Sierra Demo List

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Sierra Demo List




Pre AGI

Title Platform Lang Version Int Version Release Date Media Image Notes
[[Pre AGI Game|Pre AGI Game]] Apple IIgs               


AGI Demo Releases

Unless noted otherwise, all versions listed are PC releases.


AGI1

Title Platform Lang Version Int Version Release Date Media Image Notes
Donald Duck's Playground Atari ST   1.0A 1.00C 1986/08/08      


AGI2

Title Platform Lang Version Int Version Release Date Media Image Notes
Donald Duck's Playground DOS   1.0Q 2.001 1986/06/09      


AGI3

Title Platform Lang Version Int Version Release Date Media Image Notes
Black Cauldron DOS   2.1 3.002.089 1988/11/10      


SCI Releases

The SCI Engine superseded Sierra's earlier engine, AGI. It was used from 1988 to 1996.

Unless noted otherwise, all versions listed are PC releases.

SCI Interpreter Naming Convention

The meaning of the letters of the interpreter name SCIxxx.EXE:

  • V present: Load game data from RESOURCE.0xx/RESOURCE.MAP files, using individual files only as replacements, and use RESOURCE.CFG as a config file.
  • V absent: Load game data from individual files only, and use a file named "WHERE" as a config file which, in addition to the usual hardware-config lines, must contain paths for each resource type.
  • D present: Pull-down menus not available.
  • D absent: Pull-down menus available.
  • U present: Debugger not available.
  • U absent: Debugger available (Shift-Shift-NumMinus to activate)
  • H present: 256 colors
  • H absent: 16 colors

SCIV.EXE therefore means 16 colors, with debugger, with pull-down menus, using RESOURCE.00x files. Interestingly, there never seems to have been a letter to indicate the presence or absence of a parser. Obviously, non-V versions were only used internally. Many games rename the interpreter executable to just SIERRA.EXE.[1]


SCI0

First used for King's Quest IV: The Perils of Rosella in 1988, SCI0 (0.000.xxx) allowed for 320×200 graphics with 16 colors as well as a music-card compatible soundtrack. It also supported parser-based keyboard input which a game could be scripted to use if it wishes to do so (non-adventure games usually didn't).


SCI0 (early)

Title Platform Lang Version Int Version Release Date Media Notes
King's Quest IV: The Perils of Rosella DOS Eng 1.000.106 0.000.247 1988/09/19   Original detailed graphics.[2] Interpreter does not support patch files.


SCI0 (late)

Title Platform Lang Version Int Version Release Date Media Notes
Police Quest 2 Demo DOS Eng   0.000.413      
Space Quest III Demo DOS Eng 1.0A 0.000.453 1989/03/23    
King's Quest IV Demo DOS Eng   0.000.494 1989/06/27    
Leisure Suit Larry 3 Demo DOS Eng 0.249 0.000.530      
Conquests of Camelot Demo DOS Eng   x.yyy.zzz (0.000.668?) 1990/03/17    
Code-Name: ICEMAN Demo DOS Eng 0.000.685 0.000.685 1990/06/05    
Hero's Quest Demo DOS Eng   0.000.685 1990/06/05    


SCI0.1

Title Platform Lang Version Int Version Release Date Media Notes
King's Quest I SCI Demo DOS Eng   S.old.010 1990/09/19    
Quest for Glory II Demo DOS Eng   0.001.046[3] 1990/11/12  


SCI1

Released in 1990, the most notable improvement in SCI1 (1.000.xxx/T.A00.xxx) was the support of 256 color graphics, still at a resolution of 320×200; EGA 16 color graphics were still available (games were usually sold in separate 16 and 256 color versions). Some people prefer to call the 16-color SCI1 interpreters "SCI01". With the shift to SCI1, Sierra began using a digitized painting process for background artwork, rather than the pixel-by-pixel process of previous engines: the difference is readily apparent if one compares, for example, King's Quest 4 against King's Quest 5.

Most SCI1 games are completely mouse-driven, using an icon-based interface; contrary to popular thought, it is up to the game's script code, not to the interpreter, to implement the user interface. For example, even though Quest for Glory 2 is parser-driven and King's Quest 5 is mouse-driven, they use compatible interpreters, as it is possible to use the interpreter from QFG2 with the EGA version of KQ5.

The version numbering scheme is somewhat confusing for the reason that the third number in the version string (the build number) has only three digits, even though four are needed. For example, the game Space Quest 4 Version 1.052 ships with an interpreter labeled "1.000.753", whereas the game Conquests of the Longbow Version 1.0 ships with an interpreter labeled "1.000.168"; nevertheless, the latter interpreter is newer because the build number is actually 1168, not 168. Also, in some cases the "1.000" is replaced with "T.A00", which however does not indicate a separate development fork.


