King's Quest 3: To Heir is Human (1986) 
| Details (IBM PC) | Supported platforms | Artwork and Media | |
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| Publisher: Genre: Author(s): Musician(s): Minimum Spec: Recommended Spec: Minimum Memory Required: Maximum Players: Joysticks: Language: Media Code: Media Type: Country of Release: Related Titles: Other Files: Comments: | SierraAdventure / Graphical Roberta Williams, Robert E. Heitman, Al Lowe, Bob Kernaghan, Jeff Stephenson, Chris Iden, Doug MacNeill, Mark Crowe Margaret Lowe DOS 1.0, 256K RAM, CGA, Hercules, Tandy / PCjr DOS 3.0, 512K RAM, EGA 256K 1 Analog (optional) Eng UK King's Quest 2: Romancing the Throne King's Quest 4: The Perils of Rosella KQ5 Copy Protection | Click to choose platform: Commodore Amiga IBM PC |
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| Your Reviews |
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Roberta Williams (Unknown) 24th May 2011 08:17Roberta says:
My earlier games, from Mystery House to King's Quest II, were great games, but they couldn't have the deep complex plots I wanted due to memory and space limitations. Basically they were treasure hunts with lots of simple goals (you go from here to there) and fun puzzles to add challenge. King's Quest III had to push things a little farther. The designs had to be more complicated, the plots better and longer, and the characters more developed with personalities and more dialog. First I'd start with a mystery: "Who's that character? Where's King Graham?" Then I'd add the pressure of an evil magician watching your every move, ready to kill you for any mistake. The puzzles were focused on helping you struggle to escape the wizard and right an old wrong you know nothing about, to tie up everything with a climactic ending. Rosella was introduced toward the end of the game; seeing her on screen for the first time, I suddenly saw her on her own adventures in a sequel. (From Roberta Williams Anthology manual, 1996)
My earlier games, from Mystery House to King's Quest II, were great games, but they couldn't have the deep complex plots I wanted due to memory and space limitations. Basically they were treasure hunts with lots of simple goals (you go from here to there) and fun puzzles to add challenge. King's Quest III had to push things a little farther. The designs had to be more complicated, the plots better and longer, and the characters more developed with personalities and more dialog. First I'd start with a mystery: "Who's that character? Where's King Graham?" Then I'd add the pressure of an evil magician watching your every move, ready to kill you for any mistake. The puzzles were focused on helping you struggle to escape the wizard and right an old wrong you know nothing about, to tie up everything with a climactic ending. Rosella was introduced toward the end of the game; seeing her on screen for the first time, I suddenly saw her on her own adventures in a sequel. (From Roberta Williams Anthology manual, 1996)
| Cheats | Trivia |
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History
This title was first added on 26th May 2010
This title was most recently updated on 24th May 2011









