Jump to content

Adventure Game Interpreter: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
No edit summary
m Add proper links to Sierra Creative Interpreter
 
(194 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
{{Short description|Game engine developed by Sierra On-Line}}
'''AGI''' ('''A'''dventure '''G'''ame '''I'''nterpreter) was the development tool used by [[Sierra Entertainment|Sierra Online]] to create their early [[adventure game]]s.
{{More citations needed|date=September 2014}}
{{Use American English|date=November 2022}}
{{Use mdy dates|date=November 2022}}
{{Infobox software
| title = Adventure Game Interpreter
| name = Adventure Game Interpreter
| logo = <!-- [[File: ]] -->
| screenshot = <!-- [[File: ]] -->
| caption =
| author = Unknown
| developer = [[Sierra Entertainment|Sierra On-Line]]
| released = {{start date and age|1984|05|p=y}}
| discontinued = 1989
| latest release version = 3.002.149
| latest release date = {{start date and age|1989|08|17|p=y}}
| programming language =
| operating system = [[MS-DOS]], [[Apple GS/OS]], [[Apple ProDOS|ProDOS]], [[Classic Mac OS#System 1, 2, 3 and 4|Macintosh System]], [[Atari TOS]], [[AmigaOS]]
| platform = [[Intel 8088]], [[x86]], [[Apple II]], [[Apple IIGS]], [[Mac (computer)|Mac]], [[Amiga]], [[Atari ST]], [[TRS-80 Color Computer]]
| size =
| language = [[English language|English]]
| genre = [[Game engine]]
| license = [[Proprietary software]]
}}


The '''Adventure Game Interpreter''' ('''AGI''') is a [[game engine]] developed by [[Sierra Entertainment|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]].<ref>{{cite web | title=King’s Quest: World Video Game Hall of Fame | url=https://www.museumofplay.org/games/kings-quest/ | website=The Strong Museum of Play | publisher=The Strong Museum of Play | access-date=4 May 2025}}</ref>
AGI was originally developed by [[IBM]] and donated to Sierra to showcase the technology of their [[IBM PCjr|PCjr]] computer.


AGI was capable of running animated, color adventure games with music and sound effects. The player controls the game with a [[Computer keyboard|keyboard]] and, optionally, a [[joystick]].
The first game to use the AGI engine was ''[[King's Quest]] I'', released in [[1984]]. An older version of King's Quest IV in AGI was released but it was shortly replaced by a SCI counterpart. There were also a few games made with AGI that were not adventure games.


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]].
*Kings Quest 1 - Quest for the Crown  1984
*Kings Quest 2 - Romancing the Throne  1985
*The Black Cauldron  1986
*Donald Duck 1986
*Kings Quest 3 - To Heir is Human  1986
*Mikey's Space Adventure 1986
*Space Quest 1 - The Sarien Encounter  1986
*Winnie The Pooh - In the Hundred-Acre Woods 1986
*Leisure Suit Larry 1 - In the Land of the Lounge Lizards  1987
*Mixed Up Mother Goose  1987
*Police Quest 1 - In pursuit of the Death Angel  1987
*Gold Rush 1988
*Kings Quest 4 - The Perils of Rosella  1988
*Manhunter 1 - New York  1988
*Space Quest 2 - Vohaul's Revenge  1988
*Manhunter 2 - San Francisco  1989
When it was first used, in the mid-[[1980s]], AGI was very innovative and made impressive use of the technology available at the time. Later versions were adapted to use 16 color [[Enhanced Graphics Adapter|EGA]] graphics and the [[Adlib]] soundcard.


==History==
By the end of the 80s, however, AGI's 160×200 [[resolution]] began to look outdated and it couldn't keep up with newer developments such as [[computer mouse|mice]], which were used extensively by the [[SCUMM]] engine of competitor [[LucasArts|Lucasfilm Games]]. In [[1990]], Sierra abandoned AGI and started using the SCI ([[Sierra Creative Interpreter]]) engine for their adventure games.
In late 1982, IBM began work on the PCjr, a lower-priced variant of the [[IBM Personal Computer]] with improved [[Computer graphics|graphics]] and sound. The PCjr's [[Tandy Graphics Adapter|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.<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}}
'''Sarien''' ('''S'''ierra '''A'''GI '''r'''esource '''i'''nterpreter '''en'''gine) is a portable, [[open-source]] re-implementation of Sierra's AGI.

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.

