King’s Quest: Quest for the Crown
Last updated: January 9, 2026
Overview
King’s Quest: Quest for the Crown is a landmark adventure game that pioneered the animated graphic adventure genre and established Sierra On-Line as the premier adventure game developer of the 1980s12. Originally commissioned by IBM to showcase their PCjr home computer and released in May 1984, the game introduced players to the kingdom of Daventry and protagonist Sir Graham, a brave knight tasked with recovering three stolen magical treasures to inherit the throne from the dying King Edward34. Electronic Games magazine proclaimed it “a major breakthrough in action-adventure games” that “blows everything away”5. The title’s revolutionary combination of animated graphics, text parser input, and explorable environments set new standards for interactive entertainment and spawned one of gaming’s most influential franchises6.
Game Info
Developer: Sierra On-Line1 Designer: Roberta Williams1 Publisher: IBM (PCjr), Sierra On-Line3 Engine: AGI (Adventure Game Interpreter)7 Platforms: IBM PCjr, IBM PC, Tandy 1000, Apple II, Apple IIGS, MS-DOS, Amiga, Atari ST, Macintosh, Sega Master System8 Release Year: 19841 Series: King’s Quest Protagonist: Sir Graham Sierra Lineage: Core Sierra
Story Summary
The kingdom of Daventry faces ruin after its three magical treasures were stolen by deception and stealth9. The magic mirror, which could foretell the future and help farmers plan planting, was taken by a powerful wizard who promised to bring King Edward an heir10. The enchanted shield, which protected its bearer from all harm, was stolen by a dwarf who promised to cure the dying queen10. The chest of gold, which was never empty, was taken by Princess Dahlia of Cumberland on her wedding night—she revealed herself as a witch and flew away on a broomstick10.
The aging King Edward, without an heir and near death, summons his bravest knight, Sir Graham, and charges him with recovering these artifacts14. Success in this quest would prove Graham worthy of the crown. Graham’s journey takes him across Daventry’s diverse landscape, from the castle grounds past a troll bridge, through enchanted forests containing a witch’s gingerbread house, down a well to a dragon’s lair, and up a magic beanstalk to a giant’s castle in the clouds9. Along the way, he encounters characters drawn from classic fairy tales including Rumplestiltskin, leprechauns, a fairy godmother, and creatures from folklore and legend11.
Gameplay
Interface and Controls
King’s Quest employs a hybrid interface combining keyboard-controlled character movement with text parser commands for actions4. Players use arrow keys or joystick to guide Sir Graham around each scene in real time, positioning him near objects or characters before typing commands such as “look tree,” “open door,” or “talk man”412. This represented a significant departure from earlier text adventures and illustrated adventure games, where interaction was purely text-based.
The game pioneered animated interaction between the player’s avatar and the environment. Graham could walk behind trees, in front of rocks, swim across lakes, climb ladders, and enter buildings—all rendered with smooth animation. COMPUTE! magazine observed: “The three-dimensional quality makes it seem like Sir Grahame is moving through an animated cartoon”13. Roberta Williams recalled: “People were amazed you could walk around these detailed screens, behind trees and in front of rocks”10.
Structure and Progression
The game world comprises 80 total scenes: 48 outdoor locations arranged in a 6x8 wraparound grid, plus 32 interior scenes for caves, houses, and other enclosed spaces1314. The outdoor world wraps continuously in all directions, meaning Graham can travel indefinitely and eventually return to his starting point9.
Players pursue the three treasures in any order, with multiple valid paths through the game4. A scoring system awards up to 158 points, with higher scores achieved through discovering alternate solutions and avoiding unnecessary violence15. Non-lethal approaches to obstacles consistently reward more points than violent solutions—killing the dragon with a dagger works, but dousing its flame with water and sending it away embarrassed earns more points11.
Puzzles and Mechanics
The design philosophy emphasizes exploration and experimentation. IBM specifically requested a game with “multiple puzzle solutions” and “many different paths” to differentiate it from competitors3. Many puzzles offer multiple solutions: one straightforward approach yielding fewer points, and one more creative solution rewarding bonus points412.
One puzzle achieved particular notoriety—the gnome’s name riddle. Players encounter a gnome who offers three chances to guess his name, with the hint “Sometimes it is wise to think backwards”12. The solution requires applying a backwards alphabet cipher (A=Z, B=Y, etc.) to “Rumplestiltskin,” producing the answer “Ifnkovhgroghprm”11. Designer Roberta Williams later acknowledged: “I received a LOT of letters about the old gnome’s name. In retrospect it was an awfully nasty puzzle, but that was a typical ‘advanced’ puzzle in those days. At least you had an alternate path to win the game if you couldn’t figure it out”10.
