On Wednesday, January 29, 2003, at 06:14 PM, Jim Leonard wrote:
Edward Franks wrote:
1. Adventure was the first computer game, yes?
Nope. :) Space War was (circa 1960). MIT students meet the
PDP-1
and the cathode-ray tube.
I meant PERSONAL computer. Adventure was playable on
to me amongst the other genres listed.
Stuart
-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, January 29, 2003 7:17 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1
Stuart Feldhamer wrote:
>
> Then again, if you want to invent
Stuart Feldhamer wrote:
>
> Then again, if you want to invent new terminology, that's your business I
> suppose.
No, it isn't, which is why this entire discussion was initiated. You (and
everyone else here) will be happy to know that I am "fixing" the system at
MobyGames (the first and hopefully
Edward Franks wrote:
>
> > 1. Adventure was the first computer game, yes?
>
> Nope. :) Space War was (circa 1960). MIT students meet the PDP-1
> and the cathode-ray tube.
I meant PERSONAL computer. Adventure was playable on CPM machines if memory
serves; it was certainly the first ga
On Thursday, January 23, 2003, at 11:18 AM, Marco Thorek wrote:
[Snip]
You know I'm all for drawing a line between RPGs and Adventures, but is
the focus of the former really on fighting? It usually is a component
of
a RPG, but the focus? The Ultimas beginning with IV had conversation as
a stron
Chris Newman schrieb:
>
> Yes, buy it! I have two copies, trade paperback and HC. This ties in to
> a post I made a couple of months ago about everyone's top five books
> about the gaming industry and/or PC history. Hackers is on my list.
What would the other four be?
Marco
Stuart Feldhamer schrieb:
>
> Jim,
>
> Your system is very interesting but I don't like it. Maybe according to YOUR
> definition of Adventure it encompasses all fantasy-style gaming, but this is
> not the commonly accepted definition of the genre. As I see it, adventures
> are games where the foc
Yes, buy it! I have two copies, trade paperback and HC. This ties in to
a post I made a couple of months ago about everyone's top five books
about the gaming industry and/or PC history. Hackers is on my list.
Edward Franks wrote:
>
> On Thursday, January 23, 2003, at 09:37 AM, Chris Newman wrot
On Thursday, January 23, 2003, at 09:37 AM, Chris Newman wrote:
Hackers, by Steven Levy is a great book, and has an entire chapter on
the creation of Spacewar. The entire book is online, and here is a link
to the spacewar chapter.
http://www.stanford.edu/group/mmdd/SiliconValley/Levy/
Hackers
Hackers, by Steven Levy is a great book, and has an entire chapter on
the creation of Spacewar. The entire book is online, and here is a link
to the spacewar chapter.
http://www.stanford.edu/group/mmdd/SiliconValley/Levy/Hackers.1984.book/Chapter3.html
Edward Franks wrote:
>
> On Wednesday, Jan
003 6:27 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1
Hugh and Edward:
You've presented some strong arguments and I'm going to have to think about
them before coming up with a rebuttal. But first let me pose some
situations
and questions:
1. Adventure was th
On Wednesday, January 22, 2003, at 05:26 PM, Jim Leonard wrote:
[Snip
You've presented some strong arguments and I'm going to have to think
about
them before coming up with a rebuttal. But first let me pose some
situations
and questions:
1. Adventure was the first computer game, yes?
Nope.
On Wednesday, January 22, 2003, at 05:33 PM, John Romero wrote:
I have a question: why do I get these messages twice? ;)
In my case I tend to hit Reply to All so the To: line picks your work
address and the Cc: line gets the [EMAIL PROTECTED] email address.
(I've done it right this time.
>"Pedro Sez..."
As a sidenote on interfaces, I believe Ultima 6 was the first game to have both an icon-based interface _and_ >also an "initial based" one ('O' for open, 'C' for cast, etc). I think most people, even those who were not used to >the previous game, barely used the icons.<
>T
Hugh Falk wrote,
>I found one flaw right here:
>
>"Since there is no such thing as an RPG that isn't also an adventure, or strategy, or action game, RPG becomes a >sub-genre instead of a main one."
>
>There are certainly RPGs that aren't adventure (or other genre) games.
