King's Quest I: Quest for the Crown
Encyclopedia
King's Quest: Quest for the Crown is a 1984
adventure game
, originally published for the IBM
PCjr simply as King's Quest. The story and the general design of the game was developed by Roberta Williams
.
The game was originally released simply as King's Quest, the subtitle "Quest for the Crown" was added to the game box in the 5th rerelease (1987), but did not appear in the game itself. The 1990 remake was renamed King's Quest 1: Quest for the Crown (King's Quest I on the box).
Daventry is suffering from recent disasters and hardship. King Edward calls his bravest knight, Sir Graham, to his throne, and tells him he has heard of three legendary treasures hidden throughout the land that would end Daventry's troubles. If Graham succeeds he will become king.
The Kingdom of Daventry is in serious trouble, after its precious magical items have been stolen from Castle Daventry. King Edward the Benevolent lacked an heir. A sorcerer promised to help the queen bear an heir, if they gave him their mirror that tells the future; looking in the mirror, the king and queen saw a vision of a young man becoming king. Thinking it was their own future son, they gave the mirror to the evil sorcerer. Alas, it was a lie and she had no heir. Years later, as the queen was sick and dying, a dwarf showed up promising to give a plant's root that would cure her illness, if only the king would give him the "shield that protects its wearer against danger". The king agreed. The dwarf gave the plant's root to the king, and departed. However the dwarf had lied to the king, and the queen faired worse and died. Sometime later the king looked for a new queen. One day, he rescued a beautiful young Princess Dahlia from the land of Cumberland. However, on the night of their wedding, she was discovered to be really an evil witch, and she stole the "chest that is always filled with gold" from the treasure and flew out of the castle on her broom. In time, the castle fell into ruin. Knowing that he had to save the kingdom, King Edward sends his bravest knight, Sir Graham, to retrieve the lost treasures. Because he had no heir, if Graham should succeed, he would become the next king.
. Prior to King's Quest, the typical adventure game presented the player a pre-drawn scene, accompanied by a text description. The player's interaction with the game consisted entirely of typing commands into the game's parser, then reading the parser's response, as the on-screen graphics rarely changed (except when the player moved to a new location.) As the first adventure game to integrate graphical animation into the player's view of game world, King's Quest shifted the focus away from the static scenery, to the player's character, which was now animated on-screen. As the player used the keyboard to explore the game world, the on-screen character, King Graham, was animated walking to the chosen destination. There were animation sequences for most player-world interactions reachable through the normal course of exploration. For example, there were different animation sequences showing King Graham picking up objects from the ground, opening doors, and wading through water. Depth perspective was simulated as well; Graham could walk behind objects, causing his character to be 'hidden' from view, or walk in front of them, obscuring the object. This attention to graphical animation, while commonplace in arcade-action games, earned King's Quest the distinction as the first "3D-animated" adventure game.
King's Quest was innovative in its use of 16-color graphics on the PC, PCjr and Tandy 1000; even CGA owners could enjoy the 16-color graphics by using a composite color monitor or television, thanks to programmers exploiting the inaccuracies of composite NTSC chroma decoding. http://upload.wikimedia.org/wikipedia/commons/f/fb/CGA_CompVsRGB_640.png http://upload.wikimedia.org/wikipedia/en/8/80/KQ_CompVsRGB.png Selecting 'RGB mode' at the title screen would instead result in the usual CGA graphics mode limited to 4 colors. In this mode, dithering was employed to simulate extra colors.
The game relied primarily on textual input as its interface. Critics often say that this way of interacting with games is time-consuming and frustrating, however, others would argue that it requires more thought on the part of the player. The fantasy world of Daventry consists of an 8×6 cyclic array of screens (or rooms) that make up the outdoor world in which the player can navigate freely (except for the screen South of the East end of the castle, which must be reached by special means), plus thirty or so additional screens for indoor and underground places (as well as a smaller world in the clouds).
as a demonstration product for their IBM PCjr
, King's Quest was the first Sierra Entertainment
game to use the Adventure Game Interpreter
(AGI) engine. (However, the AGI engine wasn't known as such until King's Quest II.)