Random encounters with hostile creatures—a thieving dwarf, an ogre, a witch, and a wolf—add tension and unpredictability11. These enemies appear semi-randomly in specific rooms, requiring quick reflexes or strategic item use to survive. Death comes frequently from falls, wildlife encounters, or failed interactions, and the game can become unwinnable if critical items are missed or wasted19.
Reception
Contemporary Reviews
Contemporary reception was overwhelmingly positive. Electronic Games magazine’s December 1984 review declared: “Don’t be fooled by the unimaginative title. King’s Quest is a major breakthrough in action-adventure games… it’s combination of keyboard-input and joystick operated on-screen character movement blows everything away”5. The review noted that “as a pure adventure, it would hardly be worth a second glance. But in simplifying the puzzle-solving and Zork-like elements, and instead, overwhelming the player with lush graphics and joystick control over the hero, the vistas of adventure gaming suddenly open to a whole new audience”5.
Family Computing (January 1985) praised the innovation: “Roberta Williams is to be applauded for making such a giant leap forward while still retaining the charming, challenging techniques that characterize her other adventures”16. COMPUTE! (October 1984) quoted Williams saying “There’s nothing like it. It’s innovative”17.
Adventure Classic Gaming awarded a perfect 5/5, calling it “one of the best adventure games ever created” that “heralds the next golden age of adventure gaming”10. The Sega Master System port received mixed reviews, with Electronic Gaming Monthly giving it an average score of 6/1018.
Modern Assessment
The game earned induction into the World Video Game Hall of Fame in 2020, alongside Bejeweled, Centipede, and Minecraft1. The Strong Museum stated: “It is difficult to overstate King’s Quest’s influence on adventure games. It established or reinforced many of the conventions of the adventure games that followed it, including vivid animated graphics, a pseudo three-dimensional environment… challenging puzzles, and tongue-in-cheek humor”1.
TIME magazine included King’s Quest in their All-TIME 100 Video Games list, noting “the graphics were incredibly detailed (by 1983 standards), featuring multiple colors and complex animations which were leaps and bounds ahead of traditional text-based adventure games”19. Adventure Gamers ranked it #10 on their Top 20 Adventure Games of All-Time list20.
Modern retrospectives acknowledge the game’s historical importance while noting its difficulty. Common criticisms include the notoriously obscure gnome puzzle, random deaths from wandering enemies, and potential for unwinnable states if critical items are lost or stolen21.
Ratings:
- MobyGames: 6.9 MobyScore, 68% critics (19 ratings), 3.5/5 players (191 ratings)8
- GOG: 4.1/5 (461 ratings)22
- Steam: Very Positive (87%, 302 reviews)23
- Adventure Gamers: 3/5 stars20
- HowLongToBeat: 62% user rating, 2½ hours average completion24
Development
Origins
In late 1982, IBM approached Sierra On-Line seeking software to showcase their upcoming PCjr home computer, codenamed “Peanut”25. IBM wanted a game that would demonstrate the machine’s 16-color graphics and three-channel sound capabilities, specifically requesting something more dynamic and replayable than existing adventure games with “multiple puzzle solutions” and “many different paths”31.
Sierra co-founder Ken Williams pitched the concept during meetings at IBM’s Boca Raton offices in Florida. According to historian Jimmy Maher, “the most important proposal, the biggest in the history of Sierra On-Line and one which would change adventure gaming forever, was made up on the fly, drawn up on the back of a napkin during a pause in the proceedings”3.
Production
Development began in July 1983 under the internal codename “Project Siesta”3. COMPUTE! magazine reported the game cost over 850,000 as the final cost, noting “much funded by IBM”3. A 27-page design document attributed to the original game has been preserved17.
- Design/Writing: Roberta Williams
- Original Programming: Arthur Abraham (PCjr version)
- Programming: Sol Ackerman, Chris Iden, Ken MacNeill, Jeff Stephenson, Charles Tingley
- Graphics/Artwork: Greg Rowland, Doug MacNeill
- Special Thanks: Linda Ackerman, Mark Crowe, Robert Eric Heitman, Scott Murphy
The protagonist was originally named “Sir Grahame” in early versions3.
