While it’s seen more than one revival since its original release by New World Computing (the Heroes of Might & Magic series, and the 2008 series titled King’s Bounty by Katauri Interactive), that first version is still a fine game to play even today. Players explore four continents raising armies, fighting hordes of monsters, building income and leadership, collecting artifacts and bringing a variety of colorful villains to justice.

The game simulates the passing of time, which affects a number of things. Every week (five game days) you get income from the king of the realm, but also must pay your troops and other miscellaneous expenses. There is a time limit (determined by the game’s difficulty level), preventing you from passing weeks for income. While you’ll probably fight hundreds of battles in a typical game, technically speaking you can win without fighting any: bringing villains to justice earns you pieces of a map, a depiction of one screen of the game’s vast scrolling area, and the win condition is to find that screen and search for a lost scepter on its center location. While the maps are the same every game, nearly all the locations of the wandering monsters, treasures, villains and other important elements are randomly placed each game, giving King’s Bounty tremendous replayability.

A true classic strategy wargame, King’s Bounty was widely ported, to DOS, the Mac, the Atari ST, even to the Commodore 64 (that must have been a difficult job), and there’s also a surprisingly good rendition for the Sega Genesis/Mega Drive that might be the best version, and was implemented in-house by New World Computing themselves (they did a similarly great version of Might & Magic II for that system).

Dan Heskett has recreated the engine of King’s Bounty and put the code on Github. You’ll need the files of the original DOS disks to use his code, but if you don’t care to go that route you can instead play it in your web browser. The keys are the same as the DOS version; use this PDF of the manual to learn how to play. The Github Readme has a wealth of information, not just on how to build the recreation but of the internals of King’s Bounty. It even includes two autoplayers, one that simulates a game as a human would play it, the other a game played with perfect knowledge of the game world.
Note: I have noticed a couple of bugs in this project. I am giving this project the benefit of the doubt that it was not generated by an AI system. If I discover otherwise, I will mention that fact here.
Here’s a few more screenshots:






