In an era where it was common for computer games to be written by a single person over a matter of weeks, King’s Quest was one of the most ambitious, risky, and costly projects of its time. In addition to Williams, six full-time programmers worked for 18 months to complete the game at a cost of more than $700,000. Notably, King's Quest was the first adventure game to have animated characters instead of static pictures.
Due to the PCjr’s poor reception, King's Quest did not sell very well. A year later, Sierra released versions for the Tandy 1000 and standard PCs, which at last made the game a success. The game was re-released for DOS (the original was on a self-booting disk) in 1987 using Sierra's updated AGI V3 engine. It was also ported to the Amiga
and Atari ST
at the same time, and eventually to the Sega Master System
.
(SCI) engine, the same engine used in titles such as King's Quest IV
; while it still used 16-color graphics, it featured twice the resolution as well as music card support instead of the PC speaker.
The game is not a 1:1 remake. The story was expanded upon (mainly in the cutscenes and conversations) and made more linear. There is a set order to finding the three treasures. The first two can be done in any order, but the last treasure is always the shield. Many of the character roles were expanded slightly to include more speech, and more characters were added. Some of the puzzle solutions were altered and some removed. The changes lead to the distribution of points being different in both games (though both add up to a total of 158). Some item locations were changed; the pebbles for example are found near the river in the original, but near a lake in their remake. Some locations were completely revamped (the stairs in the mountain were replaced with catwalks). The soundtrack was also expanded and included better musical queues when different characters appeared or action ensued.
The project was described by critics and fans alike at the time as 'destroying a classic', and was compared to the controversial practice of colorizing
classic black and white movies. The remake was a critical failure and prevented the release of further remakes in the series. There are two different box variations for this release. One that used the same box as the 1987 AGI original and a box created specifically for the remake.
(1989), which uses its own engine, with a verb/noun interface (similar to early Lucasarts titles). It has original graphics and was published by Parker Brothers. The game is based on the original King's Quest and shares the puzzles and point list of that game. Although some of the puzzles and rooms have been modified a bit (the boulder covering the dagger rolls a different direction than in PC). It is non-linear and the three treasures can be collected in any order like the original PC version. Game saves were done through passwords.
line of computers and later canceled. It is not known if a beta version exists or how far into development the game was, although it was announced via Sierra Online's magazine, Sierra News Magazine, in spring 1991. Sierra News Magazine also informed owners to send disk #1 or the front cover of the manual along with a check or money order for $20 to upgrade their copy to the enhanced version.
(then known as Tierra Entertainment) released an unofficial remake based on Sierra's 1990 version, updating the graphics to use VGA colors, dropping the parser in favor of an interface that mimics that of King's Quest V
, and full speech, including the voice of Josh Mandel for King Graham who also spoke the part in Sierra's official CD-ROM
full-speech versions of King's Quest V and VI. This was later updated with original handrawn artwork.
1984 in video gaming
-Notable releases:* May 10, King's Quest , the first animated adventure game, the first in the King's Quest series, and the first to use the AGI engine.* June 4, Nintendo releases Donkey Kong 3...
adventure game
Adventure game
An adventure game is a video game in which the player assumes the role of protagonist in an interactive story driven by exploration and puzzle-solving instead of physical challenge. The genre's focus on story allows it to draw heavily from other narrative-based media such as literature and film,...
, originally published for the IBM
IBM
International Business Machines Corporation or IBM is an American multinational technology and consulting corporation headquartered in Armonk, New York, United States. IBM manufactures and sells computer hardware and software, and it offers infrastructure, hosting and consulting services in areas...
PCjr simply as King's Quest. The story and the general design of the game was developed by Roberta Williams
Roberta Williams
Roberta Williams is an American video game designer. She is most famous for her pioneering work in graphical adventure games, particularly the King's Quest series.-Career:...
.
The game was originally released simply as King's Quest, the subtitle "Quest for the Crown" was added to the game box in the 5th rerelease (1987), but did not appear in the game itself. The 1990 remake was renamed King's Quest 1: Quest for the Crown (King's Quest I on the box).