Roberta Williams drew inspiration from her love of fairy tales: “So IBM wanted a new type of game to show off its new computer. I was thinking about a fairytale adventure with lost treasures, giants, dragons, leprechauns, a gingerbread house, a troll bridge, guessing a gnome’s name. Underground and sky castles were always popular stories, so I had to find ways to include them too”10.
Technical Achievements
The team developed the Adventure Game Interpreter (AGI), originally called the “Game Adaptation Language” (GAL)3. Ken Williams reportedly “loathed the cutesiness of GAL acronym” and renamed it3. This interpreter-based architecture allowed the same game logic to run on different hardware—a technique that proved vital when the PCjr failed commercially7.
Graphics were created by tracing hand-drawn artwork on a graphics tablet, storing scenes as vector instructions rather than bitmap images13. This compression technique kept room data between 470 and 2,400 bytes per scene13. The opening Castle Daventry scene, the game’s most complex, required 2,400 bytes and approximately four seconds to render13. Williams explained: “Limited floppy space would have restricted my design, but we had been compressing our pictures by drawing them as lines and fill colors for a while. That scheme was kept all the way up to King’s Quest V”10.
A priority system (levels 1-15) created the illusion of three-dimensional depth13. Objects with lower priority numbers were drawn after higher priority objects, allowing Graham to walk behind trees or in front of rocks based on his vertical screen position. An “invisible skeleton” of collision detection lines defined walkable areas13. The engine supported a maximum of four animated objects per room simultaneously due to memory constraints13.
The developers used the encryption key “Avis Durgan” to hide code—later revealed to be Jeff Stephenson’s wife’s maiden name. According to PC Gamer, “nobody can remember why this key was chosen… but Al Lowe does remember: Avis was Jeff Stephenson’s wife’s maiden name. I guess he was in love!”8
Platform History
IBM discontinued the PCjr in March 1985, initially stunning Sierra27. The PCjr’s poor reception and user-unfriendly “chiclet” keyboard had doomed the platform17. However, Sierra leveraged AGI’s portability to quickly port the game to the Tandy 1000 (described as “what the IBM PCjr should have been”), standard IBM PCs, and Apple II, which revitalized sales172.
King’s Quest ranked #50 in US computer game sales for 1984 with 13,000 units sold and $400,000 in revenue—representing only partial year sales after the May release28.
Technical Specifications
- CPU: 8088 or 8086 compatible29
- RAM: 128KB (booter versions); 256KB (DOS versions from 1986+)29
- DOS: Version 2.0 or later (DOS versions only)29
- Graphics: CGA Composite, CGA RGB, EGA, Hercules, MCGA, Tandy 16-color29
- Resolution: 160×200 pixels in 16 colors29
- Audio: PC speaker or PCjr/Tandy 3-voice sound29
- Input: Keyboard, joystick optional8
Version History
King’s Quest has more distinct releases than any other AGI game—eight versions spanning 1984-198729.
| Version | Date | Platform | AGI | Notes |
|---|---|---|---|---|
| 1.0 | May 10, 1984 | IBM PCjr | v1 | First release, 128KB, non-standard sector protection29 |
| PC 1.0 | May 30, 1984 | IBM PC | v1 | Composite CGA only, Formaster Copylock, “Grahame” → “Graham”29 |
| PC 1.1 | Aug 16, 1984 | IBM PC | v1 | CGA RGB support added, Chris Iden first credited29 |
| Tandy 1.0 | May 24, 1985 | Tandy 1000 | v1 | Sierra Online Protection #229 |
| 1.0U | Nov 1986 | DOS | 2.272 | Subtitle “Quest for the Crown” added, EGA support, 256KB, hard disk install29 |
| 2.0F | May 5, 1987 | DOS | 2.425 | Hercules support, drop-down menus, 3.5” disk support29 |
| 2.0F | Dec 1, 1987 | DOS | 2.917 | MCGA support, EGA speed fix for 386 systems29 |
Copy Protection: Early versions used non-standard sector sizes (PCjr) or Formaster Copylock (PC booter). DOS versions from 1986 used Softguard Softlock 2.0.3 Sierra Variant. Later compilation releases removed copy protection29.
Platform Releases:
- PC Booter (May 10, 1984)29
- Apple II (October 1984)8
- Amiga, Atari ST, Macintosh (December 1986)8
- MS-DOS EGA version (November 1986)29
- Apple IIGS (April 1988)30
- Sega Master System (July 1989)18
Version Differences
Apple II: The parser occupies screen space where alligators would appear in other versions, so alligators were removed from the moat. The Sierra logo, text parser, and inventory screens appear in white instead of color31.
