![]() ![]() Even DOSBox users, for the most part, haven't heard the right music. However, the standard IBM-Compatible sound hardware of the time was nothing but a simple one-tone beeper, which produces horrid results when playing back this music, and the vast majority of gamers who had played any AGI games have not heard what the music is supposed to sound like. 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. Winnie the Pooh in the Hundred Acre Wood.Hi-Res Adventure #4: Ulysses and the Golden Fleece.Hi-Res Adventure #2: The Wizard and the Princess.I have not played any of the other games, but presumably they all work on AppleWin, and the games with DOS versions will run on DOSBox. The DOS version of Softporn Adventure will run on DOSBox. But rest assured, it hasn't, and it will run without delay any subsequent times. This will take several minutes, and may seem like it has frozen. The first time you run this, it must initialize. I have not found any other emulators that are compatible with it. If you are using a later version, the game will freeze at one point, making the game unwinnable. The High-Res Adventure series is playable via AppleWin, but in the case of Time Zone, a specific version is needed. They would also publish a few adventure games by other developers, including Al Lowe of future Leisure Suit Larry fame.Īll of these games were developed for Apple II computers, and most were ported to other 8-bit computers as well. ![]() It would be an enormous success, and the Williams would fund On-Line systems, rename it Sierra On-Line, and develop sequels, establishing Sierra's very first adventure game series before King's Quest was even conceived of. In 1980, Ken and Roberta Williams created Mystery House, the first graphical adventure ever, for Apple II computers. ![]()
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