If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Quest for Glory: So You Want to Be a Hero (1989)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Quest for Glory: So You Want to Be a Hero

Also known as: Hero's Quest: So You Want to Be a Hero (original title)
Developer: Sierra On-Line
Publisher: Sierra On-Line
Platforms: DOS, Atari ST, Amiga, PC-98
Released in US: October 1989


TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
NotesIcon.png This game has a notes page

Hero's Quest Quest for Glory: So You Want to Be a Hero was a genre-defining game, combining Sierra's traditional point-and-click adventure game style with RPG elements pretty successfully and being one of the most notable games of 1989. Being an EGA game, a few years later it was remade in the VGA graphics format.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
Blank.png
Text Changes
Quite a few changes in text between the first and re-release.

Debug Mode

SCI Internal Debugger

v1.000 v1.102/v1.200
HerosQuest EGA debug.png Quest for Glory EGA-debug.png

At any point during the game, hold down both Shift keys and press the - key on the numpad. To exit this mode, press Shift and D.

Key(s) Action
Q Quit.
B Set Breakpoint.
O Show objects in heap.
Shift + O Show objects with address.
A Inspect ID in accumulator.
C Inspect Current Set of Objects

Press C to see all of the object within that
set. Press I to inspect the selector.
Press E to edit that selector.

I Inspect Object/Memory - The player can
also press Up/Down to go up/down through
the memory by 16 bytes and Left/Right
to go up/down the memory by 2 bytes.
F Show Free Heap.
S Show sends.
G Change Global Variable.
L Change Local Variable.
T Change Temporary Variable.
Enter Single Step through Script.
Tab Step across Send.
C Show objects in heap.
R Show resources loaded.
Shift + S Shock stack usage.
Shift + / Show an incomplete list of shortcuts.
(Source: HWM, ScummVM Wiki)

In-Game Debug Actions

At any point during the game, open up the text prompt and enter razzle dazzle root beer.

These controls become available in the game:

Keys Action
Alt + E Get stats on the player character.
Alt + S Show cast (info about all on-screen objects).
Alt + M Show memory.
Alt + T Teleport to another room.
Alt + I Give an inventory item to an actor (usually ego).
Alt + B Change amount of silvers.
Alt + X All stats set to 80.
Alt + K Changes values of skills (Starting at 0, which is Strength).
Alt + V,
Alt + P,
Alt + C
Show layers of a room (Visual, Priority and Control respectively).
(Source: HWM, ScummVM Wiki)

Death from Overwork

QFG1-Original-DOS-Death from overwork.png

While this death is possible, it is extraordinarily difficult as it requires the player to run out of Health and Stamina at the same time while doing an action that drains the player's stamina. This may also require no strength or vitality points to see it.

The player has a far better chance of seeing it if the player tries to climb the mountain up to Erasmus' house while depleted of Health and Stamina points.

(Source: Kuro-chan)

Unused Content

In text file 331 (Spielburg, Bar), there is additional text for a note crumpled on the floor. This does not appear to be used, regardless of what class you play and if both B's are still alive following their covert meeting.

"B. - That new adventurer is getting too nosy. Deal with him. - B."

The Ogre's base HP is 93, but the only appearance of the Ogre is outside the Kobold Cave where it has 112 HP.

Revisional Differences

Four DOS versions were released: v1.000, v1.001, v1.102, and v1.200 (the last of which marked the name change). Most of the major fixes/updates/changes appear to have been done for v1.102.

Hmmm...
To do:
Any more changes?