Apple IIGS (1988): Ported by Juan Carlos Escobar and Al Lowe, this version features extensive audio enhancements30:
- Digitized sounds: witch scream and cackle, ogre roars, water splashing, wolf barks, condor screech, dragon fire, goat bleating, giant snoring
- New music themes for the giant and dragon
- Opening theme changed to a remix of King’s Quest III’s ending music
- Puzzle feedback sounds: “ding” for item pickup, “fanfare” for difficult puzzles, “jingle” for treasures
- The violin no longer floats magically above the leprechauns
Sega Master System (1989): Developed by Microsmiths Inc. and published by Parker Brothers as a USA exclusive32. Lead programmer Mark Lesser created an original engine with entirely redrawn graphics and a verb/noun selection interface similar to early LucasArts games. Games save via password system. The game features 6 zones with 75 scenarios (compared to 80 on PC). Notable differences include the giant being able to kill Graham even with the shield equipped, and the boulder rolling in the opposite direction32.
Legacy
King’s Quest’s success established Sierra as the dominant adventure game developer throughout the 1980s and early 1990s1. The AGI engine powered numerous other Sierra franchises including Space Quest, Leisure Suit Larry, Police Quest, and Quest for Glory19. By late 1988, the King’s Quest series had sold over 800,000 copies14. The original game spawned seven direct sequels through 1998, with the series collectively selling approximately 7 million copies33.
Remakes
Sierra’s 1990 SCI Remake: Produced and written by Josh Mandel with music by Ken Allen, the official remake updated the game with enhanced 320x200 EGA graphics, animated intro and closing sequences, orchestral soundtrack supporting Roland MT-32, and mouse control203435. The remake simplified the gnome puzzle to accept “Nikstlitselpmur” (Rumplestiltskin spelled backwards) and relocated the hard-to-find pebbles to a more visible lakeside location1035.
Reception was controversial—“many reviewers and gamers took offense at what they perceived as an attempt to ‘destroy the classics’“35. The project was compared to colorizing classic black-and-white movies2135. These reactions “essentially stopped work on future attempts to modernize later King’s Quest installments”—no further AGI games received official SCI remakes35.
AGD Interactive VGA Remake (2001): Fan developers at AGD Interactive (formerly Tierra Entertainment) created a free VGA remake endorsed by copyright holders, adding point-and-click interface and full voice acting36. The remake accumulated nearly one million downloads36.
Cultural Impact
The game’s influence extended beyond Sierra’s own franchises. Homestar Runner’s “Peasant’s Quest” (2004) parodied King’s Quest with EGA-style graphics and text parser gameplay, featuring protagonist Rather Dashing in a deliberate homage to Sir Graham8.
The King’s Quest Companion
The King’s Quest Companion by Peter Spear provides extended backstory for the events of King’s Quest3738. According to the Companion, Graham had a sweet tooth as a child and was known to snitch desserts38. He rose through the ranks to become “the best climber in the army”38. The River Fools near Castle Daventry got its name from thrill-seekers who attempted to raft its rapids on inflated pig bladders38.
The Companion describes the dragon guarding the magic mirror as “twelve feet long, iridescent, and green-scaled”38. Roberta Williams endorsed the book, calling it “an interesting blend of fiction and helpful information” that was “invaluable” for anyone wanting to understand the story behind King’s Quest39.
Easter Eggs and Unused Content
Easter Eggs:
- Knight Rider Reference: Guessing “Mikel Knight” at the gnome puzzle references the TV show Knight Rider; the name also appears in the game credits26
- Troll Bridge Messages: Typing “beg troll” while the troll guards a bridge yields special messages that differ for each bridge. The east bridge has a rare spelling error: “Trool”26
- Debug Mode: Pressing Alt+D enables debug commands26
Trivia:
- Daventry Flag: The flag visible in the castle throne room is the flag of Sierra Leone rotated vertically—a pun on “Sierra On-Line”8
- Graham’s Name: Sir Graham was named after Roberta Williams’ fondness for graham crackers8
- IBM Box Error: The original IBM packaging featured incorrect descriptions and artwork because the ad copy was written before the game was completed8
Unused Content (The Cutting Room Floor):40
- Cut Flamethrower Easter Egg: Logic contains unused humorous message: “Even as you are reaching for your medevial flamethrower, the King’s agents descend upon you. You are taken away to be torched at dawn.” Another cut joke: “Before exposing your flamethrower, you decide the King is just beyond the range of your obsolete flamethrower.”
