Part 1: Introduction and Orientation
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Welcome, everyone, to King's Quest I: Quest for the Crown. This is the SCI version from 1990. The game originally was released in 1984, but it had that Atari look about it.
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Let's get things started by jumping right into the action. There's an introduction that explains the plot, but I'll cover that later. For now, all you need to know is we're Graham, and we're on a quest. A quest from our king. A King's Quest, you might say.
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So here's the game's screen. We're the fellow with the blue hat in the middle of the screen, and we're outside the king's castle.
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...and to get anything done we have to literally type in commands into a built-in text parser. No, no, no, no, no.
Fuck that. Fuck this.
We're gonna restart the game and we're gonna do this all over again, the right way.
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Much better.
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The menu screen is still much the same, but the underlying game has changed quite a bit. So let's actually hit that Introduction button and get going.
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You probably noticed that things look distinctly less crappy. Welcome to the Sierra VGA engine, as seen in such hit titles as King's Quest V, and King's Quest VI. (You know, the two good ones in the series.)
The little crown in the bottom right corner is my mouse cursor. If a cutscene is happening, I try to relocate it down there to get it out of the way.
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So let's get started. When you hit "Begin Game" in this version, you're asked an extremely important question. Sierra games were, at the best of times, considered notoriously hard. There are plenty of ways to fuck up progression by doing, or in many cases not doing, something.
This text box is, essentially, asking if we want the game to take mercy on us, or if we want the original experience. Because I played through this somewhere on the order of 5 times to prepare for this LP, I'm playing with dead ends enabled. When you select no, the game says...
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And so finally, we're back here on this screen. Quite the difference, isn't it? In fact, let's take a quick look at the SCI version side by side with this one.
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The only detail they didn't catch was Graham's reflection in the water. But that's nitpicking. Anyway, unlike the SCI version, we have some options for controlling Graham here. You can use the cursor and the little walking icon to move him around the screen, or you can also use the arrow keys.
Like...
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Whoops!
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This is actually one of the deaths with a unique little animation after you die. Oh yes, by the way, you can die in this game. Quite easily, in fact.
Anyway, the moat is filled with serpents, and walking into it causes them to eat Graham.
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Here's the little animation that plays in the SCI version. This is the only such gif that I have, and it took me a very long time to make because I had to do it manually. So enjoy it while it lasts!
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When you die, your nominal punishment is that you have to reload your last saved game. In the case you haven't saved, you have to restart the entire game from the beginning. In reality, though, your punishment is having to suffer through the awful, horrible puns the narrator comes up with.
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So, I'm going to religiously save the game. While I may know
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So, before we really get started, let me take some time to explain the VGA interface. Starting from the left...
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This is the options menu. You generally want to keep walking speed somewhere between 75% and 100%, as Graham moves at a snail's pace otherwise. There's also one puzzle that's made infinitely easier by changing walking speed.
Finally, below the sliders, and in the top right corner, we can see our points display. You can tell this is a short game, because it only has 158 points at maximum. Some later Sierra adventure titles have 999 or more!
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Anyway, let's get moving. You can leave the previous screen by either the left or right sides, but I always go left first. There's several easy puzzles over this way, and no nasty surprises.
Also, this bridge. This bridge didn't exist in the initial EGA version of the game. In that version, it was a single plank that you had to successfully navigate Graham across. Let's just say that enough people fed the moat snakes in the EGA version to make Sierra add in guard rails for the SCI port. AGDI, the company that produced this VGA port, based it on the SCI version. Thus, the bridge has guard rails.
Don't worry if all of that went over your head. Just remember this: King's Quest I got less and less bullshit with each different port it received.
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This screen has a nice easy puzzle to start us off with. There's two rocks, one of which is shaded differently enough to make it pop out. So let's investigate...
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Never forget that King's Quest I is a spiteful game and something as simple as being on the wrong side of an interactable object will kill you. Anyway, that's enough for this first update.
NEXT TIME: Treasure hunting and exploring the realm.
List of Points
Nothing yet!
Register of Deaths
Drowned in a moat
Crushed by a rock