King's Quest
In the original version on PCJR (1984), the story was simple.Daventry is suffering from recent disasters and hardship. King Edward calls his bravest knight, Sir Graham, to his throne, and tells him he has heard of three legendary treasures hidden throughout the land that would end Daventry's troubles. If Graham succeeds he will become king.
King's Quest I: Quest for the Crown
In in the later 4th release IBM PC/Apple II (1984) and repackaged 5th release (1987) the backstory was greatly expanded:The Kingdom of Daventry is in serious trouble, after its precious magical items have been stolen from Castle Daventry. King Edward the Benevolent lacked an heir. A sorcerer promised to help the queen bear an heir, if they gave him their mirror that tells the future; looking in the mirror, the king and queen saw a vision of a young man becoming king. Thinking it was their own future son, they gave the mirror to the evil sorcerer. Alas, it was a lie and she had no heir. Years later, as the queen was sick and dying, a dwarf showed up promising to give a plant's root that would cure her illness, if only the king would give him the "shield that protects its wearer against danger". The king agreed. The dwarf gave the plant's root to the king, and departed. However the dwarf had lied to the king, and the queen faired worse and died. Sometime later the king looked for a new queen. One day, he rescued a beautiful young Princess Dahlia from the land of Cumberland. However, on the night of their wedding, she was discovered to be really an evil witch, and she stole the "chest that is always filled with gold" from the treasure and flew out of the castle on her broom. In time, the castle fell into ruin. Knowing that he had to save the kingdom, King Edward sends his bravest knight, Sir Graham, to retrieve the lost treasures. Because he had no heir, if Graham should succeed, he would become the next king.
Characters
- Graham: The finest knight in all of Daventry. He is the player character.
- Edward: An old and wise king. He gives Graham the task to reclaim the three lost treasures of Daventry.
- Troll: A vile creature that guards some of the bridges.
- Sorcerer: An enemy character. If he manages to catch Graham, he zaps him with one of his powerful spells.
- Dahlia (Witch): She is a mean, cannibalistic woman who lives in a gingerbread house.
- Elf: A little man that plays around by the lake. He presents Graham with an invisibility ring.
- Fairy Godmother: When she appears, she casts a spell on Graham. It protects him from certain enemies.
- Gnome: He lives in a tree between two rough rivers. He weaves gold from hay, which is a reference to RumpelstiltskinRumpelstiltskinRumpelstiltskin is the eponymous character and protagonist of a fairy tale which originated in Germany . The tale was collected by the Brothers Grimm, who first published it in the 1812 edition of Children's and Household Tales...
. - Ogre: A big, ferocious enemy. It crushes Graham's skull with its mighty hands if it comes in contact with him.
- Dwarf: The little pest who tries to steal anything valuable from people.
- Giant: The giant keeps the magic chest. Graham has to kill it to get the chest.
- Dragon: The sleeping dragon protects the magic mirror. This beast has to be dealt with in order to get the mirror.
- Rat: It is found in an underground cave. It guards the door that leads to the Leprechaun King's domain.
- Leprechaun King and Leprechauns: Living in an underground kingdom, the leprechauns keep the magic shield.
- Woodcutter and Wife: A poor couple of woodcutters lives in a small log cabin. The wife is very ill and they don't have anything to eat. Graham can give them some food.
- Condor: It flies in circles at the bottom of the mountain. Graham can grab on to its talons to be transported to the next part of the game.
- Maylie: She is the wife of king Edward. She only appears in the second version of the manual. Her name originates from The King's Quest CompanionThe King's Quest CompanionThe King's Quest Companion is a book by Peter Spear that serves as both hint book/walkthrough and contained complete novelization of each of the games in the King's Quest series by the original Sierra On-Line company. The first three editions were published by Silicon Valley Books, and fourth...
.
Gameplay
King's Quest featured interactive graphics that were an enormous leap over the mostly un-animated 'rooms' of previous graphical interactive fictionInteractive fiction
Interactive fiction, often abbreviated IF, describes software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as video games. In common usage, the term refers to text...