Agreed. I think Hero Qu
Jim Leonard wrote:
>Jagged Alliance: Strategy, subgenres Role-Playing.
>Birthright: Same as Jagged Alliance, with Medieval Fantasy thrown in.
>Europa 1400: The Guild: Strategy, subgenres Managerial.
I can agree on the first two, but I'd think this one could be Adventure :)
>King of Dragon Pas
and not
a sub-genre. A game can have this as its only focus and be fun. See Telengard,
Rogue, Temple of Apshai, NetHack, etc.
Hugh
---Original Message---
From: Jim Leonard <[EMAIL PROTECTED]>
Sent: 01/22/03 03:26 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Q
> Too many classifications and you fall into the trap of gamedex.com. They
have
> over 200 categories, which makes their classification system ludicrous.
Just
> one look:
>
> Action Advenuture
> Cartoonish Action Adventure
> Fantasy Action Adventure
> Sci-fi Action Adventure
> Horror Action Advent
Jim Leonard schrieb:
>
> The party aspect is indeed a strong element of RPGs. I neglected to say this
> in our RPG genre description, so I'll add it now. I won't limit RPGs to
> party-based games, but it should indeed be noted that *most* RPGs are
> party-based. See, discussion does bring about
gt; Subject: Re: [SWCollect] King's Quest 1
>
>
> Hugh and Edward:
>
> You've presented some strong arguments and I'm going to have
> to think about them before coming up with a rebuttal. But
> first let me pose some situations and questions:
>
> 1. Adventur
Hugh and Edward:
You've presented some strong arguments and I'm going to have to think about
them before coming up with a rebuttal. But first let me pose some situations
and questions:
1. Adventure was the first computer game, yes? It was not an RPG. So
computer adventure games came before com
On Wednesday, January 22, 2003, at 02:35 PM, Jim Leonard wrote:
Edward Franks wrote:
[Snip]
I completely disagree. All RPGs are adventures, but not all
adventures are
RPGs; because of this, RPG is a subgenre in our system. Before you
debate
further, here is our definition of Adventure (a m
---
From: Jim Leonard <[EMAIL PROTECTED]>
Sent: 01/22/03 12:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1
>
> Edward Franks wrote:
>
> The problem is that you can easily swap in role-playing games as
a
> basic building block in place of
Marco Thorek wrote:
>
> But I don't agree with Jim on making RPGs a subgenre. There are two
> strong indications for having a RPG at hand: character development and a
> party.
The party aspect is indeed a strong element of RPGs. I neglected to say this
in our RPG genre description, so I'll add i
Marco Thorek wrote:
>
> Well, according to Moby it belongs to six genres.
Two main, four sub. Sorry if that's not obvious in our presentation; I should
probably mention to Brian that our main genres should be highlighted
differently.
> I thought about a game
> belonging to one genre, like in t
Edward Franks wrote:
>
> The problem is that you can easily swap in role-playing games as a
> basic building block in place of Adventure. The same justifications
> work for either. The two are so close together (more than any of the
> other categories) that it is hard sometimes to see th
Yech, it seems like Gamedex is confusing genre with plot.
Jim Leonard wrote:
>
> Karl Kuras wrote:
> >
> > > To remain in the Interaction Fiction with Graphics subgenre, verb-noun
> > input
> > > using text labels must be maintained. If the verbs (actions) and nouns
> > > (items) are replaced by
Karl Kuras wrote:
>
> > To remain in the Interaction Fiction with Graphics subgenre, verb-noun
> input
> > using text labels must be maintained. If the verbs (actions) and nouns
> > (items) are replaced by icons or pictures, or accepts verb-only or
> noun-only
> > input, it no longer qualfies as
Karl Kuras wrote:
>
> > Adventures progress through decision, not action. Since you can't
> > significantly change Mafia's story or outcomes based on your decisions,
> it's
> > not an adventure game. People confuse this a lot; they think that great
> > storytelling equals "adventure game", which
Edward Franks schrieb:
>
>
> The problem is that you can easily swap in role-playing games as a
> basic building block in place of Adventure. The same justifications
> work for either. The two are so close together (more than any of the
> other categories) that it is hard sometimes to s
Edward Franks wrote:
>
> On Wednesday, January 22, 2003, at 10:43 AM, Jim Leonard wrote:
> [Snip]
> > Adventures progress through decision, not action. Since you can't
> > significantly change Mafia's story or outcomes based on your
> > decisions, it's
> > not an adventure game. People confuse
On Wednesday, January 22, 2003, at 01:02 PM, Jim Leonard wrote:
[Snip]
Most people don't have a problem with the way MobyGames defines a
genre, but
some people have a problem with the Main genres (Action, Adventure,
Educational, Racing / Driving, Simulation, Sports, Strategy). Every
month we
Karl Kuras wrote:
>
> > At its most basic, Adventure + Action, subgenres Cyberpunk, Dark Sci-Fi.
