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AGI Quest I: The Computer Game

(For a screenshot, see the page The making of an AGI background picture.)


AGI Quest I is a four-room AGI game that has been created with the following design principles in mind:

Professional graphics and animation
My goal has been to attain at least the same level of quality in graphics and animation as in the original Sierra AGI games. As the performance of modern computers eases the graphics restrictions that AGI used to impose on designers, I have been able to use larger sprites (“views”) than the creators of the original games. In addition, I have paid particular attention to AGI priority screens and attempted to utilize them as extensively as possible.
Playability
The game consists of a few simple puzzles of easy-to-moderate difficulty. As the game is very short, there is no real plot. There are no dead ends, although dying is possible. I have attempted to give the game a large vocabulary so that the player would receive as few “I don’t understand” replies as possible.
Originality of almost all content
Instead of relying on graphics ripped from old Sierra games, I have drawn all views and backgrounds from scratch. In addition, I have written all the music in the game myself and manually encoded the music files as raw data for optimal quality. Some of the logic code is based on the AGI Studio template game, but I’ve rewritten about 75% of the template as well.

The game is available for downloading below. However, I would like to emphasize the following three points.

READ THIS BEFORE PROCEEDING:

I am unable to provide technical support for the game.
The game is not playable “as is”, as I have not bundled an interpreter with it for various reasons. You will have to acquire an interpreter somewhere else. I recommend ScummVM, NAGI or the original Sierra AGI. Please do not email me asking for installation instructions. Thank you.
You may NOT put this game on another website.
Again, for various reasons, I want to keep this site the only place where AGI Quest is available. The game may not be “mirrored” anywhere.
You can also play AGI Quest on the Nintendo Game Boy Advance handheld console.
This can be accomplished by using the excellent GBAGI engine by Brian Provinciano. Note that the distribution restriction stipulated above does not apply to the AGI Quest/GBAGI package distributed on Brian’s page.

The game

AGI Quest I as a .zip file, 83kB
(logic source and sound scripts included)

Walkthrough
(with spoilers (duh))

AGI Quest release notes from the readme file
(with spoilers)


Known issues as of the final version


Meta

A bit of history: I first tried out Picedit and AGI Studio in December 1997, which was when I created the “ego” view. I put together the first version of AGI Quest in January 1998 and announced the game on February 15, 1998, when the first room was completed.

Over the next five years, I spent a total of ten full days creating the game, which was completed in June 2003. Information on the creation of one of the background images is available in tutorial form.

Finally, I would like to point out that now that AGI Quest has been completed, I’m done with AGI. As I have achieved what I originally set out to achieve, my stint with AGI is officially over. Please do not ask me if I would like to contribute to another AGI game. I will be happy to receive bug reports and other comments regarding AGI Quest, though.

(As far as I know, there are no bugs in AGI Quest, apart from the issues mentioned in the previous section above. Feel free to prove me wrong.)


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