The list is sorted on interpreter version, except for the ancient AGI0 and AGI1 interpreters, since they do not use proper version numbering!
File dates are not used. This only deals with PC versions of the games.
Based on this document. Used with permission.
PASSIGAR also has a very good list of almost all known Sierra game versions
AGI0 & AGI1 were originally available on:
- IBM PC (including PCjr & TANDY)
- Apple ][
AGI2 & AGI3 were originally available on:
- IBM PC (including PCjr & TANDY)
- Apple ][ / Apple ][GS
- Apple Macintosh
- Atari ST
- Coco 3 (TRS-80 Color)
- Commodore AMIGA
No official translations known.
If a game is marked with an * it means that the game has been shipped on both 3.5" & 5.25" disks, meaning the same version spread over more/less VOL files.
|Gold Rush! 2.01 - 3.5" Version
||Gold Rush! 2.01 - 5.25" Version
|GRVOL.0 78.086 bytes
||GRVOL.0 25.070 bytes
|GRVOL.1 552.584 bytes
||GRVOL.1 207.528 bytes
|GRVOL.2 556.217 bytes
||GRVOL.2 125.702 bytes
||GRVOL.3 279.567 bytes
||GRVOL.4 259.527 bytes
||GRVOL.5 227.102 bytes
||GRVOL.9 26.174 bytes
||GRVOL.10 20.612 bytes
||GRVOL.11 10.123 bytes
||GRVOL.12 3.976 bytes
- King's Quest (IBM)
- King's Quest (PCjr)
- King's Quest (TANDY) 01.01.00
* - Shipped on both 3.5" & 5.25" disks
** - Despite its version number, it's more an hybrid between AGI1 & AGI2
*** - Claimed to exist
AGI2.425 introduced dynamic priority bands, settable by game scripts.
But this feature was removed immediately afterwards until 2.936 (last version of AGI2).
AGI2.425, 2.936 and 3.002.086 had broken support for it. KQ4 requires this broken support, otherwise some priority issues occur.
* - Shipped on both 3.5" & 5.25" disks
AGI on Apple IIgs
SCI games were originally available on:
* - Including PCjr & Tandy
This table will show information about translations/international versions:
||No unicode support
||Converted SCI01 games
||Only RESOURCE.MSG differs
||Sometimes subtitles only
There are no real SCI0 translations. This is because this interpreter does not cover special characters like accent grave, accent egu, umlaut, etc. The SCI0 games that are translated are converted to the hybrid SCI01.
All the SCI0(1) games are released on both 3.5" & 5.25" disks, except XMAS Card 1988, Astro Chicken & Fun Seeker's Guide, which of course were public domain.
All the games listed are disk versions unless noted otherwise.
SCI1 games were released as two versions: 16 color EGA and 256 color VGA versions. The 16 color versions are a lot "uglier" and also smaller in size, compared to their 256 color counterparts. This was done for people with CGA/EGA/TANDY video cards and a low-memory setup. SCI11 ended this tradition by adding a EGA graphics driver.
SCI2, SCI21, and SCI3 can be collectively referred to as SCI32 because the released original interpreters were 32-bit executables.
* - QA file claims int. ver 0.000.397
** - Original SCI0 re-release of Hero's Quest under another name
0.000.629 (QfG1) - first interpreter version that supported kGetTime(2 and 3)
0.000.668 (Codename: ICEMAN) - first interpreter version that used a different mod implementation
* - Mixed Up Fairy Tales was the first game that used "fastcast" in kAnimate, this feature was only enabled for some games until SCI1.1
* - But NOT cracked, it's just missing from the game's script code
* - Also known as "Twisty History"
** - Version file says: KQ6 version 1.000.00G
*** - 1.001.050 (QfG3) - first interpreter version that used palette copying instead of merging, this interpreter version also introduced a bug in the color matching code. Originally the color matching used int16 variables internally, this version started to use int8 instead. The change in this code is responsible for the yellow text in Space Quest 5 [Bug #6455].
