Adventure Game Interpreter: Difference between revisions

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imported>Drinebold
AGI-based games published by Sierra On-Line: Both KQ2 and KQ3 were ported to the Mac - made appropriate changes to the chart
imported>GroundedZero
Added Ken Williams to authors. Ken Williams attributes himself here: http://agiwiki.sierrahelp.com/index.php/Adventure_Game_Interpreter
 
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| screenshot            = <!-- [[File: ]] -->
| screenshot            = <!-- [[File: ]] -->
| caption                =  
| caption                =  
| author                = Unknown
| author                = {{ubl|[[Ken_Williams_(game_developer)|Ken Williams]]|Jeff Stephenson}}
| developer              = [[Sierra Entertainment|Sierra On-Line]]
| developer              = [[Sierra Entertainment|Sierra On-Line]]
| released              = {{start date and age|1984|05|p=y}}
| released              = {{start date and age|1984|05|p=y}}
| discontinued          = 1989
| latest release version = 3.002.149
| latest release version = 3.002.149
| latest release date    = {{start date and age|1989|08|17|p=y}}
| latest release date    = {{start date and age|1989|08|17|p=y}}
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| genre                  = [[Game engine]]
| genre                  = [[Game engine]]
| license                = [[Proprietary software]]
| license                = [[Proprietary software]]
| discontinued          = yes
}}
}}


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IBM commissioned Sierra to produce a game that could showcase these new capabilities.<ref name="Trivette">{{Cite journal |last=Trivette |first=Donald B. |date=February 1985 |title=Inside ''King's Quest'' |url=https://archive.org/stream/1985-02-compute-magazine/Compute_Issue_057_1985_Feb#page/n137/mode/2up |journal=[[Compute!]] |access-date=March 26, 2016}}</ref><ref name="KKC">{{cite web |url=http://members.aol.com/KQswst104/history.html |title=History of King's Quest |date=2006 |website=King's Quest Realm |archive-url=https://web.archive.org/web/20080331033134/http://members.aol.com/KQswst104/history.html |archive-date=March 31, 2008 |access-date=September 28, 2016}}</ref> They discussed some requirements for the game, and IBM supplied Sierra with a PCjr prototype.<ref name="Trivette"/> They both agreed that the game should be animated—a first for Sierra.<ref>{{cite web | title=Meet Roberta Williams, The Queen of Graphic Adventure Video Games | author=Joanna Goodrich | date=28 September 2020 | url=https://spectrum.ieee.org/meet-roberta-williams-the-queen-of-graphic-adventure-video-games#:~:text=The%20game%20that%20made%20Roberta,fictional%20royal%20family%20of%20Daventry | website=IEEE Spectrum | publisher=IEEE | access-date=4 May 2025}}</ref> A team of six [[Video game designer|designers]] and [[Video game developer|developers]], led by designer [[Roberta Williams]], worked on the game that was eventually titled ''[[King's Quest I|King's Quest]]''.<ref name="Trivette"/> Among the developers were Chuck Tingley and Ken MacNeill (later releases{{which|date=September 2016}} also credit Chris Iden. An Apple II version credits Arthur Abraham).{{citation needed|date=September 2016}}
IBM commissioned Sierra to produce a game that could showcase these new capabilities.<ref name="Trivette">{{Cite journal |last=Trivette |first=Donald B. |date=February 1985 |title=Inside ''King's Quest'' |url=https://archive.org/stream/1985-02-compute-magazine/Compute_Issue_057_1985_Feb#page/n137/mode/2up |journal=[[Compute!]] |access-date=March 26, 2016}}</ref><ref name="KKC">{{cite web |url=http://members.aol.com/KQswst104/history.html |title=History of King's Quest |date=2006 |website=King's Quest Realm |archive-url=https://web.archive.org/web/20080331033134/http://members.aol.com/KQswst104/history.html |archive-date=March 31, 2008 |access-date=September 28, 2016}}</ref> They discussed some requirements for the game, and IBM supplied Sierra with a PCjr prototype.<ref name="Trivette"/> They both agreed that the game should be animated—a first for Sierra.<ref>{{cite web | title=Meet Roberta Williams, The Queen of Graphic Adventure Video Games | author=Joanna Goodrich | date=28 September 2020 | url=https://spectrum.ieee.org/meet-roberta-williams-the-queen-of-graphic-adventure-video-games#:~:text=The%20game%20that%20made%20Roberta,fictional%20royal%20family%20of%20Daventry | website=IEEE Spectrum | publisher=IEEE | access-date=4 May 2025}}</ref> A team of six [[Video game designer|designers]] and [[Video game developer|developers]], led by designer [[Roberta Williams]], worked on the game that was eventually titled ''[[King's Quest I|King's Quest]]''.<ref name="Trivette"/> Among the developers were Chuck Tingley and Ken MacNeill (later releases{{which|date=September 2016}} also credit Chris Iden. An Apple II version credits Arthur Abraham).{{citation needed|date=September 2016}}


