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Space Quest retrospecive podcast
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MrColinP
Mop Jockey
Joined: Sat Oct 27, 2007 12:28 am Posts: 20 Location: Northampton, MA
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 Space Quest retrospecive podcast
Hey Space Quest gang. My name is Colin Panetta, a bunch of you know me from the old days. I've been doing some writing for the editorial video game blog Wing Damage. The lead editor is also a Space Quest fan, and we're planning on doing a Space Quest retrospective podcast. I started working on an outline for it, and it kind of turned into a huge but really good overview of the history of Space Quest. I think that with this outline, we're set up to make a really substantial and fun overview and celebration of Space Quest. I thought it would be really cool if before we went to air, we got your input on the content of the show. If you have the time, take a look at the massive "outline" posted below and share your thoughts with us. Did I overlook something big? Do I have something wrong? I know the internet likes correcting people and snarking it's knowledge all over the place, so have at it. We won't be able to add every suggestion, but would love to hear what everyone has to say, and we'll credit any significant additions to you make. One thing I would really like feedback on is my comments about sound in Space Quest 3. Can anyone confirm, deny or add to my claims? Another is the "Other games that came out that year" sections. I really like them, I think they add a lot of vivid context. Any additions there? Anyway, here it is. We may be recording next week sometime, so this weekend would be a great time to do this. Hope you enjoy: Quote: Intro What is Space Quest? Where did you find out about Space Quest? First game played?
1986, October Space Quest I: The Sarien Encounter Other games released that year: Labyrinth (LucasArts), Metroid, Super Mario Bros, Arkanoid, Kid Icarus, King’s Quest III: To Err is Human, Power Pad (NES accessory), Ultima I: The First Age of Darkness, Sega Master System (console) System requirements: 8088/8086 CPU, 256KB RAM, CGA, EGA, Hercules, or Tandy/PCjr Graphics, PC speaker or Tandy/PCjr Sound Card Media: 3.5" Floppy Disk or 5.25" Floppy Disk Price: $49.99 Interface: Text parser, arrow keys for movement
Plot: Bumbling starship janitor Roger Wilco survives a hostile takeover of his ship by being asleep in the broom closet at the time of the incident. He escapes and uses a combination of wits and dumb luck to stop the space pirates from destroying his home planet. Talk about our own experiences with this game. Fun facts: -Scott Murphy and Mark Crowe co-designed the game. Crowe did ALL of the graphics (!) and music, while Murphy headed up the three man programming team. The first few rooms on board the ship were crated on their own time as a demo to show their boss to sell him on the concept. Crowe and Murphy created the alter ego The Two Guys from Andromeda as a way to parody Roberta Williams and other video game designers who put their names and pictures on their games. Okay, mostly just Roberta Williams. -Kicking one of your dead crewmates will cause you to lose a point. -Setting the game to “Slow Mode” during the skimmer arcade sequence is actually a part of the puzzle. It’s nearly impossible to do on the normal speed. - Sold 100,000, a “huge hit”, earning the coveted SPA Gold Medal from the Software Publishers Association.
1987 Space Quest II: Vohaul’s Revenge Other games released that year: Maniac Mansion, Legend of Zelda, Bomberman, Mega Man, Street Fighter (arcade), Leisure Suit Larry in the Land of the Lounge Lizards, Dungeon Master, Amiga 500 (console) System requirements: 8088/8086 CPU, 256KB RAM, CGA, EGA, Hercules, or Tandy/PCjr Graphics, PC speaker or Tandy/PCjr Sound Card Media: 3.5" Floppy Disk or 5.25" Floppy Disk Price: $49.99 Interface: Text parser, arrow keys for movement
Plot: Roger is captured by villain Sludge Vohaul. He escapes into an alien jungle, and has to figure out a way to stop Vohaul from flooding his home planet with genetically engineered insurance salesmen. Talk about our own experiences with this game. Fun facts: -Bringing up the “About” page after you’ve died reads "Space Quest was designed by Scott Murphy and Mark Crowe. We hope you're not looking for someone to blame just because you died." -In the film 2001: A Space Odyssey, raising each letter in the computer character’s name HAL up by one gives you IBM. Doing the same with the abort code for the genetically engineered insurance salesmen in Space Quest II, SHSR, gives you TITS. -Mark Crowe did ALL of the graphics for this game, just like in Space Quest 1, but this time he was doing Leisure Suit Larry 1 simultaneously!