>
> Come on... simply calling it Action Adventure ignores the Character
> development aspects
Sorry, I may have forgotten to add subgenre Role-Playing, which should be
there.
> of the game and simp
Pedro Quaresma wrote:
>
> Jim Leonard wrote:
> >Trust me, I can classify them. :) Genres haven't blurred; people's minds
> >have. Go ahead -- hit me with something difficult.
>
> Jagged Alliance, Birthright.
> Wait, want really difficult ones? OK then: Europa 1400 The Guild, King of
> Dragon P
"Pedro Sez..."
As a sidenote on interfaces, I believe Ultima 6 was the first game to have both an
>icon-based interface _and_ also an "initial based" one ('O' for open, 'C' for cast,
>etc). I think most people, even those who were not used to the previous game, barely
>used the icons.<
Edward Franks wrote:
>
> From a game developer's viewpoint, when or what things made the IBM PC
> the platform of choice over the Apple IIs, C64s, etc.? I know that on
> the business side of programming the common wisdom is that 640K RAM was
> the key (VisiCalc vs. Lotus 1-2-3). Was it th
> To remain in the Interaction Fiction with Graphics subgenre, verb-noun
input
> using text labels must be maintained. If the verbs (actions) and nouns
> (items) are replaced by icons or pictures, or accepts verb-only or
noun-only
> input, it no longer qualfies as Interactive Fiction."
This defin
Pedro Quaresma wrote:
>
> Clever and engaging storylines, agreed (up to a certain period), but awful
> interface? I admit the first version of the SCUMM system (Zak Mcracken,
> Maniac Mansion) was poor, but the one used on the Monkeys and DoTT is, IMHO,
> in the very least pretty decent. And so wa
Karl Kuras wrote:
>
> > Yes, but since those games are just Sierra-style games with verbs and
> nouns
> > you can pick from a list, it's still a derivative from IF (except this
> time
> > the parser forces a limited subset of words you can choose from, in a very
> > specific two-word combo). The
On Wednesday, January 22, 2003, at 10:43 AM, Jim Leonard wrote:
[Snip]
Adventures progress through decision, not action. Since you can't
significantly change Mafia's story or outcomes based on your
decisions, it's
not an adventure game. People confuse this a lot; they think that
great
storyt
On Wednesday, January 22, 2003, at 10:09 AM, Jim Leonard wrote:
[Snip]
At its most basic, Adventure + Action, subgenres Cyberpunk, Dark
Sci-Fi.
There are strategy elements but they are not overwhelming. Moby has
it as:
http://www.mobygames.com/game/sheet/gameId,681/ and if you check the
genr
> Adventures progress through decision, not action. Since you can't
> significantly change Mafia's story or outcomes based on your decisions,
it's
> not an adventure game. People confuse this a lot; they think that great
> storytelling equals "adventure game", which is incorrect. Half-Life had
>
On Tuesday, January 21, 2003, at 06:48 PM, Marco Thorek wrote:
[Snip]
Beside documenting pretty much ignorance from people who publish
articles, this also shows that there still is no public appreciation
for
the roots of computer gaming, not even among those who like to play
games. Old movies a
Karl Kuras wrote:
>
> > Trust me, I can classify them. :) Genres haven't blurred; people's minds
> > have. Go ahead -- hit me with something difficult.
>
> I'll give this dare a try... how about Mafia?
> I mean, it's a driving game, a shooter, and some would say an adventure.