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,<ref name="Trivette"/> a [[compiler]], and a [[bytecode]] interpreter (the Adventure Game Interpreter).<ref name="Kelly">{{cite web |url=http://www.adventureclassicgaming.com/index.php/site/features/143/ |title=Making adventure games with AGI |last=Kelly |first=Peter |date=January 21, 2000 |website=Adventure Classic Gaming |access-date=September 25, 2016}}</ref> The Game Adaptation Language was a [[high-level programming language]] that resembled [[C (programming language)|C]].<ref name="Kelly"/> This was compiled into [[bytecode]], which was executed by the [[Bytecode interpreter|interpreter]].<ref name="Kelly"/>

Like Sierra's earlier adventure titles, such as ''[[Wizard and the Princess]]'' (1980), AGI games used [[vector graphics]]. The PCjr accepted [[floppy disk]]s with a capacity of 360 kilobytes, and [[raster graphics]] would have consumed an excessive amount of disk space.<ref name="Trivette"/> Instead, ''King's Quest'' drew [[polygon]]s on the screen, and then colored them.<ref name="Trivette"/> Beginning with AGI version 2, the game engine drew graphics in an off-screen [[data buffer]], then [[Bit blit|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 architecture]]s, which were the [[state of the art]] in [[home computer]]s at the time. These included the [[IBM PC compatible]], the [[Atari ST]], [[Commodore International|Commodore]]'s Amiga series, and [[Apple Inc.|Apple]]'s Macintosh computers. In addition, Sierra [[Porting|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==

{| class="wikitable sortable"
! Game !! [[MS-DOS]] !! [[Apple II]] !! [[Atari ST]] !! [[Amiga]] !! [[Apple IIGS]] !! [[Mac (computer)|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 II: Romancing the Throne]]'' || {{yes|1985}} || {{yes|1985}} || {{yes|1985}} || {{yes|1987}} || {{yes|1987}} || {{no}} || {{no}}
|-
| {{rh}} | ''[[The Black Cauldron (video game)|The Black Cauldron]]'' || {{yes|1986}} || {{yes|1986}} || {{yes|1986}} || {{yes|1987}} || {{yes|1987}} || {{no}} || {{no}}
|-
| {{rh}} | ''[[Donald Duck's Playground]]''{{refn|group=note|Donald Duck's Playground was released for the Apple II and Tandy Color Computer platforms but did not use the AGI engine for those ports, nor did the game's release for the Commodore 64}} || {{yes|1986}} || {{no}} || {{yes|1986}} || {{yes|1986}} || {{no}} || {{no}} || {{no}}
|-
| {{rh}} | ''[[King's Quest III: To Heir Is Human]]'' || {{yes|1986}} || {{yes|1988}} || {{yes|1986}} || {{yes|1986}} || {{yes|1988}} || {{no}} || {{yes|1988}}
|-
| {{rh}} | ''[[Space Quest: The Sarien Encounter]]'' || {{yes|1986}} || {{yes|1986}} || {{yes|1986}} || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{no}}
|-
| {{rh}} | ''[[Leisure Suit Larry in the Land of the Lounge Lizards]]'' || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{yes|1988}} || {{yes|1988}}
|-
| {{rh}} | ''[[Mixed-Up Mother Goose]]'' || {{yes|1987}} || {{yes|1990}} || {{yes|1987}} || {{yes|1988}} || {{yes|1988}} || {{no}} || {{no}}
|-
| {{rh}} | ''[[Police Quest: In Pursuit of the Death Angel]]'' || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{no}}
|-
| {{rh}} | ''[[Space Quest II: Vohaul's Revenge]]'' || {{yes|1987}} || {{yes|1987}} || {{yes|1987}} || {{yes|1988}} || {{yes|1988}} || {{yes|1988}}|| {{no}}
|-
| {{rh}} | ''[[Gold Rush!]]'' || {{yes|1988}} || {{yes|1988}} || {{yes|1989}} || {{yes|1989}} || {{yes|1989}} || {{yes|1989}} || {{no}}
|-
| {{rh}} | ''[[Manhunter: New York]]'' || {{yes|1988}} || {{yes|1988}} || {{yes|1988}} || {{yes|1988}} || {{yes|1988}} || {{no}} || {{no}}
|-
| {{rh}} | ''[[King's Quest IV: The Perils of Rosella]]'' || {{yes|1988}} || {{yes|1990}} || {{yes|1990}} || {{yes|1990}} || {{yes|1989}} || {{no}} || {{no}}
|-
| {{rh}} | ''[[Manhunter 2: San Francisco]]'' || {{yes|1989}} || {{no}} || {{yes|1990}} || {{yes|1990}} || {{no}} || {{yes|1989}} || {{no}}
|}