1989, March Space Quest III: The Pirates of Pestulon Other games released that year: Hero’s Quest: So You Want to be a Hero (later renamed Quest for Glory), Indiana Jones and the Last Crusade (LucasArts), Super Mario Land (Game Boy), Super Mario Bros 2, Tetris, Teenage Mutant Ninja Turtles (NES), DuckTales, Mega Man 2, SimCity, Solitaire and Minesweeper (Windows), Game Boy (console), Sega Genesis (console), Power Glove (NES accessory) System requirements: 8088/8086 CPU, 512KB RAM, CGA, EGA, Hercules, MCGA, Tandy/PCjr, or VGA graphics, Adlib, Game Blaster, IBM Music Feature Card, PC speaker, PS/1 Audio Card, Roland MT-32, Sound Blaster, Tandy DAC, or Tandy/PCjr sound card Media: 3.5" Floppy Disk or 5.25" Floppy Disk Price: $59.99 Interface: Text parser, mouse or arrow keys for movement
Plot: Roger wakes up from his cryogenic freeze trapped on a garbage freighter. After his escape he learns of the ScumSoft video game company’s kidnapping of the Two Guys from Andromeda and set out to save them, all while being chased by “Arnoid the Annihilator”. Talk about our own experiences with this game. Fun facts: -I always hear people talk about the sound on this game. It was one of the first games ever with soundblaster support, whatever that means. I think Roger’s spoken line in the opening of the game (“Where am I?”) might be the first audible voice in a video game. The score was written by the drummer of Supertramp, who I think I’ve heard is the first famous musician to compose the score to a video game. -If you by the Big Belcher Combo at Monolith Burger, you will throw up. -Many people consider this to be the best Space Quest game in the series. Including the Software Publishers of America, who named it "Best Adventure Game of the Year"
1990, September Space Quest: The Sarien Encounter (remake) Plot: A VGA remake of SQI with a Sci-Fi B Movie from the 1950’s feel. Talk about our own experiences with this game. Fun facts: -This game and Space Quest IV were the only games ever to use the “Taste” and “Smell” icons. They were barely used in either game, and usually only for comedic effect. -Not really blessed by Scott Murphy and Mark Crowe.
1991, March Space Quest IV: Roger Wilco and the Time Rippers Other games released that year: Monkey Island 2: LeChuck’s Revenge, Super Mario Bros 3, Sonic the Hedgehog, Tecmo Super Bowl, Another World (very artistic video game, first to use polygons), F-Zero, Civilization, Road Rash, Police Quest III: The Kindred (Sierra), Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work (Sierra), Gobliiins(Sierra) System requirements: 8088/8086 CPU, 640KB RAM, EGA, MCGA, Tandy/PCjr, or VGA graphics, Adlib, Game Blaster, PC speaker, PS/1 Audio Card, Roland MT-32, Sound Blaster, Tandy DAC (TL/SL), or Tandy/PCjr sound card Media: 3.5" Floppy Disk or 5.25" Floppy Disk or CD Price: $59.95 Interface: Mouse
Plot: Roger is chased through future Space Quest games (such as Space Quest X: The Latex Babes of Estros and Space Quest XII: Vohaul’s Revenge II) by the Sequel Police, who are taking orders from Sludge Vohaul. He eventually meets his own son and is told that he has a great future waiting for him with his wife, Beatrice Wankmeister. Talk about our own experiences with this game. Fun facts: -Unlike previous Space Quest games’ graphics, which were created solely on computer, SQIV’s backgrounds were hand painted and character sprites were video captures. -Cost over one million dollars to produce (King’s Quest was the first game ever to cross the 1 million barrier) -The first Space Quest game with full voice! Most of the voices were provided by Sierra staff, except for the narrator who was voiced by Gary Owens, better known as the announcer on the camp classic ‘70’s show Laugh-In and the voice of Powdered Toast Man and the original Space Ghost. Although he only narrated two Space Quest games, he is considered a staple of the series. -When traveling back to Space Quest I or II, the graphics revert back to VGA. -In the CD-ROM version, sniffing and tasting the burger ingredients in Monolith Burger produces a ton of funny, fully voice acted easter eggs. -This was the last game designed by both of the Two Guys from Andromeda. They say they needed a change, and Mark Crowe moved to work for a subsidiary of Sierra called Dynamix.
