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King's Quest 1: Quest for the Crown (1984)      

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Sierra
Adventure / Graphical
Roberta Williams, Doug MacNeill, Greg Rowland
-
8088/8086 CPU, 256K RAM, CGA, Hercules or Tandy/PCjr graphics
80286 CPU, 512K RAM, EGA or VGA graphics
128K
1
-
Eng

5.25
Worldwide
King's Quest 2: Romancing the Throne
King's Quest 3: To Heir is Human
KQ5 Copy Protection
Kings Quest 1: Quest for the Crown
IBM PC






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mattbarton.exe (Unknown)   24th May 2011 07:56
Review: King's Quest
Submitted by mattbarton.exe on Tue, 08/02/2005 - 12:39
Review Of
Williams, Roberta. King's Quest I: Quest for the Crown. Armonk, NY: IBM, 1984.

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A couple days ago I finally got around to playing through Roberta William's famous King's Quest game. Knowing something about William's notoriously illogical and incoherent puzzles, I didn't even attempt this one without a walkthrough. Instead, I focused on studying the interface and trying to recast myself in that historical moment--that is, to appreciate something of the wonder the game must have inspired in 1984 (or, 1983 to be precise, when the game was released for the IBM PC/Jr). I played the original DOS version with DOS-BOX, an emulator for very old DOS titles.

To switch from Mystery House to King's Quest is a jolting experience, though only three years separate them--and more than technological differences distinguish the two. Whereas Mystery House was brutal and obviously adult-oriented, KQ is a fairy tale that seems (to me, at least), aimed at young children. However, there is gore here, and our hero is all-too-capable of suffering horrifying death--and he must kill enemies as well.

Enough has been said about William's puzzles. I'm not sure if anyone has ever solved this game without help, and I'd be very surprised if that were the case. It might, for instance, occur to someone that if he were to stand in just the right spot and type "jump" just at the right time, he might get a lift from a condor to an otherwise inaccessible location. Then again, it might not. The game was challenging even with a walkthrough, particularly in places that required judging perspective--walking up diagnolly-placed steps and across bridges is a particular challenge, and the game is unforgiving if you stray even a bit. This means getting the "up and right" rhythm just perfect, clicking up a bit and over to help Grahme over.

Still, though there are plenty of terrible things about KQ, I can't help but marvel at the things that were done right. There is no doubt that being able to move the character along three axes in animated "rooms" makes for a much richer experience than Mystery House. Plus, the graphics, while certainly not photo-realistic, are nonetheless charming--in much the way that a toy set, with its bright colors and stylized characters, is charming. When we look at some of the other games available in 1984, it's clear enough just how much King's Quest stands out as a trailbazer. All of the important conventions of even modern GAGs are laid out here by Roberta Williams in 1984. Indeed, we might go so far as to say that all subsequent GAGs are but footnotes to Williams.

Kimmie (www.sierraplanet.com)   24th May 2011 06:22
Roberta Williams (Sierra)   24th May 2011 06:20

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This title was first added on 30th December 2010
This title was most recently updated on 24th May 2011


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