IBM premiered the PCjr in 1984; it did not sell well and, therefore, neither did ''King's Quest''. However, later that year [[Tandy Corporation]] released the [[Tandy 1000]], an [[IBM PC compatible]] that succeeded where the PCjr failed.<ref name="KKC"/> ''King's Quest'' caused a sensation in the burgeoning market of PC-compatible computers, and Sierra sold more than half a million copies.{{citation needed|date=September 2016}} They ported it to other computers, including the [[Apple II]], [[Apple IIGS]], [[Mac (computer)|Mac]], [[Amiga]], and [[Atari ST]], but IBM PC compatibles remained the primary platform for their games.
IBM premiered the PCjr in 1984; it did not sell well and, therefore, neither did ''King's Quest''. However, later that year [[Tandy Corporation]] released the [[Tandy 1000]], an [[IBM PC compatible]] that succeeded where the PCjr failed.<ref name="KKC"/> ''King's Quest'' caused a sensation in the burgeoning market of PC-compatible computers, and Sierra sold more than half a million copies.{{citation needed|date=September 2016}} They ported it to other computers, including the [[Apple II]], [[Apple IIGS]], [[Mac (computer)#1979–1996: "Macintosh" era |Macintosh]], [[Amiga]], and [[Atari ST]], but IBM PC compatibles remained the primary platform for their games.


In 1988, with the release of ''[[King's Quest IV: The Perils of Rosella]]'', Sierra debuted a more sophisticated game engine: the [[Sierra 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.
In 1988, with the release of ''[[King's Quest IV: The Perils of Rosella]]'', Sierra debuted a more sophisticated game engine: the [[Sierra 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.
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{| class="wikitable sortable"
{| class="wikitable sortable"
! Game !! [[MS-DOS]] !! [[Apple II]] !! [[Atari ST]] !! [[Amiga]] !! [[Apple IIGS]] !! [[Mac (computer)|Mac]] !! [[TRS-80 Color Computer 3|CoCo 3]]
! Game !! [[MS-DOS]] !! [[Apple II]] !! [[Atari ST]] !! [[Amiga]] !! [[Apple IIGS]] !! [[Classic Mac OS|Mac]] !! [[TRS-80 Color Computer 3|CoCo 3]]
|-
|-
| {{rh}} | ''[[King's Quest: Quest for the Crown|King's Quest]]'' || {{yes|1984}} || {{yes|1984}} || {{yes|1986}} || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{no}}
| {{rh}} | ''[[King's Quest: Quest for the Crown|King's Quest]]'' || {{yes|1984}} || {{yes|1984}} || {{yes|1986}} || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{no}}

Latest revision as of 16:59, 30 June 2025

Template:Short description Template:More citations needed Template:Use American English Template:Use mdy dates Script error: No such module "Infobox".Template:Template otherScript error: No such module "Check for unknown parameters".Template:Main other

The Adventure Game Interpreter (AGI) is a game engine developed by Sierra On-Line. The company originally developed the engine for King's Quest (1984), an adventure game that Sierra and IBM wished to market in order to attract consumers to IBM's lower-cost home computer, the IBM PCjr.[1]

AGI was capable of running animated, color adventure games with music and sound effects. The player controls the game with a keyboard and, optionally, a joystick.

After the launch of King's Quest, Sierra continued to develop and improve the Adventure Game Interpreter. They employed it in 14 of their games between 1984 and 1989, before replacing it with a more sophisticated engine, the Sierra Creative Interpreter.

History

In late 1982, IBM began work on the PCjr, a lower-priced variant of the IBM Personal Computer with improved graphics and sound. The PCjr's Video Gate Array video adapter could display up to 16 colors at a time—a major improvement over the Color Graphics Adapter's four-color limit. The new sound chip, too, could output a wider range of tones than the PC speaker.