SCI1 (early)

Title Platform Lang Version Int Version Release Date Media Notes
King's Quest V: Absence Makes the Heart Go Yonder DOS Eng 0.000.051 1.000.060      
King's Quest V: Absence Makes the Heart Go Yonder DOS Eng 0.000.062 1.000.060      
Leisure Suit Larry 1 VGA Demo DOS Eng   1.000.084      
Mixed-Up Fairy Tales VGA[4] DOS Eng 1 1.000.145      
Christmas Card 1990 - The Seasoned Professional (EGA) DOS Eng   1.000.172 1990    
Christmas Card 1990 - The Seasoned Professional (VGA) DOS Eng   1.000.174 1990    
Space Quest IV: Roger Wilco and the Time Rippers VGA DOS Eng 1.052 1.000.753      
Space Quest IV: Roger Wilco and the Time Ripper VGA DOS Eng 1.1 1.000.753      


SCI1 (middle)

Title Platform Lang Version Int Version Release Date Media Notes
Leisure Suit Larry 5 Demo DOS Eng   1.000.181      
Conquests of the Longbow Demo DOS Eng 0.004 1.000.181      


SCI1 (late)

Title Platform Lang Version Int Version Release Date Media Notes
Castle of Dr. Brain Demo DOS Eng   1.000.005      
Police Quest 3 Demo DOS Eng   T.A00.052      
Mixed-Up Fairy Tales Demo DOS Eng   FAIRY.003      


SCI1 (unknown)

Title Platform Lang Version Int Version Release Date Media Notes
Ms. Astro Chicken: Flight of the Pullet DOS Eng (x.yyy 1.000.679      


SCI1.1

Apart from considerable internal changes, SCI1.1 (1.001.xxx) added support for animated movie sequences (first used in KQ6) as well as scaling sprites: characters would become smaller as they walk into the distance, giving a pseudo-3D effect. (The interpreters from some early SCI1.1 games bear a "2.000.000" version stamp; this is most likely an inconsistency which should be ignored.)

Separate 16-color packages were no longer available; EGA owners instead would be presented a 640×200 graphics display that simulated 256 colors via dithering.

Title Platform Lang Version Int Version Release Date Media Notes
Quest for Glory III Demo DOS Eng 1 1.001.021 1991/06/12    
Quest for Glory I VGA Remake Demo DOS Eng   1.001.029      
Island of Dr. Brain Demo DOS Eng   1.001.053      
EcoQuest 2 Demo DOS Eng 1 1.001.055      
King's Quest VI Demo DOS Eng 1.000.000 1.001.055      
Pepper's Adventures in Time Demo DOS Eng   1.001.060     non-interactive
Freddy Pharkas Demo DOS Eng 1 1.001.069 1993/01/13    
Pepper's Adventures in Time Demo DOS Eng   1.001.072     interactive
Gabriel Knight 1 Demo     000.000.001 1.001.092      
Freddy Pharkas Demo CD DOS/Win3x Eng 1 1.001.095      
Police Quest 4 Demo DOS Eng   1.001.096      
Quest for Glory IV Demo     1.000.001 no version # 1993/05/28    
Slater & Charlie Go Camping Demo       l.cfs.081 1993/05/10    


SCI2

Often called SCI32 (along with SCI3), SCI2 (2.xxx.xxx) runs in 32-bit mode by using the DOS/4GW extender or by running it in Windows 3.1's Enhanced Mode. Most notable is the support of high-resolution 640×480 graphics, as well as better movie support. There are two known revisions, 2.000.000, and 2.100.002.

Title Platform Lang Version Int Version Release Date Media Notes
Quest for Glory IV: Shadows of Darkness DOS/Win3x Eng 1.1a 2.000.000 1993/12/14    


SCI2.1


SCI2.1 (early)

Title Platform Lang Version Int Version Release Date Media Notes
Gabriel Knight 2 Demo Win3x     2.100.002 1994   +DEBUG


SCI2.1 (middle)

Title Platform Lang Version Int Version Release Date Media Notes
Police Quest: SWAT Demo Win3x   0.001.200 2.100.002 1995/07/20    
Shivers Demo Win3x     2.100.002 1995    
Space Quest 6 Demo DOS Eng 1 2.100.002 1995    
Torin's Passage Demo DOS/Win3x Eng   2.100.002 1995/08/24    


SCI2.1 (late)

Title Platform Lang Version Int Version Release Date Media Notes
RAMA Demo DOS Eng 000.000.008 2.100.002 1995    
Leisure Suit Larry 7 Demo DOS Eng 1.0 Demo 2.100.002 1996/07/14    
Lighthouse Demo DOS Eng 1 2.100.002 1995/10/27    


SCI3

The last version, SCI3 (3.000.000) could not only run under DOS or Windows 3.1, but also natively under Windows 95.

Title Platform Lang Version Int Version Release Date Media Notes
Lighthouse Demo DOS Eng   3.000.000 1996/09/09    


Unknown SCI Versions

Title Platform Lang Version Int Version Release Date Media Notes
Hoyle's Card Games 3 Demo DOS Eng   x.yyy.yyy     SCI1
Colonel's Bequest Demo DOS Eng   x.yyy.yyy  1989/09/21    
Leisure Suit Larry 2 Demo DOS Eng   x.yyy.yyy  1989/06/08    
Dagger of Amon Ra Demo[5] DOS Eng   x.yyy.yyy     SCI1.1
EcoQuest 1 Demo DOS Eng   x.yyy.yyy      


Post SCI

Some Sierra games used SCI resources, such as graphics and sounds, but did not use the SCI script interpreter itself. Games include:


Later Engines

Title Platform Lang Version Int Version Release Date Media Image Notes
[[Later Game]]                


References

  1. [https://www.vogons.org/viewtopic.php?f=7&t=65392#p736151 NewRisingSun, from the VOGONS thread SIERRA.EXE, SCIDHUV.EXE & Sierra's INSTALL.EXE Parameters / Switches?
  2. PC version 1.000.106 and 1.000.111 are the only ones with the original detailed graphics. For 1.003.006 and later versions, Sierra simplified the background graphics to make the game fit on one 5.25 inch disk less, removing background detail and separate night pictures.
  3. Cite error: Invalid <ref> tag; no text was provided for refs named Debug
  4. Cite error: Invalid <ref> tag; no text was provided for refs named Localization
  5. Has some aspect(s) of the SCI1 interpreter.


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