's first game, Adventure: The Inside Job. The tones made by Cassima's CommKey when she leaves the room she shows up in are also a brief snippet from the theme song's chorus.

Although the majority of the outro animation was done fairly early, Cassima wasn't wearing anything on her head until years later, when I decided that she should be wearing something decorative for such a special occasion.

Although I did give Graham a more formal version of his typical outfit, there was no way he would be wearing anything but his hat at the wedding.

Although the majority of the outro animation was done fairly early, Cassima wasn't wearing anything on her head until years later, when I decided that she should be wearing something decorative for such a special occasion.



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