IBM commissioned Sierra to produce a game that could showcase these new capabilities.[2][3] They discussed some requirements for the game, and IBM supplied Sierra with a PCjr prototype.[2] They both agreed that the game should be animated—a first for Sierra.[4] A team of six designers and developers, led by designer Roberta Williams, worked on the game that was eventually titled King's Quest.[2] Among the developers were Chuck Tingley and Ken MacNeill (later releasesTemplate:Which also credit Chris Iden. An Apple II version credits Arthur Abraham).Script error: No such module "Unsubst".

IBM premiered the PCjr in 1984; it did not sell well and, therefore, neither did King's Quest. However, later that year Tandy Corporation released the Tandy 1000, an IBM PC compatible that succeeded where the PCjr failed.[3] King's Quest caused a sensation in the burgeoning market of PC-compatible computers, and Sierra sold more than half a million copies.Script error: No such module "Unsubst". They ported it to other computers, including the Apple II, Apple IIGS, Macintosh, Amiga, and Atari ST, but IBM PC compatibles remained the primary platform for their games.

In 1988, with the release of King's Quest IV: The Perils of Rosella, Sierra debuted a more sophisticated game engine: the Sierra 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 (320×200 rather than 160×200), a point-and-click interface, and support for additional sound card hardware.

Technical design

The technical complexity of King's Quest made it a burden to write in assembly language, so the programmers created a game engine to simplify development. The engine comprised a bespoke programming language called the Game Adaptation Language,[2] a compiler, and a bytecode interpreter (the Adventure Game Interpreter).[5] The Game Adaptation Language was a high-level programming language that resembled C.[5] This was compiled into bytecode, which was executed by the interpreter.[5]

Like Sierra's earlier adventure titles, such as Wizard and the Princess (1980), AGI games used vector graphics. The PCjr accepted floppy disks with a capacity of 360 kilobytes, and raster graphics would have consumed an excessive amount of disk space.[2] Instead, King's Quest drew polygons on the screen, and then colored them.[2] Beginning with AGI version 2, the game engine drew graphics in an off-screen data buffer, then blitted them into video memory. This approach was not just to economize use of system resources; it also prevented the game from revealing hidden objects while it drew the screen.

AGI was principally developed for 16-bit computer architectures, which were the state of the art in home computers at the time. These included the IBM PC compatible, the Atari ST, Commodore's Amiga series, and Apple's Macintosh computers. In addition, Sierra ported AGI to three 8-bit computer models: the TRS-80 Color Computer, the Apple IIe, and the Apple IIc.

AGI-based games published by Sierra On-Line

Game MS-DOS Apple II Atari ST Amiga Apple IIGS Mac CoCo 3
Template:Rh | King's Quest 1984 1984 1986 1987 1987 1987 No
Template:Rh | King's Quest II: Romancing the Throne 1985 1985 1985 1987 1987 1987 No
Template:Rh | The Black Cauldron 1986 1986 1986 1987 1987 No No
Template:Rh | Donald Duck's PlaygroundTemplate:Refn 1986 No 1986 1986 No No No
Template:Rh | King's Quest III: To Heir Is Human 1986 1988 1986 1986 1988 1988 1988
Template:Rh | Space Quest: The Sarien Encounter 1986 1986 1986 1987 1987 1987 No
Template:Rh | Leisure Suit Larry in the Land of the Lounge Lizards 1987 1987 1987 1987 1987 1988 1988
Template:Rh | Mixed-Up Mother Goose 1987 1990 1987 1988 1988 No No
Template:Rh | Police Quest: In Pursuit of the Death Angel 1987 1987 1987 1987 1987 1987 No
Template:Rh | Space Quest II: Vohaul's Revenge 1987 1987 1987 1988 1988 1988 No
Template:Rh | Gold Rush! 1988 1988 1989 1989 1989 1989 No
Template:Rh | Manhunter: New York 1988 1988 1988 1988 1988 No No
Template:Rh | King's Quest IV: The Perils of Rosella 1988 1990 1990 1990 1989 No No
Template:Rh | Manhunter 2: San Francisco 1989 No 1990 1990 No 1989 No

Table Notes

Template:Reflist

See also

Notes

Template:Reflist

External links

Retrieved August 15, 2014

Further reading

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