- King Edward Death Animation: The PCjr version shows King Edward doing a “silly and cartoony pirouette” before falling dead. This animation was cut from the 1987 DOS version40.
- Unused Graham Frame: An unused animation frame showing Graham looking upward was created for later versions but never implemented40.
- KQ2 Leftover Sound: Sound 03 is a nightingale call from King’s Quest II—the DOS versions of KQ1 were built from the KQ2 codebase, and this sound was accidentally left in40.
- Uncompiled Source Code: The first IBM PC release (CGA, May 30, 1984) contains uncompiled 8088 assembler source code in thirteen 512-byte sectors starting at cylinder 7, head 0, sector 340.
- Cut Goat/Witch Messages: Unused text includes “The goat is suspicious of this witch’s house and refuses to go in” and “With the goat now dead, you are fair game for the witch”40.
- PCjr-Only Feature: In the original PCjr version, players can bow to the dead king and receive the message: “You bow, but you are the only one who knows it”40.
Collections
This game has been included in89:
- King’s Quest: Collector’s Edition (1994) – Games 1-6, King’s Questions quiz, KQ7 demo, Sierra 15th Anniversary content
- The Roberta Williams Anthology (1996) – 14 games spanning her career with Apple II emulator
- King’s Quest: Collection Series (1997) – Budget re-release of classic series
- King’s Quest Collection (2006) – Seven games with DOSBox emulator for Windows
- King’s Quest 1+2+3 (2010) – GOG.com digital release
Downloads
Purchase / Digital Stores
- GOG.com – King’s Quest 1+2+3 – Includes 1987 AGI version and 1990 SCI remake22
- Steam – King’s Quest Collection – Complete classic series bundle23
Download / Preservation
- Internet Archive – MS-DOS Version – Browser playable41
- Internet Archive – PCjr Version – Original 1984 release41
- My Abandonware – King’s Quest – Preservation downloads42
- AGD Interactive VGA Remake – Free fan remake with voice acting36
Manuals & Extras
- The Official Book of King’s Quest – Donald B. Trivette strategy guide25
- The King’s Quest Companion – Peter Spear hint book37
- Sierra Chest – King’s Quest I – Walkthrough, maps, memorabilia9
- Sierra Help – KQ1 AGI – Patches, saves, technical support
- Sierra Help – KQ1 SCI Remake – Patches, saves, technical support
- Sierra Help – KQ1 AGI Point List – Complete scoring guide15
- MobyGames – King’s Quest – Covers, screenshots, credits8
- PCGamingWiki – King’s Quest – Technical fixes43
Series Continuity
King’s Quest: Quest for the Crown is the first entry in the King’s Quest series. Sir Graham’s successful quest leads directly into 1985 - King’s Quest II - Romancing the Throne, where the newly crowned King Graham seeks a queen.
- Previous: None (series beginning)
- Next: 1985 - King’s Quest II - Romancing the Throne
- SCI Remake: 1990 - Roberta Williams’ King’s Quest I - Quest for the Crown
References
Footnotes
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The Strong Museum – King’s Quest Hall of Fame – – 2020 World Video Game Hall of Fame induction, genre influence quote ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10
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Wikipedia – King’s Quest I – – Encyclopedia article, platform releases ↩ ↩2
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The Digital Antiquarian – The Unmaking and Remaking of Sierra On-Line – – IBM commission, napkin pitch, AGI development, $850K cost, Project Siesta codename ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10
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COMPUTE! Magazine – February 1985, pg 136 – – Donald B. Trivette “Inside King’s Quest”: hybrid interface, multiple solutions ↩ ↩2 ↩3 ↩4 ↩5 ↩6
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Telltale Games Forum Archive – Electronic Games Magazine 1984 – – “major breakthrough” review quote, “blows everything away” ↩ ↩2 ↩3
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IEEE Spectrum – Meet Roberta Williams – – “first animated 3D adventure game” ↩
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ScummVM Wiki – AGI – – Adventure Game Interpreter engine details ↩ ↩2
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MobyGames – King’s Quest – – Credits, platforms, trivia, graham crackers naming, Avis Durgan encryption, Sierra Leone flag ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12 ↩13
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Sierra Chest – King’s Quest I – – Plot, collections, world looping ↩ ↩2 ↩3 ↩4 ↩5 ↩6
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Adventure Classic Gaming – King’s Quest – – 5/5 review, Roberta Williams quotes on design, gnome puzzle acknowledgment, vector graphics ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9
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TV Tropes – King’s Quest I – – Fairy tales, gnome cipher, pacifist scoring, random encounters ↩ ↩2 ↩3 ↩4