. Prior to King's Quest, the typical adventure game presented the player a pre-drawn scene, accompanied by a text description. The player's interaction with the game consisted entirely of typing commands into the game's parser, then reading the parser's response, as the on-screen graphics rarely changed (except when the player moved to a new location.) As the first adventure game to integrate graphical animation into the player's view of game world, King's Quest shifted the focus away from the static scenery, to the player's character, which was now animated on-screen. As the player used the keyboard to explore the game world, the on-screen character, King Graham, was animated walking to the chosen destination. There were animation sequences for most player-world interactions reachable through the normal course of exploration. For example, there were different animation sequences showing King Graham picking up objects from the ground, opening doors, and wading through water. Depth perspective was simulated as well; Graham could walk behind objects, causing his character to be 'hidden' from view, or walk in front of them, obscuring the object. This attention to graphical animation, while commonplace in arcade-action games, earned King's Quest the distinction as the first "3D-animated" adventure game.
King's Quest was innovative in its use of 16-color graphics on the PC, PCjr and Tandy 1000; even CGA owners could enjoy the 16-color graphics by using a composite color monitor or television, thanks to programmers exploiting the inaccuracies of composite NTSC chroma decoding. http://upload.wikimedia.org/wikipedia/commons/f/fb/CGA_CompVsRGB_640.png http://upload.wikimedia.org/wikipedia/en/8/80/KQ_CompVsRGB.png Selecting 'RGB mode' at the title screen would instead result in the usual CGA graphics mode limited to 4 colors. In this mode, dithering was employed to simulate extra colors.
The game relied primarily on textual input as its interface. Critics often say that this way of interacting with games is time-consuming and frustrating, however, others would argue that it requires more thought on the part of the player. The fantasy world of Daventry consists of an 8×6 cyclic array of screens (or rooms) that make up the outdoor world in which the player can navigate freely (except for the screen South of the East end of the castle, which must be reached by special means), plus thirty or so additional screens for indoor and underground places (as well as a smaller world in the clouds).
Development
Developed throughout 1983 and released in 1984 by IBMIBM
International Business Machines Corporation or IBM is an American multinational technology and consulting corporation headquartered in Armonk, New York, United States. IBM manufactures and sells computer hardware and software, and it offers infrastructure, hosting and consulting services in areas...
as a demonstration product for their IBM PCjr
IBM PCjr
The IBM PCjr was IBM's first attempt to enter the home computer market. The PCjr, IBM model number 4860, retained the IBM PC's 8088 CPU and BIOS interface for compatibility, but various design and implementation decisions led the PCjr to be a commercial failure.- Features :Announced November 1,...
, King's Quest was the first Sierra Entertainment
Sierra Entertainment
Sierra Entertainment Inc. was an American video-game developer and publisher founded in 1979 as On-Line Systems by Ken and Roberta Williams...
game to use the Adventure Game Interpreter
Adventure Game Interpreter
The Adventure Game Interpreter is a game engine which Sierra On-Line used through most of the 1980s to create and run animated, color adventure games...
(AGI) engine. (However, the AGI engine wasn't known as such until King's Quest II.)
In an era where it was common for computer games to be written by a single person over a matter of weeks, King’s Quest was one of the most ambitious, risky, and costly projects of its time. In addition to Williams, six full-time programmers worked for 18 months to complete the game at a cost of more than $700,000. Notably, King's Quest was the first adventure game to have animated characters instead of static pictures.
Due to the PCjr’s poor reception, King's Quest did not sell very well. A year later, Sierra released versions for the Tandy 1000 and standard PCs, which at last made the game a success. The game was re-released for DOS (the original was on a self-booting disk) in 1987 using Sierra's updated AGI V3 engine. It was also ported to the Amiga
Amiga
The Amiga is a family of personal computers that was sold by Commodore in the 1980s and 1990s. The first model was launched in 1985 as a high-end home computer and became popular for its graphical, audio and multi-tasking abilities...
and Atari ST
Atari ST
The Atari ST is a home/personal computer that was released by Atari Corporation in 1985 and commercially available from that summer into the early 1990s. The "ST" officially stands for "Sixteen/Thirty-two", which referred to the Motorola 68000's 16-bit external bus and 32-bit internals...
at the same time, and eventually to the Sega Master System
Sega Master System
The is a third-generation video game console that was manufactured and released by Sega in 1985 in Japan , 1986 in North America and 1987 in Europe....
