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King's Quest I: Quest for the Crown - PC Games
![](https://list.lisimg.com/image/198717/200full.jpg)
King's Quest II: Romancing the Throne - PC Games
![](https://list.lisimg.com/image/198769/200full.jpg)
The Black Cauldron - PC Games
![](https://list.lisimg.com/image/402405/200full.jpg)
King's Quest III: To Heir is Human - PC Games
![](https://list.lisimg.com/image/198794/200full.jpg)
Space Quest: The Sarien Encounter - PC Games
![](https://list.lisimg.com/image/269730/200full.jpg)
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![](https://list.lisimg.com/image/198557/200full.jpg)
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Mixed-Up Mother Goose - PC Games
![](https://list.lisimg.com/image/220009/200full.jpg)
Police Quest: In Pursuit of the Death Angel - PC Games
![](https://list.lisimg.com/image/198481/200full.jpg)
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Space Quest II: Vohaul's Revenge - PC Games
![](https://list.lisimg.com/image/269722/200full.jpg)
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Donald Duck's Playground - PC Games
![](https://list.lisimg.com/image/274415/200full.jpg)
Gold Rush! - PC Games
Manhunter: New York - PC Games
King's Quest IV: The Perils of Rosella - PC Games
![](https://list.lisimg.com/image/198824/200full.jpg)
Manhunter 2: San Francisco - PC Games
![](https://list.lisimg.com/image/402443/200full.jpg)
AGI (Adventure Game Interpreter) was the development scripting tool used by Sierra Online to create their early adventure games, from 1984 to 1989.
The first King's Quest game originally used a language named Game Assembly Language, or *.gal, by its designer, Arthur Abraham, but when he left, Sierra was unable to complete the game. Since King's Quest was 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.
Used in the early classics of Sierra's Adventure games, their first scripting tool was limited to 160x200 resolution, 16-color EGA graphics, no mouse support, and no sound card support.
When rival LucasArts' SCUMM engine was putting the AGI engine to shame in the late 80s, Sierra developed and released the SCI (Sierra Creative Interpreter) scripting language to push games into the next era of computing.
The first King's Quest game originally used a language named Game Assembly Language, or *.gal, by its designer, Arthur Abraham, but when he left, Sierra was unable to complete the game. Since King's Quest was 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.
Used in the early classics of Sierra's Adventure games, their first scripting tool was limited to 160x200 resolution, 16-color EGA graphics, no mouse support, and no sound card support.
When rival LucasArts' SCUMM engine was putting the AGI engine to shame in the late 80s, Sierra developed and released the SCI (Sierra Creative Interpreter) scripting language to push games into the next era of computing.
Early Gaming Scripting Tools
Sierra's early SCI versions
* Powered by SCI0/SCI1
Sierra's later SCI versions
* Powered by SCI1.1/SCI2/SCI3
LucasArts' SCUMM engine (all versions)
* Powered by SCUMM
Revolution's Virtual Theatre engine
* Powered by Virtual Theatre
ScummVM, an emulator developed so AGI, SCI, SCUMM, and Virtual Theatre classic games can run on modern hardware.
* Games Supported by ScummVM
Modern 3D Gaming Engines
Valve's Source engine (all versions)
* Powered by Source
Epic's UnrealEngine1 (1.0 & 1.5)
* Powered by Unreal1
Epic's UnrealEngine2 (2.0, 2.5, 2X)
* Powered by Unreal2
Epic's UnrealEngine3
* Powered by Unreal3
Monolith's Lithtech engine (1.0, 2.x, Talon, Triton, Jupiter)
* Powered by Lithtech
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