There were five games in the Quest for Glory Series:


Quest for Glory 1
So You Want to be a Hero


Hero's Quest boxcover Quest for Glory VGA boxcover

Released in October 1989

"So You Want to be a Hero?" was the first computer game we designed. Corey was hired by Sierra On-line as a systems Programmer. Lori proposed the "four-game" series in August of 1988. It was a hybrid of adventure and fantasy role-playing games with a dose of humor.

The original game only used 16 colors for the artwork and had a typing interface, which made it more difficult to play than the later version. Corey was leader of the programming team, and Lori scripted and directed the project. The 1992 remake was in 256 colors and used a "point and click" interface.

In "So You Want To Be a Hero" you start out as a wannabe hero trying to find a job in the town of Spielburg. You soon learn that things are not always what they seem to be on the surface. There's more to being a true Hero than just fighting monsters.

You could choose to play the game as either a Fighter, Magic User, Thief or combination. The gameplay and puzzle-solving altered significantly depending upon your character's skills.


Over 250,000 sold
Computer Gaming World "Adventure Game of the Year"
Game Player's "Excellence Award 1990"
Questbusters "Best Quest of the Month"
Compute called it "A breakthrough in adventure game design."

The Hero Quest Story


Trial by Fire

Trial by Fire Box CoverReleased in November of 1990

This game was EGA (sixteen colors) and used the parser interface. Corey was again the leader of the programming team and Lori designed and wrote the script, but we now had an art director, Kenn Nishiuye to be in charge of the large art team.

Set in the Persian-fairy tale land of Shapeir, this game starts out where the first game left off -- your hero flying on a carpet from the alpine regions of Spielburg to the desert sands. But the city is under attack from supernatural forces, and you must travel to the dark city of Raseir in order to protect your friends.

Players who finished the first game of the series could import their character into this one. In addition to the original Fighter, Magic User, and Thief profession, the character could earn the rank of Paladin.


SPA Certified Gold (over 100,000 sold)
Enchanted Realms "Distinctive Adventure"
Questbusters "Best Quest of the Month"
Dragon Magazine 5-star rating
Nominated for CGW "Adventure Game of the Year"


Wages of War

Wages of War boxcoverReleased in September, 1992

This project began while Corey was still working on the Dr. Brain game and in charge of the educational games group, so he is only credited with being the co-designer. Lori again was writer and director. This was the most realistic of the series in terms of art style. Most of the animation was done with video capture of various Sierra employees. Then an artist painstakingly rotoscoped pixel by pixel over the image. Corey performed as Ad Avis and Lori was transformed into a katta merchant.

Your hero now travels with his friends Rakeesh, Uhura, and Simba to the savanna and jungle lands of Fricana. War threatens to break out between the people of the Simbani and the Leopardmen. You must restore the peace before demonic forces are unleashed by death and destruction.

Players could now play the Paladin character they created at the end of "Trial by Fire" or earn the rank at the end of this game.

Computer Game Review: "This is a perfect mix of what a game should be!" (rating 87%).
Nominated for CGW's "Adventure Game of the Year"
Dragon Magazine 5-star rating:"This is by far the finest of the Quest for Glory adventures
created by Lori and Corey Cole... Quest for Glory III (QfG3) is a delightful repast in a
market filled with junk food."
PC Games chose Quest for Glory III as one of the “Top 40 Games of All Time.”



Shadows of Darkness

Shadows of Darkness original boxcover Shadows of Darkness CD boxcoverReleased December of 1993

This is the only game that Corey actually worked full time as a designer rather than as a programmer. Together we share credits as Writers, Designers, and directors of this game and writers of the manual, "Hero: The Journal of General Job Adjusting." Corey later helped with the voice recording for the CD version.

Your Hero finds himself trapped in the haunted land of Mordavia where things neither living nor dead stalk the nights. It is very difficult to judge friend from foe. Will you be tricked into answering the "Call of Avoozl?"

Electronic Games: "...everything one would expect it to be --
fun, complex, absorbing, and funny.”
Strategy Plus: "highly recommended"
Questbusters: :“Lori and Corey Cole are a wonderfully entertaining
duo of game designers and masters of storytelling.”





