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King's Quest IV: The Perils of Rosella - PC Games

Part of the King's Quest series.

Part of the Leisure Suit Larry series.
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Police Quest 2: The Vengeance - PC Games

Part of the Police Quest series.
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Space Quest III: The Pirates of Pestulon - PC Games

The plot, about rescuing two programmers being held against their wishes at the evil ScumSoft, being forced to design their awful games, was a jab at Sierra's rival LucasArts and their SCUMM series of adventure games.
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Hoyle Official Book of Games: Volume 1 - PC Games

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Part of the Quest for Glory series.
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Part of the Leisure Suit Larry series.
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The Colonel's Bequest: a Laura Bow Mystery - PC Games

Code-name: Iceman - PC Games


No longer published by Sierra, Christy Marx offers Conquest of Camelot for free on her website.

Quest for Glory II: Trial by Fire - PC Games

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Jones In The Fast Lane - PC Games

Free FLASH version: 'Jones in the Fast Lane
Hoyle Official Book of Games: Volume 3 - PC Games

A CD-ROM Enhanced version, coded with SCI1.1, would follow in 1992.
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EcoQuest: The Search for Cetus - PC Games


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Mixed-Up Fairy Tales - PC Games

Police Quest 3: The Kindred - PC Games

Part of the Police Quest series.

Part of the Space Quest series.

No longer published by Sierra, Christy Marx offers Conquest of the Longbow for free on her website.
Castle of Dr. Brain - PC Games

Mixed-up Mother Goose [VGA CD Edition] - PC Games

Sierra's Creative Interpreter (SCI) is the scripting language created by Jeff Stephenson of Sierra On-Line for its adventure games after the older AGI. While AGI was a procedural language, SCI is completely object-oriented.
Although continuously developed between 1988 and 1996, five major versions can be isolated: SCI0, SCI1, SCI1.1, SCI2 and SCI3. This list deals with the early versions, SCI0 and SCI1.
SCI0: First used in King's Quest IV in 1988, SCI0 allowed for 320x200 resolution with 16-color EGA graphics, as well as music-card support. Input for adventure games was done thru a text parser (manual input of commands you wished the character to perform).
SCI1: Released in 1990, the biggest difference for SCI1 was support for 256-color VGA graphics, still at a resolution of 320x200, though 16-color EGA was still available (many games were sold in both 16-color and 256-color versions at that time). Most SCI1 games are also mouse-driven, using an icon-based interface.
Although continuously developed between 1988 and 1996, five major versions can be isolated: SCI0, SCI1, SCI1.1, SCI2 and SCI3. This list deals with the early versions, SCI0 and SCI1.
SCI0: First used in King's Quest IV in 1988, SCI0 allowed for 320x200 resolution with 16-color EGA graphics, as well as music-card support. Input for adventure games was done thru a text parser (manual input of commands you wished the character to perform).
SCI1: Released in 1990, the biggest difference for SCI1 was support for 256-color VGA graphics, still at a resolution of 320x200, though 16-color EGA was still available (many games were sold in both 16-color and 256-color versions at that time). Most SCI1 games are also mouse-driven, using an icon-based interface.
Early Gaming Scripting Tools
Sierra's AGI script language
* Powered by AGI
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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