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Adventure Game Interpreter
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==History== 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}} 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.
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