Sneaking to avoid enemies in the forest was either done automatically in Hero's Quest without telling the player or it never happened. In v1.102, a player is notified if they avoided a monster fight while sneaking in the forest.

v1.000 - 1.102 1.200
Hero's Quest 1-DOS-title.png Quest for Glory 1-DOS-title.png

The game was originally released as Hero's Quest: So You Want to Be a Hero. However, since Milton Bradley already had a board game called HeroQuest, future copies changed the title to Quest for Glory. This change also affects the title bar and had the slightly egregious effect of making the main menu credits slightly off-center and to the left.

v1.000 v1.102 & 1.200
Hero Quest DOS intro1.png QFG1 DOS intro1.png

The opening logo animation (and by extension, its background) was shifted to the left. This allows some space for the revised Quest for Glory II plug.

v1.000 v1.102 & 1.200
Heros Quest DOS class page.png QFG1 DOS class page.png
v1.000 v1.102 & 1.200
Heros Quest DOS more points.png QFG1 DOS more points.png

The character customization screen has an extra black line on the left. The dialog box telling the player that more points can be allocated was also made more ergonomic.

v1.000 v1.102 & 1.200
Having a nice rest..somewhere. I'm not dead! Honest!

The pause screen originally had a unique image of the main character in bed. This was replaced with the character passed out/dead.

v1.000 v1.102 & 1.200
Heros Quest DOS bar.png QFG1 DOS bar.png

A note has been added in the Aces and Eights Tavern for Quest for Glory. This was likely added in to encourage players to check this place for more notes through the game (given the only time you see a note in Hero's Quest is a bit out of the blue).

"B. - He's starting to act suspicious. Better save this drop for emergencies. - B."

Heros Quest DOS hand.png
A hand cursor present in Hero's Quest was removed from Quest for Glory.

  • Hero's Quest had an option called "High-Speed Hero", which made the character go faster by pressing F4. This was removed in Version 1.102.

Enemy HP

Brutus was given 53HP (Out of 60HP). This could be a glitch since he was given the same HP value as a Saurus. This was fixed for version 1.102 which not only gave him full HP, but also increased it by 100, upping his threat level.

The Ogre guarding the Kobold Cave is given 100/112 HP. This was fixed for 1.102.

Forested Area Below Erana's Peace

Originally, this area was one of the few safe zones in the forest where monsters would not spawn/pursue the player (Along with the screens where the White Stag appear, for example). As of 1.102, monsters will show up.

(Source: ATMachine, Kuro-chan)

Goblin Ambush

Originally, each time the hero engages the goblins, the number the player would have to face would increase by 1 per visit without any real limit in sight. As of 1.102, this was capped to a maximum of eight, which reflects the number of bodies thrown around on the field after the hero defeats them.

Kobold Cave

The Kobold's cave was redesigned to make it far more user-friendly.

v1.000 v1.102 & 1.200
Entering the cave. The hero walks into the cave, then a description appears while pausing the game. A description of the room appears while the hero walks in; the game does not pause during this.
Running Hero can run in the cave. Running is not permitted.
Rock throwing Hero cannot throw rocks at the Kobold. Hero is allowed to throw rocks at the Kobold.
Forcing the Chest Open Player recoils from damage. Player appears unaffected (but still takes damage).
Collecting Treasure Money When the thief picks the lock on the chest, the money is automatically collected. In all other instances, the chest explodes and the hero can pick it up afterwards. The money can be picked up after dealing with the chest. Nothing is done automatically.
Kobold Toadstools The hero can collect as many toadstools from the table as he wants. The hero can only collect the toadstools once. They disappear off the table after they have been collected.
Fighting the Kobold When you choose to engage in physical combat, you are locked in combat until either you or the Kobold wins. In addition, when the Kobold teleports around, the hero will swing his sword while re-acquiring his target. The combat round ends when the Kobold teleports away, allowing you take whatever action you wish when he re-appears, including fighting again. You may also choose to escape at any time during the combat round.
Kobold's Death States the Kobold is gone. If you try to cast offensive magic, the game comments on the Kobold being dead. Leaves his fate uncertain in a more descriptive fashion; Did the hero kill the Kobold or did it teleport away...?
Background Music Baba Yaga's Hut / Outside Brigand Fort theme plays while fighting the Kobold. Cave music plays the whole time, regardless of the Kobold.