Colonel's Bequest logo
 

Credits

The following people made The Colonel's Bequest possible:

Executive Producer Ken Williams
Writer Roberta Williams
Director Roberta Williams
Chris Iden
Programmers Christ Hoyt
Chris Iden
Creative Designer Jacqueline Austin
Animation Douglas Herring
Backgrounds Douglas Herring
Jerry Moore
Music and Sounds Ken Allen
System development Robert Heitman
Jeff Stephenson
Stuart Goldstein
Pablo Ghenis
Corinna Abdul

Note:

Sierra had a policy to only credit people who were still working at the company at the time of release. It is possible more people contributed to The Colonel's Bequest than listed above.

Roberta Williams is a well-known game author that pioneered the graphical adventure genre at Sierra. Her first game was the text-adventure with vectorgraphics, Mystery House, released in 1980 for the Apple II computer. Sierra's and Roberta's first breakthrough was King's Quest I on various computer platforms in 1985. After 4 episodes of King's Quest, Roberta wanted something else and decided to write a murder story that became The Colonel's Bequest.

Her husband, Ken Williams, CEO and founder of Sierra On-Line, was the executive producer, overseeing the development process and making sure everything was finished on time. Back in the day development teams were much smaller than they are today.

Development system

This section discusses the development system that was used to create The Colonel's Bequest.

The Colonel's Bequest is created in the Sierra Creative Interpreter (SCI) development environment.

SCI was Sierra's own advanced object oriented programming language, quite similar to Java. Sierra's programmers wrote scripts for every objects and let objects communicate with each other, to create an interesting interactive gaming-world.

SCI0 was ported to different computers that were popular at the time (PC, Atari ST, Commodore Amiga and Apple Macintosh). Using SCI, Sierra could program the game once and release it to many computers at the same time. The only platform-specific element is the Interpreter itself that translates Sierra's language 'on the fly' to platform-specific code, just like Java's virtual machine does. All game resources (scripts, graphics, sounds, etc.) are encoded, to protect them from altering and stealing.

Sierra modelled their games for the IBM PC 16-color platform, so the other versions do not take advantage of the more advanced display capabilities of the other platforms (for instance, the Commodore Amiga is capable of producing screens with more colors than the 16 which the IBM EGA-color is capable of, but The Colonel's Bequest does not take advantage of this). Note that although the SCI-interpreter was ported to Apple Macintosh, The Colonel's Bequest was not released for this platform.

Sierra used SCI for the first time for King's Quest IV in 1988. Over the years different versions of SCI appeared. For The Colonel's Bequest the first version, SCI0, was used. Later versions of SCI were used to create the newer VGA 256-color, mouse-based Sierra games.

SCI development software

In the last few years hobby programmers hacked SCI games and created various development kits and utilities to view assets from existing games and/or even edit them. Some of those tools have been released as open-source. An example is SCI Studio.

Please note that we at ColonelsBequest.net can not provide help and/or support with hacking The Colonel's Bequest or any other games.