.
- Original version (1984, IBM PCjr) - The original IBM-branded release for the PCjr. Came with a full keyboard overlay template.
- 2nd release (1984, IBM PCjr) - A minor update to the original packaging. Includes a smaller function key template.
- 3rd release (1984, Tandy) - A version for the Tandy 1000.
- 4th release (1984, Version for the standard IBM PC) Manual: 'King's Quest by Roberta Williams' (expanded backstory).
- (1984, Apple) - Version for Apple II. Original soundtrack, better sound quality.
- (1984, various platforms including Amiga, and Atari ST)
- 5th release (1987, PC) - A full re-release adding support for the Enhanced Graphics Adapter (EGA) and Hercules Graphics Adapter (HGC). Ran under DOS, unlike the 1984 releases, which booted directly at startup. It was with this release that the sub-title Quest for the Crown was used on the box for the first time.
- (1989, Sega Master System) - Game redesigned from the ground up for the Sega Master System. Loosely based on the original KQ1.
- (1990, Various versions for PC/Amiga) - SCI Remake
1990 remake
King's Quest I: Quest for the Crown was a 1990 remake of King's Quest; This release is the "Enhanced" version of King's Quest. It uses the Sierra's Creative InterpreterSierra's Creative Interpreter
Sierra's Creative Interpreter is the scripting language created by Jeff Stephenson of Sierra On-Line for its adventure games after the older AGI, and the runtime environment for such adventure games....
(SCI) engine, the same engine used in titles such as King's Quest IV
King's Quest IV: The Perils of Rosella
King's Quest IV: The Perils of Rosella, released in 1988, was the first major graphical computer adventure game with a female protagonist. The player takes on the role of Princess Rosella, daughter of King Graham of Daventry and the twin sister of Gwydion/Alexander...
; while it still used 16-color graphics, it featured twice the resolution as well as music card support instead of the PC speaker.
The game is not a 1:1 remake. The story was expanded upon (mainly in the cutscenes and conversations) and made more linear. There is a set order to finding the three treasures. The first two can be done in any order, but the last treasure is always the shield. Many of the character roles were expanded slightly to include more speech, and more characters were added. Some of the puzzle solutions were altered and some removed. The changes lead to the distribution of points being different in both games (though both add up to a total of 158). Some item locations were changed; the pebbles for example are found near the river in the original, but near a lake in their remake. Some locations were completely revamped (the stairs in the mountain were replaced with catwalks). The soundtrack was also expanded and included better musical queues when different characters appeared or action ensued.
The project was described by critics and fans alike at the time as 'destroying a classic', and was compared to the controversial practice of colorizing
Film colorization
Film colorization is any process that adds color to black-and-white, sepia or monochrome moving-picture images. It may be done as a special effect, or to modernize black-and-white films, or to restore color films...
classic black and white movies. The remake was a critical failure and prevented the release of further remakes in the series. There are two different box variations for this release. One that used the same box as the 1987 AGI original and a box created specifically for the remake.
Sega Master System port
There also exists a version of King's Quest: Quest for the Crown for the Sega Master SystemSega Master System
The is a third-generation video game console that was manufactured and released by Sega in 1985 in Japan , 1986 in North America and 1987 in Europe....
(1989), which uses its own engine, with a verb/noun interface (similar to early Lucasarts titles). It has original graphics and was published by Parker Brothers. The game is based on the original King's Quest and shares the puzzles and point list of that game. Although some of the puzzles and rooms have been modified a bit (the boulder covering the dagger rolls a different direction than in PC). It is non-linear and the three treasures can be collected in any order like the original PC version. Game saves were done through passwords.
