KING'S QUEST I: QUEST FOR THE CROWN
SCI REVIEW
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YEAR: 1990
SIZE: 1.94 MB
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+ The very first King’s Quest game.
+ Wonderful, exciting world to explore
+ Freedom to try anything you want to
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- Getting the timing right for the bird to pick you up is SO tricky
- Many dead-ends and deaths
- Character walking speed can be frustrating
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STORY
The intro here is much improved over the 1987 version. There's a lovely intro scene, where Sir Graham, the kingdom's most honourable knight, is summoned by King Edward. King Edward explains how Daventry has fallen on hard times since the loss of 3 magical treasures - a Magic Mirror that can predict the future, a Magic Shield that keeps the wearer safe from mortal harm, and the Magic Chest that is always filled with gold - many years ago. Without these magic treasures, the kingdom has grown weak and poor.
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If Sir Graham can prove his worth and find these treasures, then Daventry will be restored to its former glory. And as a reward, Graham will inherit the crown, and become ruler of Daventry.
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But the Kingdom Of Daventry is a large place. And you must face many, many dangers.
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Will you succeed, and become Daventry’s savour? Or will the Kingdom fall to complete ruin?
 
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GAMEPLAY
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King’s Quest I: Quest For The Crown is the very first King’s Quest game - this is where it all began. This is where we fell in love with Daventry!
The game uses a simple text parser, which means, the player has to type in commands on their keyboard in order to control Sir Graham, and tell him what to do. A simple text input like this gives you the freedom to try anything you want. For example, if you want to ‘Kiss Monster, go ahead. How about ‘Lick Rock’, or ‘Throw Bowl’, or ‘Eat Clover’. You can try anything you like, although you may not always get a positive result. The text parser is nicely framed in this one, and it's easier to read. F3 on your keyboard repeats the last thing you typed, which is very handy if you weren’t quite in the correct position, and you have to re-try a command. You have to keep things simple though, as the text parser can’t understand complex sentences.
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On the other hand, a text parser can be frustrating by today’s standards, especially if you have to figure out the correct phrase to use. For example, ‘Play Fiddle’ may work, where ‘Use Violin’ didn’t. It’s all about experimentation and exploration.
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Sir Graham’s walking speed is a much-welcomed improvement. Instead of 3 predefined speeds, his walking can be sped up by pressing the '+' (Plus) key, and slowed down by pressing the '-' (Minus) key, according to the player's preference.
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I really recommend you Save your game progress often, using different Save slots. There are many dead ends, in that if you don’t pick up Item X, then you won’t be able to pass Scenario Y… and you won’t know that until much later in the game, when it’s too late to go back and get the needed item. Also, there is many dangers in Daventry, and one slip could mean your doom.
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The Game Menu is accessed by pressing Esc on your keyboard, or by clicking your mouse at top of the screen if you are playing through Scumm. The Menu is used to Save\Load\Restart\Quit your game, see your Inventory items, and more.
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GRAPHICS
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Graphics are another improvement over the 1987 version. More colours are used, and everything has more detail. Graham has EXPRESSIONS!!! When he's outside the castle, you can see his reflection in the water. And the moat now has sea serpents instead of alligators.
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Inventory items are shown as colourful icons with descriptive text next to it. You can also see a list of your inventory (without pictures) by pressing Esc.
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There are some lovely touches here, such as the Fairy Godmother sprinkling fairy dust over Sir Graham, and he sparkles, until the fairy spell ends. I love how the troll is bent over, as he walks on his bridge. And the animation as the goat butts him into the water is gorgeous. The shabby, rundown Woodcutter's Cottage is very effective.
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All the woodland creatures scurrying around breathe more life into the game.
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As you explore Daventry, don’t be confused by the ‘wrap-around' technique. If you set off in one direction, and continue in that direction, you’ll eventually end up back where you started.
 
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SOUND AND MUSIC
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Sound has also improved over the 1987 version. On the Menu Screen, some lovely upbeat music plays, to inspire you to succeed in your dangerous quest.
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Other than the Menu Screen, there is not much music. Tinkly music plays when the Fairy Godmother appears. And some deliciously spooky music in the witch's cottage.
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A nice tinkle is played when Graham picks up an object, and a very painful THUD is heard when he falls from a height (poor Graham). There's also the occasional sound effect for the stream bubbling.
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