DragonFire boxcover Shipped December 1998

After a two-year hiatus from Sierra, Lori actually becomes an employee in order to create the final game in the series. Corey rejoins the project midway through. At about the same time we also added Jim Katic to our "DragonFire" team.

Your hero now visits the island of Marete to compete in the "Rites of Rulership" to determine the king of this land. Someone else, though, is trying to kill off the competition.

Amazon: "Combining the best elements of role playing with pulse-pounding action
in the 3-D realm of Silmaria, Dragon Fire is a journey fraught with
peril, mystery, and enchantment."


Note 1:
The first game of this series was entitled, Hero's Quest to go along with other games in Sierra's line. Unfortunately, Sierra didn't trademark the name. As a result, the series was later renamed, Quest for Glory.

Return to "So You Want to be a Hero"



Note 2:
The programming team for the VGA version of the game included our friend Richard Aronson who earlier was a major contributor to "The Spell Book."

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Note 3:
How does a four-game series become five games?
The ending of "Trial by Fire" indicated that the next game in the series would be "Shadows of Darkness." However, we had a two year break from the series while we were making Educational games, and we didn't want to introduce new players to the horror genre of "Shadows of Darkness" until they had played a more traditional fantasy genre. So we added "Wages of War" to balance things out.

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Note 4:
"Trial by Fire" proved to be a singularly apt subtitle for a game. The working situation at Sierra had altered dynamically from the first project, and not for the better. We earned our combat pay creating this one.

The Evil Twin City of Shapeir, Raseir, is an anagram of Sierra.

Return to "Trial by Fire"



Note 5:
Parser meant that you had to type in every action you wanted your character to make. Unfortunately, after Quest for Glory 1 was revamped, Sierra learned that it cost more to remake a game than that game would sell. Therefore, this game remains in its original form.

Return to "Trial by Fire"



Note 6:

No sooner did we release this game, but we learned that another computer game company had trademarked the title, "Wages of War." As a result, the game was supposed to be retitled, "Seekers of the Lost City" for later releases. However, either the other game never quite made it to market or the game flopped. As a result, the name never actually changed.

Return to "Wages of War"



Note 7:

This was my favorite stories of all the games -- mixing humor, pathos, romance, and sacrifice. It was incredibly complex and had a very entertaining combat system.

It was also the buggiest of release of all Glory games with only one real week of QA so that it could ship before Christmas. It was practically unplayable. Needless to say, I was heartbroken. (Lori)

Return to "Shadows of Darkness"



Note 8:

This CD release cleaned up many of the bugs of the original version. Better still, it had voices for all the characters and John Rhys-Davies as the narrator. He called it, "the script from Hell" because it had more lines of dialogue than any movie would ever have for a character.

Return to "Shadows of Darkness"



Note 9:

Our original 1994 design for QG5 was entitled, Hero's Crown. Since the game altered significantly over the years, DragonFire seemed more exciting and significant. Besides, DragonFire was supposed to be a Multiplayer game. Then it became a single player game with multiplayer capabilities. Eventually, it shipped as a solo game. We hoped to do a Multiplayer version after it shipped, but we were informed that the programming system no longer supported MP. Sigh.

Return to "DragonFire"


Note 10:

Polite word for being "laid off" or breaking our "contract." We had told Sierra that QG5 needed a higher budget and a full team, and Sierra wasn't able to provide either. During our hiatus, we formed FAR Productions and created "Shannara" for Legend Entertainment. The good news was that DragonFire certainly wound up with a humongous budget (well, over-budget, anyway) and a great team. The bad news is that Corey was primarily working for other companies during its creation.

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Note 11:

Up until this point, I had been a freelance contractor with Sierra working for royalties. They kept trying to get me to sign an exclusive agreement with them, but I wasn't about to unless they paid me the extra bonus like Roberta Williams had from Sierra. Then the government decided that exclusive contracts meant Sierra needed to pay Social Security and other benefits, and Sierra dropped the idea.

The advantage of being a contractor was that I could set my own hours and work my own schedule. The disadvantage was the Social Security and other taxes paid from my advances on Royalties. Plus, creating games was so much work, I wouldn't have been able to work for anyone else.

But it had been a point of pride to say I had never actually worked for Sierra. (Lori)

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Music©Sierra On-line Hero's Quest Theme by Mark Seibert

Courtesy Quest Studios