Adventures progr
Marco Thorek wrote:
>
> Jim Leonard schrieb:
> >
> > > It seems to me, the farther we move into the present, the harder it is
> > > to classify a game. Some genres have blurred beyond recognition.
> >
> > Trust me, I can classify them. :) Genres haven't blurred; people's minds
> > have. Go ahea
> At its most basic, Adventure + Action, subgenres Cyberpunk, Dark Sci-Fi.
Come on... simply calling it Action Adventure ignores the Character
development aspects of the game and simply labeling a game where shooting
occurs as Action would lump Space Invaders, Doom and Tomb Raider into the
same ca
Jim Leonard schrieb:
>
> >
> > System Shock? Taking into account all the combinations of the
> > difficulty levels? :-D
>
> At its most basic, Adventure + Action, subgenres Cyberpunk, Dark Sci-Fi.
> There are strategy elements but they are not overwhelming. Moby has it as:
> http://www
Edward Franks wrote:
>
> On Wednesday, January 22, 2003, at 09:29 AM, Jim Leonard wrote:
> [Snip]
> >> It seems to me, the farther we move into the present, the harder it is
> >> to classify a game. Some genres have blurred beyond recognition.
> >
> > Trust me, I can classify them. :) Genres ha
On Tuesday, January 21, 2003, at 03:01 AM, John Romero wrote:
[Snip]
The Apple II version of King's Quest was one of the early
double-resolution 16-color games and subsequent Sierra adventures used
that graphics mode. Double-res on the Apple II was 160x192 with 16
colors. Mixed-mode graphics o
Jim Leonard wrote:
>Trust me, I can classify them. :) Genres haven't blurred; people's minds
>have. Go ahead -- hit me with something difficult.
Jagged Alliance, Birthright.
Wait, want really difficult ones? OK then: Europa 1400 The Guild, King of Dragon Pass :)
--
Pedro R. Quaresma
Salvado
Jim Leonard wrote:
>What made Lucasarts games worth playing,
>thankfully, were the clever and engaging storylines and puzzles, which were
>good enough to force people through the awful interface.
Clever and engaging storylines, agreed (up to a certain period), but awful interface? I admit the fir
> Yes, but since those games are just Sierra-style games with verbs and
nouns
> you can pick from a list, it's still a derivative from IF (except this
time
> the parser forces a limited subset of words you can choose from, in a very
> specific two-word combo). The "pick words from a list"-style ad
Jim Leonard schrieb:
>
> > It seems to me, the farther we move into the present, the harder it is
> > to classify a game. Some genres have blurred beyond recognition.
>
> Trust me, I can classify them. :) Genres haven't blurred; people's minds
> have. Go ahead -- hit me with something difficult
> Trust me, I can classify them. :) Genres haven't blurred; people's minds
> have. Go ahead -- hit me with something difficult.
I'll give this dare a try... how about Mafia?
I mean, it's a driving game, a shooter, and some would say an adventure.
Karl Kuras
--
On Wednesday, January 22, 2003, at 09:29 AM, Jim Leonard wrote:
[Snip]
It seems to me, the farther we move into the present, the harder it is
to classify a game. Some genres have blurred beyond recognition.
Trust me, I can classify them. :) Genres haven't blurred; people's
minds
have. Go a
Karl Kuras wrote:
>
> > Jim Leonard schrieb:
> > >
> > > At MobyGames we go over this every so often; people keep wanting to
> somehow
> > > *define* the words "adventure game" to mean "Sierra games" (the Quest
> games,
> > > etc.)
>
> I always called that type of game a Graphic Adventure, mainly
Marco Thorek wrote:
>
> > Others want to actually create a new genre specifically for
> > "Sierra-like games". As official taxonomer for MobyGames, they will forever
> > remain in our system as what they really are: Interactive Fiction with
> > Graphics. This puts them in the same category as M
> Jim Leonard schrieb:
> >
> > At MobyGames we go over this every so often; people keep wanting to
somehow
> > *define* the words "adventure game" to mean "Sierra games" (the Quest
games,
> > etc.)