=== Table Notes ===
{{reflist|group=note}}

== See also ==
* [[SCUMM]]
* [[ScummVM]]

== Notes ==
{{Reflist}}


== External links ==
== External links ==
Retrieved August 15, 2014
*[http://dmoz.org/Games/Video_Games/Adventure/Graphical_Adventures/Design_and_Development/Authoring_Systems/Sierra/AGI/ DMoz AGI directory]

*[http://sarien.sourceforge.net/ Sarien home page]
== Further reading ==
* [http://www.oldskool.org/shrines/pcjr_tandy/#sierra Excerpt from a 1984 interview with Roberta Williams]

[[Category:1984 software]]
[[Category:Adventure game engines]]
[[Category:Sierra Entertainment]]
[[Category:Video game development software]]


{{portal bar|Computer programming|Video games}}
[[Category:Game engines]]
{{Navboxes
|state=collapsed
|list1=
{{Video game engines|state=collapsed}}
}}

Latest revision as of 19:23, 20 May 2025

Adventure Game Interpreter
Original author(s)Unknown
Developer(s)Sierra On-Line
Initial releaseMay 1984 (41 years ago) (1984-05)
Stable release
3.002.149 / August 17, 1989 (35 years ago) (1989-08-17)
Operating systemMS-DOS, Apple GS/OS, ProDOS, Macintosh System, Atari TOS, AmigaOS
PlatformIntel 8088, x86, Apple II, Apple IIGS, Mac, Amiga, Atari ST, TRS-80 Color Computer
Available inEnglish
TypeGame engine
LicenseProprietary software

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

[edit]

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 releases[which?] also credit Chris Iden. An Apple II version credits Arthur Abraham).[citation needed]

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.[citation needed] They ported it to other computers, including the Apple II, Apple IIGS, Mac, 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

[edit]

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

[edit]
Game MS-DOS Apple II Atari ST Amiga Apple IIGS Mac CoCo 3
King's Quest 1984 1984 1986 1987 1987 1987 No
King's Quest II: Romancing the Throne 1985 1985 1985 1987 1987 No No
The Black Cauldron 1986 1986 1986 1987 1987 No No
Donald Duck's Playground[note 1] 1986 No 1986 1986 No No No
King's Quest III: To Heir Is Human 1986 1988 1986 1986 1988 No 1988
Space Quest: The Sarien Encounter 1986 1986 1986 1987 1987 1987 No
Leisure Suit Larry in the Land of the Lounge Lizards 1987 1987 1987 1987 1987 1988 1988
Mixed-Up Mother Goose 1987 1990 1987 1988 1988 No No
Police Quest: In Pursuit of the Death Angel 1987 1987 1987 1987 1987 1987 No
Space Quest II: Vohaul's Revenge 1987 1987 1987 1988 1988 1988 No
Gold Rush! 1988 1988 1989 1989 1989 1989 No
Manhunter: New York 1988 1988 1988 1988 1988 No No
King's Quest IV: The Perils of Rosella 1988 1990 1990 1990 1989 No No
Manhunter 2: San Francisco 1989 No 1990 1990 No 1989 No

Table Notes

[edit]
  1. ^ Donald Duck's Playground was released for the Apple II and Tandy Color Computer platforms but did not use the AGI engine for those ports, nor did the game's release for the Commodore 64

See also

[edit]

Notes

[edit]
  1. ^ "King's Quest: World Video Game Hall of Fame". The Strong Museum of Play. The Strong Museum of Play. Retrieved May 4, 2025.
  2. ^ a b c d e f Trivette, Donald B. (February 1985). "Inside King's Quest". Compute!. Retrieved March 26, 2016.
  3. ^ a b "History of King's Quest". King's Quest Realm. 2006. Archived from the original on March 31, 2008. Retrieved September 28, 2016.
  4. ^ Joanna Goodrich (September 28, 2020). "Meet Roberta Williams, The Queen of Graphic Adventure Video Games". IEEE Spectrum. IEEE. Retrieved May 4, 2025.
  5. ^ a b c Kelly, Peter (January 21, 2000). "Making adventure games with AGI". Adventure Classic Gaming. Retrieved September 25, 2016.
[edit]
Retrieved August 15, 2014

Further reading

[edit]