Atari ST port
The "Enhanced" version of King's Quest: Quest for the Crown was announced for the Atari STAtari ST
The Atari ST is a home/personal computer that was released by Atari Corporation in 1985 and commercially available from that summer into the early 1990s. The "ST" officially stands for "Sixteen/Thirty-two", which referred to the Motorola 68000's 16-bit external bus and 32-bit internals...
line of computers and later canceled. It is not known if a beta version exists or how far into development the game was, although it was announced via Sierra Online's magazine, Sierra News Magazine, in spring 1991. Sierra News Magazine also informed owners to send disk #1 or the front cover of the manual along with a check or money order for $20 to upgrade their copy to the enhanced version.
Collections
Both versions of King's Quest I have been released in assorted collections beginning with the King's Quest 15th Anniversary Collector's Edition (1994), followed by the King's Quest Collection (1995), the King's Quest Collection Series (1996) and Roberta Williams Anthology (1997). The 2006 collection lacked the original AGI version of King's Quest, and contained only the SCI remake. This version was released on Steam in 2009. The original AGI version appears in the KQ1+2+3 collection released on GOG, but the SCI remake is not included.AGI version
- Designed and Written by: Roberta Williams
- Orig. Version by Charles Tingley, Ken MacNeil, Chris Iden
- Graphics by: Doug McNeill, Greg Roland.
- New Version: Jeff Stephenson, Sol Ackerman, Chris Iden
- Thanks to: Linda Ackerman, Mark Crowe, Robert Heitman, Scott Murphy
SCI version
- Game Designer: Roberta Williams
- Producer: Josh Mandel
- Art Designer: William D. Skirvin
- Illustrated by: Jeff Crowe, Cindy Walker, Jennifer Shontz
- Programmed by: Jerry Shaw, Gary Kamigawachi, Randy MacNeill, Raoul Said, Chad Bye, Oliver Brelsford, Mark Wilden
- Development System: Jeff Stephenson, Robert E. Heitman, Pablo Ghenis, John Hartin, Dan Foy, Larry Scott, John Rettig, Corinna Abdul, Corey Cole, Mark Hood, Eric Hart
- Composer: Ken Allen
- Quality Assurance: Chris Carr and the rest of the gang
Version History (AGI)
- 01.01.00 (1984): Tandy version, uses AGI0.
- 1.0U (6-08-1986): Uses AGI2.
- 2.0F, interpreter 2.425 (8/87):
- 2.0F, interpreter 2.197 (1/88):
Fan remake
In 2001, the group AGD InteractiveAGD Interactive
AGD Interactive , LLC. is a non-profit company given a fan license to remake Sierra Entertainment's popular classic adventure games from the 1980s and early 1990s.-History:...
(then known as Tierra Entertainment) released an unofficial remake based on Sierra's 1990 version, updating the graphics to use VGA colors, dropping the parser in favor of an interface that mimics that of King's Quest V
King's Quest V: Absence Makes the Heart Go Yonder!
King's Quest V: Absence Makes the Heart Go Yonder! is a 1990 adventure game released by Sierra. Released in November 1990, it featured a significant improvement in graphics . It was also the first King's Quest installment to replace the typing user interface with a point-and-click user interface...
, and full speech, including the voice of Josh Mandel for King Graham who also spoke the part in Sierra's official CD-ROM
CD-ROM
A CD-ROM is a pre-pressed compact disc that contains data accessible to, but not writable by, a computer for data storage and music playback. The 1985 “Yellow Book” standard developed by Sony and Philips adapted the format to hold any form of binary data....
full-speech versions of King's Quest V and VI. This was later updated with original handrawn artwork.
External links
- AGDI Remake
- Original Soundtrack
- The History of KQ1 at Adventure Classic Gaming
- King's Quest review at Adventure Gamers
- King's Quest I AGI Technical Help on the Sierra Help Pages
- King's Quest I SCI Technical Help on the Sierra Help Pages
- King's Quest I AGI on the Sierra Chest
- King's Quest I SCI on the Sierra Chest