I always called that type of game a Graphic Adventure, mainly because it's
what Lucasarts put as a l
Jim Leonard schrieb:
>
> At MobyGames we go over this every so often; people keep wanting to somehow
> *define* the words "adventure game" to mean "Sierra games" (the Quest games,
> etc.)
Well, I can imagine. I remember having vivid discussions over at
comp.sys.ibm.pc.games.adventure over this
Karl Kuras wrote:
>
> I didn't know that the SCI version was rare... the Amiga and ST ports both
> used that graphic set... most likely due to the porting happening later.
No, the AGI version was rare. The SCI version was pimped heavily because it
was the first interpreter to allow external musi
> Sadly, most PC-to-Amiga conversions (I've never used an ST, sadly) were
slower
> than the original. PC programmers were contracted to port to Amiga
instead of
> hiring Amiga people to do the conversions. Or, if Amiga people were
> contracted, they had a hard time porting 8086 assembler over to
Karl Kuras wrote:
>
> Actually, I hate to say this, but until the 256 color versions of the games
> appeared, the Amiga and ST ports were 1-1 conversions of the PC games. No
> improvements whatsoever... in fact many of them ran slower.
Sadly, most PC-to-Amiga conversions (I've never used an ST,
Subject: Re: RE: [SWCollect] King's Quest 1
>
>
> Actually, I hate to say this, but until the 256 color
> versions of the games appeared, the Amiga and ST ports were
> 1-1 conversions of the PC games. No improvements
> whatsoever... in fact many of them ran slower.
>
> T
pport... this was only added later
for those platforms that did have mice like the Amiga and ST. Can someone
confirm this?
Karl Kuras
- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 21, 2003 12:39 PM
Subject: Re: RE: [SWCollec
ology concerns. I know that Karl is a big Amiga fan,
and they might have had two very different experiences playing the same game.
Hugh
---Original Message---
From: John Romero <[EMAIL PROTECTED]>
Sent: 01/21/03 01:01 AM
To: [EMAIL PROTECTED]
Subject: RE: [SWCollect] King's Que
> But the animations were incredibly crude because the sprites
> were inexplicably limited to half-horizontal-resolution
> sprites! And so were the backgrounds!
> I originally thought this would be for a speed increase or
> storage requirement decrease -- but on closer examination,
> the text
Karl Kuras wrote:
>
> Now your main gripe seems to be with the fact that you can't just be in a
> room and say I want to do X. This was at first mainly a technical problem
> of doing pathfinding routines (notice that later Sierra and Lucasarts games
> all take care of this for you automatically t
Hugh Falk wrote:
>
> Sure, I wouldn't call it 3D either, but I would call it "quasi-3D", which is
> why I asked for a definition (since the default definition would be "almost
> but not quite" 3D). One could argue that true 3D is not possible on a 2D
> monitor.
One could argue the game wasn't 3D
"Feldhamer, Stuart" wrote:
>
> First of all, there was the novelty. At first it was pretty cool to be able
> to see your character on the screen.
That is 90% of it right there. I can't see any other reason.
> Second, the animations. Even in their first game, KQ1, Sierra animated stuff
> like s
Marco Thorek wrote:
>
> Was there ever a special subcategory named to classify the later Sierra
> and Lucasfilm adventures?
At MobyGames we go over this every so often; people keep wanting to somehow
*define* the words "adventure game" to mean "Sierra games" (the Quest games,
etc.) Others want t
Jim Leonard schrieb:
>
> I wouldn't call that 3D -- it's interactive fiction with graphics drawn in a
> 3D perspective. To contrast, the "Quest" games let you move something "in
> front of" or "behind" another on-screen object, so that qualifies more as 3D
> than Mystery House.
I remember that b
[mailto:[EMAIL PROTECTED]]
Sent: Saturday, January 18, 2003 1:52 PM
To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1
> (1) The first adventure game with text + graphics was Mystery House.
> All adventure games before Mystery House were purely text.
> h
> (1) The first adventure game with text + graphics was Mystery House.
> All adventure games before Mystery House were purely text.
> http://www.xyzzynews.com/xyzzy.7f.html
Don't put too much stock in anything in XYZZYnews... I'm the one who wrote
this, back when I was first getting into game coll
On Saturday, January 18, 2003, at 03:09 PM, John Romero wrote:
[Snip]
(3) Your question "Was King's Quest 1 really the first quasi-3D
adventure game released for the IBM line?" The answer: King's Quest
1 was the first GAME ever released for the new IBM PC back in 1984.