1992 Space Quest comic book A Space Quest comic book is produced by Malibu Comics. The first issue is in color. The second two issues are in black and white and have a different writer. It is very rare, and very bad.
1993 Space Quest V: The Next Mutation Other games released that year: Day of the Tentacle, Zombies Ate My Neighbors (LucasArts), Super Street Fighter II, Starfox, Mortal Kombat II, NBA Jam, Myst, Doom, Return to Zork, Kirby’s Adventure, Gabriel Knight: Sins of the Fathers, Jaguar (console), 3DO (console), Police Quest IV: Open Season (Sierra), Leisure Suit Larry 6: Shape Up or Slip Out! (Sierra), Quest for Glory IV: Shadows of Darkness (Sierra) System requirements: 286 CPU, 640KB RAM, EGA, MCGA, or VGA graphics, Adlib, Disney Sound Source, Game Blaster, MIDI, Microsoft Sound System, PC speaker, Pro Audio Spectrum, PS/1 Audio Card, Roland MT-32, Sound Blaster, Tandy/PCjr, or Thunderboard sound card Media: 3.5" Floppy Disk Price: $69.99 Interface: Mouse
Plot: A computer glitch makes Roger the captain of a garbage scow, complete with wacky crew. He meets his future wife and competes for her affection with Rhames T Quark, a William Shatner parody. Quark goes bad and Roger and Bea end up together. Talk about our own experiences with this game. Fun facts: -Most of this game is a parody of Star Trek, the original and TNG. Many people are annoyed by this. It introduces the Star Fleet-esqe StarCon, which becomes a staple in the storyline of the Space Quest series. -Mark Crowe designed this game at the Sierra subsidiary Dynamix, without Scott Murphy. The game is a lot less dark and less mean to the player than previous installments. -The game was never released on CD-ROM or with speech, due to budget concerns. -The game was sponsored by Sprint, whose logo appears after communications transmissions.
1995 Space Quest 6: The Spinal Fronteir Other games released that year: Full Throttle, The Dig, Mortal Kombat 3, Super Mario World 2: Yoshi’s Island, Chrono Trigger, Command and Conquer, EarthBound, Donkey Kong Country 2: Diddy’s Kong Quest, Virtual Boy (console), Playstation (console), Sega Saturn (console), Gabriel Knight 2: The Beast Within (Sierra), Phantasmagoria (Sierra), Torin's Passage (Sierra) System requirements: 386 CPU, 8MB RAM, SuperVGA graphics, Adlib, MIDI, Microsoft Sound System, Pro Audio Spectrum, Roland MT-32, Sound Blaster sound card, 2X CD-ROM Media: CD Price: ? Interface: Mouse
Plot: Due to a set of convoluted charges, Roger is stripped of his command of the garbage scow and made a janitor again. He uncovers a plot by an elderly StarCon widow to take over the body of his friend Stellar Santiago. Roger has himself shrunk and chases the villain throughout Stellar’s body. Talk about our own experiences with this game. Fun facts: -Working titles for the game include “Where in Corpsman Santiago is Roger Wilco?” and “Roger Wilco in Innard Space” -The majority of the game was designed by Josh Mandel. He left shortly before completion, and was replaced by former Two Guys from Andromeda member Scott Murphy. The game was promoted as being solely designed by Scott Murphy, which even he seems baffled by. -Gary Owens back as narrator! -Between having a different designer and a different visual style (the sprites are illustrated animation), SQ6 is the most visually distinct of the Space Quest games.
