In late 1982, IBM began work on the PCjr, a lower-priced variant of the
IBM Personal Computer with improved
graphics and sound. The PCjr's
Video Gate Array video adapter could display up to 16 colors at a time—a major improvement over the
Color Graphics Adapter's four-color limit. The new sound chip, too, could output a wider range of tones than the
PC speaker. IBM commissioned Sierra to produce a game that could showcase these new capabilities. They discussed some requirements for the game, and IBM supplied Sierra with a PCjr prototype. A team of six
designers and
developers, led by designer
Roberta Williams, worked on the game that was eventually titled ''
King's Quest''. Among the developers were Chuck Tingley and Ken MacNeill (later releases also credit Chris Iden. An Apple II version credits Arthur Abraham). IBM premiered the PCjr in 1984; it did not sell well and, therefore, neither did ''King's Quest
. However, later that year Tandy Corporation released the Tandy 1000, an IBM PC compatible that succeeded where the PCjr failed. King's Quest'' caused a sensation in the burgeoning market of PC-compatible computers, and Sierra sold more than half a million copies. They ported it to other computers, including the
Apple II,
Apple IIGS,
Macintosh,
Amiga, and
Atari ST, but IBM PC compatibles remained the primary platform for their games. In 1988, with the release of ''
King's Quest IV: The Perils of Rosella'', Sierra debuted a more sophisticated game engine: the
Sierra Creative Interpreter, or SCI. Since the SCI engine required a more powerful home computer, Sierra released an AGI version of the game at the same time. However, Sierra overestimated consumer demand for the lesser version, and ceased production. The following year, Sierra published its final AGI-based title,
Manhunter 2: San Francisco, then focused exclusively on SCI for new adventure game development. Among SCI's enhancements were a more versatile scripting system, an
object-oriented programming model, higher-resolution graphics (320×200 rather than 160×200), a
point-and-click interface, and support for additional
sound card hardware. ==Technical design==