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Adventure Game Interpreter

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Adventure Game Interpretor
Original author(s)Arthur Abraham
Developer(s)Sierra On-Line, IBM
Initial releaseMay 1984
Stable release
3.002.149 / August 17, 1989; 35 years ago (1989-08-17)
Operating systemDOS, Apple SOS, ProDOS, Macintosh System, Atari TOS
PlatformIntel 8088, x86, Apple II, Apple IIGS, Macintosh, Amiga, Atari ST, TRS-80 Color Computer
Available inEnglish
TypeGame engine
LicenseProprietary software

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.[citation needed]

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 that had originally been designed as an enhanced clone of the PCjr and 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.

AGI-based games published by Sierra On-Line

See also

Notes

References