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King's Quest I

King's Quest
King's Quest: Quest for the Crown
Apple II 1987 re-release cover art
Developer(s) Sierra On-Line
Publisher(s) IBM, Sierra On-Line
Parker Brothers (SMS)
Designer(s) Roberta Williams
Artist(s) Doug MacNeill
Greg Rowland
Writer(s) Roberta Williams
Series King's Quest
Engine AGI
Platform(s) IBM PCjr, Tandy 1000, Amiga, Apple II, Apple IIGS, Atari ST, Macintosh, MS-DOS, Master System
Release May 10, 1984 (original)
September 19, 1990 (remake)
Genre(s) Adventure
Mode(s) Single-player

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 rerelease, but did not appear in the game itself.

It is as 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 titled King's Quest I VGA was released by Tierra Entertainment in 2001.

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 shifted the focus away from the static scenery, to the player's character, which was now animated on-screen. There are animation sequences for most player-world interactions reachable through the normal course of exploration. For example, there were different animation sequences showing 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 action games, earned King's Quest the distinction as the first "3D-animated" adventure game.


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