The Adventure Game Interpreter (AGI) is a game engine which Sierra On-Line used through most of the 1980s to create and run animated, color adventure games. AGI-based computer games accept typed commands via keyboard, as well as joystick input.
In 1983, IBM commissioned Sierra On-Line to develop a game that would showcase the technical capabilities of the IBM PCjr, a home computer which IBM planned to release the following year. To meet the challenge, game designer Roberta Williams scripted a game that was to become King's Quest: Quest for the Crown, and lead developer Arthur Abraham developed a custom programming language called Game Assembly Language. After Sierra dismissed Abraham, IBM contributed to the development of King's Quest's game engine in order to help ensure the project's success.
The PCjr proved unpopular in the marketplace, and the May 1984 launch of King's Quest foundered. Nevertheless, later that year Tandy Corporation released the Tandy 1000, another IBM PC compatible which succeeded where the PCjr failed.[1] King's Quest caused a sensation in the burgeoning market of PC-compatible computers, and Sierra eventually sold more than half a million copies.
Roberta Williams' King's Quest established a new type of interactive adventure game, and Sierra named their new game engine the Adventure Game Interpreter. Following the success of King's Quest, they ported the game (AGI included) to other computing platforms, such as the Apple II, Apple IIGS, Apple Macintosh, Amiga and Atari ST.
Although the 160x200 display resolution of AGI-based games was tailored for the PCjr, it persisted as an AGI standard on other platforms as well. However, Sierra adapted the color palette for other video hardware.
In 1988, with the release of King's Quest IV: The Perils of Rosella, Sierra debuted a more sophisticated proprietary game engine: Sierra's Creative Interpreter, or SCI. Since the SCI engine required a more powerful home computer, Sierra released an AGI version of the game at the same time. However, Sierra overestimated consumer demand for the lesser version, and ceased production.
The following year, Sierra published its final AGI-based title, Manhunter 2: San Francisco, then focused exclusively on SCI for new adventure game development. Among SCI's enhancements were a more versatile scripting system, an object-oriented programming model, higher-resolution graphics (320x200 rather than 160x200), a point-and-click interface, and support for additional sound card hardware.
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The Adventure Game Interpreter (AGI) is a game engine which Sierra On-Line used through most of the 1980s to create and run animated, color adventure games. AGI-based computer games accept typed commands via keyboard, as well as joystick input.
In 1983, IBM commissioned Sierra On-Line to develop a game that would showcase the technical capabilities of the IBM PCjr, a home computer which IBM planned to release the following year. To meet the challenge, game designer Roberta Williams scripted a game that was to become King's Quest: Quest for the Crown, and lead developer Arthur Abraham developed a custom programming language called Game Assembly Language. After Sierra dismissed Abraham, IBM contributed to the development of King's Quest's game engine in order to help ensure the project's success.
The PCjr proved unpopular in the marketplace, and the May 1984 launch of King's Quest foundered. Nevertheless, later that year Tandy Corporation released the Tandy 1000, another IBM PC compatible which succeeded where the PCjr failed. King's Quest caused a sensation in the burgeoning market of PC-compatible computers, and Sierra eventually sold more than half a million copies.
Roberta Williams' King's Quest established a new type of interactive adventure game, and Sierra named their new game engine the Adventure Game Interpreter. Following the success of King's Quest, they ported the game (AGI included) to other computing platforms, such as the Apple II, Apple IIGS, Apple Macintosh, Amiga and Atari ST.
Although the 160x200 display resolution of AGI-based games was tailored for the PCjr, it persisted as an AGI standard on other platforms as well. However, Sierra adapted the color palette for other video hardware.
In 1988, with the release of King's Quest IV: The Perils of Rosella, Sierra debuted a more sophisticated proprietary game engine: Sierra's Creative Interpreter, or SCI. Since the SCI engine required a more powerful home computer, Sierra released an AGI version of the game at the same time. However, Sierra overestimated consumer demand for the lesser version, and ceased production.
The following year, Sierra published its final AGI-based title, Manhunter 2: San Francisco, then focused exclusively on SCI for new adventure game development. Among SCI's enhancements were a more versatile scripting system, an object-oriented programming model, higher-resolution graphics (320x200 rather than 160x200), a point-and-click interface, and support for additional sound card hardware.
The following 6 pages are in this category, out of 6 total.
AGI (Adventure Game Interpreter) was the development tool used by Sierra On-Line to create their early adventure games.
The first King's Quest game originally used a language named Game Assembly Language, or *.gal, by its designer, Arthur Abraham. When its main designer left, Sierra was unable to complete the game, which had been intended to showcase the technology of the IBM PCjr. IBM "donated" its product, AGI, to Sierra to allow development of King's Quest to continue.
When it debuted in the mid-1980s, AGI was innovative and made impressive use of the technology available at the time. Later versions were adapted to use 16 color EGA graphics and the Adlib soundcard.
By the end of the 80s, however, AGI's 160�?�?���?�200 resolution began to show its age and could not compete with newer engines such as Lucasfilm Games' SCUMM, which featured mouse support. In 1990, Sierra abandoned AGI and started using the SCI (Sierra Creative Interpreter) engine for their adventure games.
Sarien (Sierra AGI Resource Interpreter Engine) is a portable, open-source re-implementation of Sierra's AGI.
* King's Quest IV was simultaneously produced and published in both the AGI and SCI formats. The main advantages of SCI are a higher resolution (320x200 rather than 160x200 in AGI), sound card support, mouse support, and a more versatile scripting system. Sierra supposed that contemporary low-end systems would be unable to run the SCI version, thus requiring a 'lighter' version of the game. However, sales figures proved them wrong, and the AGI version was quickly discontinued. Because of its rarity, the AGI version could be considered a collector's item.
Since AGI was reverse engineered years ago, there are many freeware programs which allows you to create your own AGI games. In fact, a good amount of people have made their own AGI games which you can play using Sarien. At the Ultimate AGI & SCI Web Site link listed in external links, you will find programs to create your own AGI games & also be able to download homebrew AGI games created using the freeware AGI design tool.
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