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Police Quest follows police officer Sonny Bonds as he investigates a drug cartel in the town of Lytton, California. First released in 1987 as a command-line interface game built on Sierra's AGI, Police Quest was remade in 1992 using 256-color VGA graphics and the SCI engine and used point-and-click gameplay.
Since January 18, 2011, the Police Quest 1–4 and Police Quest: SWAT 1 & 2 packs are internationally available at GOG.com in the form of digital downloads. The 2.0 installer for the Police Quest 1–4 pack added in the original EGA version of PQ1. In 2017, SWAT 3 and SWAT 4 were both added to GOG.
According to Sierra, combined sales of the Police Quest series—including SWAT—surpassed 1.2 million units by the end of March 1996. [5] Computer Gaming World stated in February 1994 that "Police Quest: Open Season evinces a remarkable degree of work-a-day police realism as a result of Gates' contributions", with "marvelous digitized ...
Police Quest and SWAT are a series of computer games produced and published by Sierra On-Line between 1987 and 2008. The original Police Quest series was composed of three adventure games designed by former policeman Jim Walls, and a fourth title designed by Daryl F. Gates. The later games in the series resulted in the renamed SWAT series.
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Police Quest III: The Kindred (also known as Police Quest III) is a 1991 police procedural point-and-click adventure video game developed and published by Jim Walls and Sierra On-Line. It is the third installment in the Police Quest series. The game finishes the story of police officer Sonny Bonds, who seeks revenge after his wife is attacked ...
Several software companies in 1993 promised to support the card, including Access, Interplay, and Sierra. [1] Software written for RealMagic includes: Under a Killing Moon - Access Software; Gabriel Knight; Escape from Cybercity; Kings Quest VI - Sierra Online; Dragon's Lair; Police Quest IV - Sierra Online; Return to Zork - Infocom
Early multisync monitors designed for use with systems having a small number of specific frequencies, like CGA, EGA and VGA, or built-in Macintosh graphics, supported limited fixed frequencies. On the IBM PC, these were signaled from the graphics card to the monitor through the polarities of one or both H- and V-sync signals sent by the video ...