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TechnologyUK – King’s Quest – – Hybrid controls, gnome puzzle hint ↩ ↩2 ↩3
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COMPUTE! Feb 1985 / KQ Omnipedia – – 80 scenes (48+32), vector graphics, priority system, room data sizes, collision detection ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8
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Sierra Newsletter – Winter 1988 – – 80 rooms in KQ1, 800,000+ series sales by 1988 ↩ ↩2
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Sierra Help – KQ1 AGI Point List – – Maximum 158 points ↩ ↩2
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Family Computing – January 1985 – – “Giant leap forward” review quote ↩
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KQ Omnipedia – KQ1AGI Development – – COMPUTE! Oct 1984 Williams quote, Tandy 1000, chiclet keyboard ↩ ↩2 ↩3 ↩4
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Electronic Gaming Monthly – Issue 3, 1989 – – Sega Master System 6/10 average ↩ ↩2
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TIME – All-TIME 100 Video Games – – Recognition, Sierra legacy, graphics praise ↩ ↩2
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Adventure Gamers – King’s Quest – – #10 Top 20 All-Time, 3/5 review, 1990 remake features ↩ ↩2 ↩3
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RetroFreak Reviews – King’s Quest I – – Modern criticism, colorization comparison ↩ ↩2
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GOG – King’s Quest 1+2+3 – – Purchase, 4.1/5 user rating ↩ ↩2
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Steam – King’s Quest Collection – – Purchase, Very Positive (87%) ↩ ↩2
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HowLongToBeat – King’s Quest – – 2½ hours average completion ↩
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The Official Book of King’s Quest (1988) – – IBM commission ↩ ↩2
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[KQ Omnipedia – PC 1987 Version](https://kingsquest.fandom.com/wiki/King%27s_Quest:_Quest_for_the_Crown_(PC_1987) – ) – Easter eggs, EGA support, debug mode ↩ ↩2 ↩3 ↩4
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PC Magazine – May 14, 1985 – – PCjr discontinuation ↩
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VGSales Wiki – 1984 – – Rank #50, 13,000 units, $400,000 revenue ↩
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Nerdly Pleasures – The Evolution of King’s Quest – – Definitive 8-version history with exact dates, AGI interpreter versions, copy protection schemes, technical specs ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12 ↩13 ↩14 ↩15 ↩16 ↩17
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[KQ Omnipedia – Apple IIGS Version](https://kingsquest.fandom.com/wiki/King%27s_Quest:_Quest_for_the_Crown_(Apple_IIGS) – ) – Al Lowe/Escobar port, digitized audio, music changes ↩ ↩2
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[KQ Omnipedia – Apple II Version](https://kingsquest.fandom.com/wiki/King%27s_Quest_(Apple_II) – ) – Missing alligators, white screens ↩
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[King’s Quest Omnipedia – SMS Version](https://kingsquest.fandom.com/wiki/King%27s_Quest:_Quest_for_the_Crown_(SMS) – ) – Microsmiths developer, Parker Brothers publisher, Mark Lesser programmer, 6 zones/75 scenarios ↩ ↩2
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KQ Omnipedia – Sales Data – – 7 million series copies ↩
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Sierra Help – KQ1 SCI Remake – – 1990 remake details ↩
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[King’s Quest Omnipedia – SCI Remake](https://kingsquest.fandom.com/wiki/King%27s_Quest_I:_Quest_for_the_Crown_(MS-DOS) – ) – Josh Mandel producer, Ken Allen composer, colorization controversy, stopped future remakes ↩ ↩2 ↩3 ↩4 ↩5
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AGD Interactive – King’s Quest I – – VGA remake, downloads, endorsement ↩ ↩2 ↩3
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The King’s Quest Companion – – Peter Spear hint book ↩ ↩2
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The King’s Quest Companion, 4th Edition (1997) – – Peter Spear, Graham backstory, River Fools origin, dragon description ↩ ↩2 ↩3 ↩4 ↩5
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King’s Quest Omnipedia – The King’s Quest Companion – – Roberta Williams endorsement quotes ↩
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The Cutting Room Floor – King’s Quest – – Flamethrower easter egg, King Edward animation, unused sounds, uncompiled source code ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7
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Internet Archive – King’s Quest – – Preservation ↩ ↩2
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My Abandonware – King’s Quest – – Preservation downloads ↩
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PCGamingWiki – King’s Quest – – Technical fixes ↩
