The Sierra Creative Interpreter (SCI) was a game engine developed by Sierra On-Line in the late 1980s as a successor to the earlier AGI (Adventure Game Interpreter) engine. SCI first appeared with KingâÂÂs Quest IV in 1988 and powered many of SierraâÂÂs adventure games through the 1990s. It introduced higher-resolution graphics, a point-and-click interface, a more sophisticated scripting language, and support for richer audio and animation.
Sierra realized AGI (originally developed for the IBM PCjr) was âÂÂunder-equippedâ for the new multimedia era.
To meet this challenge, Sierra engineer Jeff Stephenson proposed a completely new, object-oriented interpreter. As he recalls, âÂÂAGI was written in such a way that it was going to take a major rework of the entire game engineâ¦and so thatâÂÂs when I pitched Ken on SCIâ¦letâÂÂs go with a whole new language, weâÂÂre going to have to rewrite this thing anyway, letâÂÂs make things better.âÂÂ
The result was SCI (initially called LSCI for Large-model Script Code Interpreter), a virtual âÂÂbytecodeâ engine that could be compiled for any platform. As Roberta Williams explained, SCI was designed as âÂÂa virtual machine language which means that it will work on any machineâ¦Each machine format has its own version of SCI. Our games are never IBM conversions.âÂÂ
SCIâÂÂs design drew on then-modern programming ideas. Stephenson was influenced by Object-Oriented languages like Smalltalk, which he discovered in a 1981 BYTE issue. He rewrote SierraâÂÂs scripting language into a more structured, object-oriented form. As one retrospective notes, âÂÂStephenson completely rewrote the languageâ¦going from a simplistically cryptic scripting language to a full-fledged modern programming language reminiscent of C++, incorporating all the latest thinking about object-oriented coding.â In practical terms, SCI scripts could define classes for rooms, actors, puzzles, etc., making the engine more flexible.
KingâÂÂs Quest IV (1988) was the first title to employ SierraâÂÂs Creative Interpreter engine, demonstrating the engineâÂÂs expanded multimedia support. It featured a full orchestral score by William Goldstein, one of the earliest uses of a Hollywood-style soundtrack in a computer game. These audio enhancements illustrated SCIâÂÂs ability to handle more complex musical arrangements and contributed to a more cinematic adventure experience.
SCI was developed in successive versions, each offering technical advancements:
SCI was an interpreted engine using a proprietary scripting language with object-oriented features. It supported platforms including MS-DOS, Windows, Macintosh, Amiga, and FM Towns. Graphics support ranged from 16-color EGA in SCI0 to 256-color SVGA in SCI2/SCI3. SCI also supported a variety of sound hardware, including AdLib, Sound Blaster, and Roland MT-32.
SCI was one of the leading adventure game engines of its time, alongside LucasArts' SCUMM. It influenced modern engines like Adventure Game Studio. Preservation efforts include support for SCI games in ScummVM, which merged with the FreeSCI project in 2009.