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The Sierra Creative Interpreter (SCI) was a game engine developed by Sierra On-Line in the late 1980s as a successor to the earlier AGI (Adventure Game Interpreter) engine. SCI first appeared with King’s Quest IV in 1988 and powered many of Sierra’s adventure games through the 1990s. It introduced higher-resolution graphics, a point-and-click interface, a more sophisticated scripting language, and support for richer audio and animation.<ref name="SCIWiki">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite book</ref>

DevelopmentEdit

File:Sierra-Interaction-Magazine---Ad---KingsQuest5.jpg
Magazine advertisement for King's Quest V, highlighting the advanced technical capabilities enabled by Sierra's SCI engine.

Sierra realized AGI (originally developed for the IBM PCjr) was “under-equipped” for the new multimedia era.<ref name="MobySCI">{{#invoke:citation/CS1|citation

|CitationClass=web }}</ref>

To meet this challenge, Sierra engineer Jeff Stephenson proposed a completely new, object-oriented interpreter.<ref name="Retro365KQ">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> As he recalls, “AGI was written in such a way that it was going to take a major rework of the entire game engine…and so that’s when I pitched Ken on SCI…let’s go with a whole new language, we’re going to have to rewrite this thing anyway, let’s make things better.”<ref name="BenshoofSCI">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

The result was SCI (initially called LSCI for Large-model Script Code Interpreter), a virtual “bytecode” engine that could be compiled for any platform.<ref name="MobySCI" /> As Roberta Williams explained, SCI was designed as “a virtual machine language which means that it will work on any machine…Each machine format has its own version of SCI. Our games are never IBM conversions.”<ref name="RobertasBequest">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

SCI’s design drew on then-modern programming ideas. Stephenson was influenced by Object-Oriented languages like Smalltalk, which he discovered in a 1981 BYTE issue.<ref name="BenshoofSCI" /> He rewrote Sierra’s scripting language into a more structured, object-oriented form. As one retrospective notes, “Stephenson completely rewrote the language…going from a simplistically cryptic scripting language to a full-fledged modern programming language reminiscent of C++, incorporating all the latest thinking about object-oriented coding.”<ref name="MaherSierraCreative">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In practical terms, SCI scripts could define classes for rooms, actors, puzzles, etc., making the engine more flexible.

King’s Quest IV (1988) was the first title to employ Sierra’s Creative Interpreter engine, demonstrating the engine’s expanded multimedia support.<ref>Template:Cite journal</ref> It featured a full orchestral score by William Goldstein, one of the earliest uses of a Hollywood-style soundtrack in a computer game. These audio enhancements illustrated SCI’s ability to handle more complex musical arrangements and contributed to a more cinematic adventure experience.<ref name="MaherSierraCreative" />

HistoryEdit

SCI was developed in successive versions, each offering technical advancements:

Version Year Graphics / Resolution Interface & Engine Advances Representative titles
SCI0<ref name="SCIWiki" /> 1988 320 × 200, 16-color EGA Text-parser interface; engine debut King’s Quest IV<ref>{{#invoke:citation/CS1|citation CitationClass=web

}}</ref>

SCI1<ref name="SCIWiki" /> 1990 256-color VGA Icon-based point-and-click GUI King’s Quest V; Space Quest IV; Leisure Suit Larry I (VGA remake)<ref name="Sierra Game Versions">{{#invoke:citation/CS1|citation CitationClass=web

}}</ref>

SCI1.1<ref name="SCIWiki" /> 1992 256-color VGA (enhanced) Added enhanced animation and sprite scaling King’s Quest VI; Laura Bow: The Dagger of Amon Ra<ref>{{#invoke:citation/CS1|citation CitationClass=web

}}</ref>

SCI2<ref name="SCIWiki" /> 1993 640 × 480 SVGA, 256 colors 32-bit protected mode; further engine refinements Gabriel Knight: Sins of the Fathers;<ref>Template:Cite journal</ref> Quest for Glory IV<ref name="Sierra Game Versions"/>
SCI3<ref name="SCIWiki" /> 1996 Native Windows 95 rendering Final iteration; native Windows 95 support Leisure Suit Larry 7; Phantasmagoria II<ref name="Sierra Game Versions"/>

Technical specificationsEdit

SCI was an interpreted engine using a proprietary scripting language with object-oriented features. It supported platforms including MS-DOS, Windows, Macintosh, Amiga, and FM Towns. Graphics support ranged from 16-color EGA in SCI0 to 256-color SVGA in SCI2/SCI3. SCI also supported a variety of sound hardware, including AdLib, Sound Blaster, and Roland MT-32.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Notable gamesEdit

Legacy and influenceEdit

SCI was one of the leading adventure game engines of its time, alongside LucasArts' SCUMM. It influenced modern engines like Adventure Game Studio. Preservation efforts include support for SCI games in ScummVM, which merged with the FreeSCI project in 2009.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

ReferencesEdit

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External linksEdit

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