King's Quest I
King's Quest is an adventure game developed by Sierra On-Line and published originally for the IBM PCjr in 1984 and later for several other systems between 1984 and 1989. The game was originally titled simply as "King's Quest"; the subtitle Quest for the Crown was added to the game box in the 1987 re-release, but did not appear in the game itself. It is the first official part of the long "King's Quest" series (not counting 1980's "Wizard and the Princess"), in which a young knight, Sir Graham, must save  the Kingdom of Daventry to become the king. Designed by Roberta Williams, the game was revolutionary and highly influential in the evolution of the graphic adventure game genre by introducing more detailed graphics and animation. An official remake titled Roberta Williams' King's Quest I: Quest for the Crown was released in 1990. An unofficial remake was released by Tierra Entertainment in 2001. Gameplay. "King's Quest" features interactive graphics that were an enormous leap over the mostly static 'rooms' of previous graphical interactive fiction. 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). "King's Quest" is the first adventure game to integrate graphical animation into the player's view of game world. Because of this, "King's Quest" shifts the focus away from the static scenery, to the player's character, which is animated on-screen. There are animation sequences for most player-world interactions reachable through  the normal course of exploration. For example, there are animation sequences showing Graham picking up objects from the ground, opening doors, and wading through water. Depth perspective is simulated as well; Graham can 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 action games, earned "King's Quest" the distinction as the first "3D-animated" adventure game. The original version of the game relies primarily on textual input as its interface. As the player uses the keyboard to explore the game  world, the on-screen character, Graham, is animated walking to the chosen destination. 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 30 or so additional screens for indoor and underground places (including a smaller world in the clouds). "King's Quest" was innovative in its use of 16-color graphics for the IBM PC platform. The game used the PCjr  and Tandy 1000's Video Gate Array and enhanced sound, and those with the Color Graphics Adapter (CGA) computers could display 16-color graphics with artifact colors on a composite color monitor or television. Selecting 'RGB mode' at the title screen would instead result in the usual 320×200 CGA graphics mode limited to 4 colors. In this mode, dithering was employed to simulate extra colors. Like previous static-screen Sierra adventures, "King's Quest" used vector graphics rather than pre-rendered bitmaps which would take far too much disk space. Each screen is drawn line-by-line and painted in . This technique was used on all Sierra adventure games up to "King's Quest V". Plot. Section::::"King's Quest". In the original version for the IBM PCjr, the story was simple. The Kingdom of Daventry is suffering from recent disasters and hardship. King Edward calls his bravest knight, Sir Grahame, to his throne, and tells him he has heard of three legendary treasures hidden throughout the land that would end Daventry's troubles. If Grahame succeeds he will become king. In later releases, the knight's name was changed to Graham. Section::::"King's Quest: Quest for the Crown". Since the  game's fourth release (1984) and the repackaged fifth release (1987), the backstory was greatly expanded. The Kingdom of Daventry is in serious trouble, after its precious magical items have been stolen. One day, King Edward the Benevolent rescued a beautiful young Princess Dahlia of Cumberland, but on the night of their wedding she was discovered to be really an evil witch who stole the king's treasure. Knowing that he had to save the kingdom, the dying King Edward sends his bravest knight, Sir Graham, to Cumberland. His quest is to rid the land of the treacherous witch, outwit  the other assorted villains, and retrieve the three lost treasures. Because he had no heir, if Graham should succeed, he would become the next king. Sir Graham embarked upon a quest for the items through Daventry, climbing a magic beanstalk to the Land of the Clouds where he recovered the chest of gold, facing leprechauns to retrieve the shield and a dragon to get back the mirror. After retrieving all of the items, Graham returned to the throne room in time to present them to the king before he died. As the king died, he passed on rule of Daventry  to Sir Graham as promised. Development. In late 1982, IBM contacted Sierra On-Line for launch titles for its forthcoming PCjr home computer, announced in November 1983. Among the software Sierra developed was "King's Quest", the first animated adventure game. To create the interactive animation, the "King's Quest" development process deployed a prototype version of what would eventually become the Adventure Game Interpreter (AGI) game engine. This prototype engine was developed by Arthur Abraham, who was let go from the "King's Quest" project in the middle of development. In some early reporting on the game, the development  