Cancelled SQ7s -Scott Murphy started designing a Space Quest 7 in 1997, but it is cancelled that same year. It is restarted in 1999, but cancelled again when Sierra fires two thirds of it’s employees in one day. There were rumors that Scott Murphy’s SQ7 featured online multiplayer play, but it seemed like that decision was forced on him. In 2002 a company called Escape Factory begins work on a Space Quest action-platformer for Sierra, but it is cancelled in 2003.
Fan games Although abandoned Space Quest fan games number too many to count, two full length ones have been released. First was Space Quest: The Lost Chapter in 2001, taking place in between SQ II and III. Then was Space Quest 0: Replicated in 2003, taking place before Space Quest I. Both feature retro style VGA graphics. A fan made Space Quest 7 was started in 2001 but shut down by Sierra in 2006. Some games are still in development, including the impressive looking Space Quest: Incinerations.
Websites SpaceQuest.net- Amazing museum of Space Quest Many Deaths of Roger Wilco- A directory of every Roger death ever , with screenshots! Akril’s WSSQUID Colin’s Space Quest sketch series
Some info from from Wikipedia, but most is copy and pasted from SpaceQuest.net. Some is from my own shaky memory.
“Other games released that year” dates are from all over. They should mostly be American release dates, but who knows.
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| Fri Apr 17, 2009 6:13 am |
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MusicallyInspired
Janitorial Technician
Joined: Sat Mar 18, 2006 3:47 am Posts: 1036 Location: Winnipeg, Manitoba, Canada
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 Re: Space Quest retrospecive podcast
Nice!
About the sound in SQ3, the first actual game to support the Sound Blaster or any other sound card for that matter was KQ4. So it's probably true that SQ3 is one of the first. As for first video game with spoken dialogue, I don't think so. But it's possible it was the first PC game with speech.
_________________ "Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!" -Guybrush Threepwood, Tales of Monkey Island
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| Fri Apr 17, 2009 2:34 pm |
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Datadog
Trash Vaporizer
Joined: Thu Jun 15, 2006 7:06 pm Posts: 165
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 Re: Space Quest retrospecive podcast
Looks great! Maybe I'm mistaken, but when you refer to the retro-style graphics of SQ1, do you mean VGA or EGA? Oh, and thanks for the mention. 
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| Fri Apr 17, 2009 10:47 pm |
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4th guy
Waste Disposal Unit
Joined: Sat Mar 18, 2006 7:36 am Posts: 400
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 Re: Space Quest retrospecive podcast
Mouse doesn't qualify as an interface  Usually it's called "point and click"  Good job on it though.
_________________ Blog | Twitter | deviantART | Abrupt Tales | a Short tale for Tall people
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| Sat Apr 18, 2009 5:21 am |
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Akril
Trash Vaporizer
Joined: Sun Mar 19, 2006 7:30 am Posts: 196
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 Re: Space Quest retrospecive podcast
Wow, this looks great. It's also a heck of a lot of information, and the only error that jumped out at me was the name "Rhames T Quark" -- it's Quirk, not Quark.
Good luck with this!
_________________ WSSQID Contd. - The end of his series is not the end for Roger Wilco... The Quest Lives...
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| Sun Apr 19, 2009 10:56 am |
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MrColinP
Mop Jockey
Joined: Sat Oct 27, 2007 12:28 am Posts: 20 Location: Northampton, MA
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 Re: Space Quest retrospecive podcast
Thanks everyone! Some great feedback here.
The podcast has been pushed back a week, so you've got some more time.
Feel free to let me know of anything you think should be added to the "Fun facts" sections for each game. I tried to include all the most exciting and funny stuff I could, but maybe you guys know some stuff I missed. No pressure though, you've already made a lot of great corrections!
Thanks again.
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| Sun Apr 19, 2009 6:54 pm |
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Mad_C33
Mop Jockey
Joined: Fri Jun 22, 2007 4:22 pm Posts: 94
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 Re: Space Quest retrospecive podcast
You may want to pry into some details about the differences between the beta and official versions of Space Quest 5. There's quite a lot of interesting trivia, though to my knowledge, nobody's publicly discussed it. Funny, that.