The
release date on
remake.
If you want more info on this:
http://www.adventurecollective.com/reviews/kq1.htm
- John
> -Original Message-
> From: Hugh Falk [mailto:[EMAIL PROTECTED]]
> Sent: Friday, January 17, 2003 11:27 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [SWCollect] King's Quest
[EMAIL PROTECTED]]
Sent: Friday, January 17, 2003 8:30 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1
Hugh Falk wrote:
>
> Well, how do you define quasi-3D adventure? You could say that Mystery
> House, the first adventure with graphics, was also the first quasi-3D.
>
> Honestly, what is the appeal of Sierra's "Quest" games? Anyone who likes
> them, please shed some light on the subject.
Ok, I guess I have to throw my hat into this ring... As a huge fan of both
the old text/still graphic adventures AND the Sierra/Lucasart style games,
they both have their own
waiting for mice to
become popular.
Stuart
-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Friday, January 17, 2003 11:26 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1
Chris Newman wrote:
>
> The opinions about the answer to this qu
"Feldhamer, Stuart" wrote:
>
> I was talking about Mystery House, not King's Quest...
Whoops -- my bad. :) It was the first commercially successful one, but I
agree it seems foolish to call it the *first* interactive fiction with
graphics. But until another is found, it wins.
--
Jim Leonard (
Hugh Falk wrote:
>
> Well, how do you define quasi-3D adventure? You could say that Mystery
> House, the first adventure with graphics, was also the first quasi-3D.
> Since the graphics had a 3D perspective (See attached).
I wouldn't call that 3D -- it's interactive fiction with graphics drawn i
I was talking about Mystery House, not King's Quest...
-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Friday, January 17, 2003 11:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1
"Feldhamer, Stuart" wrote:
>
> Suppos
Chris Newman wrote:
>
> The opinions about the answer to this question are probably subjective
> but I think it's worth asking:
> Was King's Quest 1 really the first quasi-3D adventure game released for
> the IBM line? There
If you are defining "quasi-3D adventure game" as the stereotypical "Sier
"Feldhamer, Stuart" wrote:
>
> Supposedly it was the first text adventure with graphics, but I suspect it
> would be difficult to prove this...
Hardly -- I remember playing Mask of the Sun in 1983, a full year before
King's Quest. The very first interactive fiction game with graphics would be
pr
Supposedly it was the first text adventure with graphics, but I suspect it
would be difficult to prove this...
Stuart
-Original Message-
From: Chris Newman [mailto:[EMAIL PROTECTED]]
Sent: Friday, January 17, 2003 9:38 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Qu
> Sent: Thursday, January 16, 2003 5:44 PM
> To: [EMAIL PROTECTED]
> Subject: [SWCollect] King's Quest 1
>
> The opinions about the answer to this question are probably subjective
> but I think it's worth asking:
> Was King's Quest 1 really the first quasi-3
quot;?
>
> Stuart
>
> -Original Message-
> From: Chris Newman [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, January 16, 2003 8:44 PM
> To: [EMAIL PROTECTED]
> Subject: [SWCollect] King's Quest 1
>
> The opinions about the answer to this question are probabl
, January 16, 2003 5:44 PM
To: [EMAIL PROTECTED]
Subject: [SWCollect] King's Quest 1
The opinions about the answer to this question are probably subjective
but I think it's worth asking:
Was King's Quest 1 really the first quasi-3D adventure game released for
the IBM line? There
were a
January 16, 2003 8:44 PM
To: [EMAIL PROTECTED]
Subject: [SWCollect] King's Quest 1
The opinions about the answer to this question are probably subjective
but I think it's worth asking:
Was King's Quest 1 really the first quasi-3D adventure game released for
the IBM line? Th
The opinions about the answer to this question are probably subjective
but I think it's worth asking:
Was King's Quest 1 really the first quasi-3D adventure game released for
the IBM line? There
were already hundreds of game titles available for the PC when the Jr
made its debut with Sierra's
infam
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