Game Engine: Adventure Game Interpreter (AGI)
Group DescriptionThe Adventure Game Interpreter (AGI) engine was first introduced by Sierra for its early avatar-moving adventure games, pioneered by King's Quest (1984), wherein the engine was briefly referred to as the GAL (Game Assembly Language).
The game engine was designed by Arthur Abraham as a replacement for their text-adventure-with-pictures ADL engine used in their High Res Adventure games, and was initially meant for the IBM PCjr (and, happily, Tandy clones) but was subsequently ported to other platforms. Manhunter 2: San Francisco (1989) was the last commercial game published by Sierra using the AGI engine as the engine could no longer compete with other adventure game engines at that time, and was replaced by the Sierra's Creative Interpreter (SCI) engine. The AGI engine however, continues to be used to create unofficial (shareware/freeware) AGI games by nostalgic individual programmers and companies.
Not to be confused with the Game Engine: Adventure Game Studio (AGS) game group.
Front cover for Leisure Suit Larry in the Land of the Lounge Lizards
Front cover for Gold Rush!
Front cover for Space Quest: Chapter I - The Sarien Encounter
Front cover for The Black Cauldron
Front cover for King's Quest II: Romancing the Throne
Screenshot from Leisure Suit Larry in the Land of the Lounge Lizards
Screenshot from Fuck Quest 2: Romancing the Bone
Screenshot from Gold Rush!
Screenshot from AGI Tetris
Screenshot from Space Quest: Chapter I - The Sarien Encounter