![]() The PCJr featured three voice polyphonic sound, and every AGI game had music composed with this in mind. The engine also allows for fully animated sprites. Background and foreground graphics are vectors - they are drawn as a number of shapes each filled in with a solid color, with details added pixel by pixel. Later versions would support EGA mode and run at 320x200 with 16 colors. All of that came with the AGI 2.0 re-release.ĪGI ran at a resolution of 160x200. The true original version didn't feature Greensleeves, wasn't DOS compatible (you booted the game right off a floppy disk), didn't have message windows for displaying text, and didn't have the same color palette as the screenshot above. The true original versions of these games are actually fairly obscure - the vast majority of people who think they are familiar with the original King's Quest have, in fact, only played the 1987 AGI 2.0 re-release. The earlier AGI games would all be re-released with newer versions of the engine, for MS-DOS compatibility and other advantages that the newer engines brought. ![]() The engine, titled "Adventure Game Interpreter," would be re-tooled for MS-DOS, and used for sequels, other games, and other "quest" series. If Mystery House was the first graphical adventure game, then King's Quest was the first animated adventure game, featuring environments in which one could roam freely about, graphics with an illusion of dynamic depth, and sound and music. That game would be King's Quest, and although the PCJr was not successful, King's Quest was a record-breaking hit. In 1983, IBM approached Sierra-Online, commissioning them to create a game that would show off the capabilities of their new home computer product, the PCJr.
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