**** - 2.000.274 (LB2 floppy) - game uses the new SCI1.1 palette format, but it's still using merging and 16 bit color matching
***** - QfG4 demo seems to be the only SCI1.1 game, that has kRemapColors
King's Quest 6 (CD only), Freddy Pharkas (all versions incl. demos), Slater and Charlie, Gabriel Knight 1 demo, Pepper's Adventure in Time (game + demo), Larry 6 (CD) and Hoyle Classic Card games plus quite likely Police Quest 4 demo and Quest for Glory 4 demo all use a buggy table for hexadecimal conversion - used by kMessage(getNext). Instead of it being "0123456789ABCDEF", it's "01234567890ABCDEF" (additional "0" character!). It seems this bug was never fixed even through SCI32 (maybe even kept in for compatibility reasons).
These were versions between SCI2 and SCI21. They used a modified SCI2
kernel table. Most of these games maintain the "old school" Sierra
graphics. Robot videos were firstly introduced here, in the DOS version
of KQ7. VMD videos were not available.
These include the finalized kernel function table, also used in SCI3 games.
VMD videos were introduced here, and a more heavy usage of robot videos.
These games have the "new age" (cartoonish or 3D pre-rendered graphics with
These are mainly SCI21 game demos of SCI3 games and exhibit behavior where
strings and arrays are mixed together (they were cleanly separated in earlier
versions). kString subcalls are of a new variant, variant was also used in SCI3.
||Leisure Suit Larry 7 DEMO
|"No Version Number"
The version string contains the text: "No version number", it's the same interpreter with both of the games.
x.yyy.yyy is clearly a standard value, so these game do have different interpreters. The games which share the same interpreter are grouped by separating different versions with a blank line.
The following games are likely/known to exist:
- Gold Rush! (Re-release without copy-protection, limited edition)
- Space Quest V beta #2? (NFO file from the final release mentions it)
- (Foreign games)
- (Whole bunch of foreign games)
Other AGI/SCI Games
- Most Russian Translations
- Every Chinese Translation
- Every AGI Translation
- Every SCI0 Translation
- Certain SCI1+ translations
Most (all?) of these are all hacks. It is unknown about later (SCI32) Russian ones, as some say they were indeed translated and sold officially.
- Donald Duck's Playground PC was OFFICIALLY released on a booter, version 1.0Q, combined with AGI v2.001! The 1.0A and the 1.0C version floating around are "hacked" copies. 1.0A is an Atari ST version, combined with an 2.272 PC interpreter and has no sound & menu. 1.0C is an Amiga version, which uses the same interpreter as 1.0A and pushing ESC (to access the menu) results in "Bad action 161".
- The Russian AGI/SCI games are all (pretty well done) hacks. NEWSCIV is infact an regular SCI interpreter, but with some intro (Taralej & Jabocrack SoftWare presents) attached to it.
These games are not AGI or SCI (but some are related to Sierra):
- Shivers 2 (game and demo): Does not contain SCI scripts, the room logic has been rewritten in native code placed in DLL files
- Leisure Suit Larry 6 (demo): It's a collection of PCX screenshots played with an external player
- Space Quest V (demo): Uses the Dynamix DGDS engine
- Betrayal in Antara: It has SCI resources for the 2D parts (e.g. inside buildings), but it has its own modified SCI script system, plus a 3D engine
- For extra fun, some of Antara's "ETC" resources are really Doom PWAD files (the true SCI+Doom mashup)
- Phantasm (ファンタズム) (Japanese Phantasmagoria for Sega Saturn): game is hardcoded, not even SCI resource types are used at all
Other Genre Sierra Games
- 3D Helicopter Simulator
- Oil's Well (Remake)
- Johnny Castaway Screenantics (Screensaver)
- The Laffer Utilities
- The Incredible Machine Games
- Lode Runner: TLR
Only the demo of 3D Helicopter Simulator included in a demo-pack uses AGI. Most of these titles often have the usual filenames (RESOURCE, etc.) but they do not use the AGI/SCI interpreter.
Post-1997 Sierra Games
- Gabriel Knight 3
- Quest for Glory V
- (every Sierra game after '97)
After 1997, the SCI engine (and pretty much the adventure genre in general) was abandoned.