system was referred to as the "Game Adaptation Language" (GAL). In addition to the designer and writer Roberta Williams, six full-time programmers worked for 18 months to complete the game. IBM, which paid for much of the $850,000 development cost, requested a sophisticated and replayable adventure game. IBM stated in advertisements that "King's Quest" "runs on the IBM PCjr and makes good use of some special PCjr capabilities", with "unusually smooth and realistic" animation and "an impressive variety of sound effects". Its discontinuation of the computer in March 1985 stunned Sierra. Due to the PCjr's poor  reception, "King's Quest" did not sell very well. With the advantage of the development system, Sierra was able to quickly release versions for the Tandy 1000, standard PCs, and the Apple IIe, which helped propel sales. Self-booting IBM PC compatible versions, requiring 128 KB of memory: The game was re-released for DOS in 1986 using Sierra's updated AGI version 2 engine. It was also ported to the Amiga and Atari ST at the same time, and eventually to the Sega Master System. This 256K DOS version of "King's Quest" lacks some sound effects present  in the booter versions, including birds chirping and distinct sounds for each enemy. It also adds some musical cues from "King's Quest II", including "Greensleeves" replacing the original simple fanfare at the title screen (the original fanfare still plays when the doors of Castle Daventry open). Background pictures are now drawn into an off-screen buffer to avoid the painting effect of the original game. This was not done merely for the sake of tidiness, but because the booter versions inadvertently gave away some puzzle solutions by drawing hidden objects first, followed by scenery. IBM PC compatible versions running  under DOS, requiring 256K memory. All versions published by Sierra. All floppy-disk based releases of the 128K and 256K versions use different forms of on-disk copy protection. Other versions: "King's Quest" was not ported to the Commodore 64, despite its being the most important computer-game platform. Roberta Williams said that the limitations of its graphic system (three colors per 8x8 block) did not permit Sierra to get the level of graphics detail they wanted. In addition, the computer's 64k of memory was too small to fit the complex AGI engine into. She  said that she had always wanted to make an adventure game with animation, but it was not possible up to that point. Sega Master System. The 1989 Master System port uses its own engine, with a verb/noun interface similar to early LucasArts titles. It has original tile and sprite-based graphics and was published by Parker Brothers, who in turn outsourced development to micro smiths, as they had done for a port of their own "Montezuma's revenge". The game is based on the original "King's Quest", and shares the puzzles and points-list of that game. Some  of the puzzles and rooms have been modified a bit (for example, the boulder covering the dagger rolls a different direction than in PC). An extra item exists — it is now possible to pick up the three-leaf clovers. There are some extra places to die (including a dangerous staircase added to exit of the Leprechauns' realm). It is non-linear, and the three treasures can be collected in any order, like in the original PC version. Game saves were done through passwords. 1990 remake. "King's Quest I: Quest for the Crown" is a 1990 remake of "King's  Quest". This release is the "Enhanced" version of "King's Quest". It uses the Sierra's Creative Interpreter (SCI) engine, the same engine used in titles such as ""; while it still used 16-color graphics, it featured twice the resolution as well as music card support instead of the PC speaker. There are two different box variations for this release: one that used the same gold slipcover box as the 1987 256K version 2.0F and a box created specifically for the remake. The game is described as a 1.5 (1 1/2) remake of "King's Quest I" and is  not a 1:1. 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 dialogue, 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; Castle Daventry was now three screens wide instead of two, with the castle's doors being replaced with a portcullis). The soundtrack was also expanded and included better musical cues when different characters appeared or action ensued. The 1990 SCI EGA "Enhanced" version of "King's Quest: Quest for the Crown" was announced for the Atari ST 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 News Magazine" in spring 1991. The magazine said owners could 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. Fan remake. In 2001, the group AGD Interactive (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 "", and full speech - including the voice of  the original voice actor for King Graham in Sierra's official CD-ROM full-speech versions of "King's Quest V" and "VI", Josh Mandel. This was later updated with original hand-drawn artwork. Reception. The Master System version of the game was given an average score of 6 out of 10 by reviewers in "Electronic Gaming Monthly" who highlighted its difficulty and its lack of appeal to a number of Sega fans. The 1990 enhanced version 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.