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| Mon Apr 20, 2009 2:22 am |
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Jonah
Mop Jockey
Joined: Mon Apr 20, 2009 5:04 pm Posts: 2
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 Re: Space Quest retrospecive podcast
Where would I get the info on that, Mad_C33?
You have peeked my curiosity and I'd love to talk about it on the episode.
_________________ WingDamage.com - An Editorial Gaming Blog
Here There Be Robots - An all-ages sci-fi adventure comedy with robots, aliens and pirates.
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| Mon Apr 20, 2009 5:11 pm |
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MrColinP
Mop Jockey
Joined: Sat Oct 27, 2007 12:28 am Posts: 20 Location: Northampton, MA
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 Re: Space Quest retrospecive podcast
I just thought of two HUGE things that I left out, and I could use some help with them.
The first is the answer to the question "How can I, the listener of this podcast, play Space Quest?" and the answer is, obviously, the collection that Sierra put out a few years back. I own and LOVE it. It runs great and is very easy to use. The big negative is the exclusion of SQ1EGA. In terms of the ethics of giving Sierra money, I'd rather show Sierra that Space Quest and still make a little money rather than boycott it, a punishment they're likely to not even notice. Which brings me to my second point...
Who the heck even owns Space Quest right now? Here's my understanding of it; Sierra was bought out by Vivendi. (In what, like 2001? Who were/are Vivendi?) Then, recently (2008?), Vivendi was bought out by Activision, who immediately put a "For Sale" sign on all classic Sierra "Quest" titles (including non-"Quest" titled stuff like Larry and SWAT) but they've yet to sell. They're trying to sell them all as one package rather than breaking them up and selling them one by one, correct? In case you can't tell, my knowledge of this is extremely limited, so help would be mucho appreciated!
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| Mon Apr 20, 2009 7:54 pm |
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Jonah
Mop Jockey
Joined: Mon Apr 20, 2009 5:04 pm Posts: 2
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 Re: Space Quest retrospecive podcast
That is a tough question and sadly, I have no answer for you. I will try to do some research into that before the show. We got a twitter reply to add to the discussion from Joystiq.com's Ludwig K. - Quote: You should add some notes about the SQ6 demo -- it had stuff that wasn't featured in the final game, IIRC.
_________________ WingDamage.com - An Editorial Gaming Blog
Here There Be Robots - An all-ages sci-fi adventure comedy with robots, aliens and pirates.
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| Mon Apr 20, 2009 8:06 pm |
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Mad_C33
Mop Jockey
Joined: Fri Jun 22, 2007 4:22 pm Posts: 94
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 Re: Space Quest retrospecive podcast
Jonah wrote: Where would I get the info on that, Mad_C33?
You have peeked my curiosity and I'd love to talk about it on the episode. Okay, well first of all you'd have to have two copies of Space Quest V - both the beta version and the official Collection release. Then, you'll probably need to play through both games, and then use a program called SCI Resource Viewer (it's under off-topic discussion on this forum) to examine the message info of both games. The same goes for SQ4; there's a floppy version and a CD version that are both quite different. For instance, here's differences in dialogue in SQ4: Floppy: Nobody can reach that building from here with their tongue unless they're a member of KISS. CD: Nobody can reach that building from here with their tongue unless they're in a Leisure Suit Larry game. Floppy: It looks like a graphic referenced repeatedly in a product use brochure for a line of foot care aids. Speaking of foot care, you haven't changed your socks in a couple of sequels. It conjures an unpleasant olfactory image. CD: (just a generic msg displayed here) Floppy: ... nothing happens. That must not have been a valid code. Even this far into the future, controlled time travel has yet to be perfected. CD: ... nothing happens. That must not have been a valid code. Try again. (here's an infamous example of changed dialogue) Floppy: "Help me fertilize my mother's cat," the being believes it hears you say! Embarrassed by your presence, it acts as though it doesn't see you. CD: The being, unable to understand your language, acts as though it doesn't see you. If you need me to, I can try to scrounge up some more examples. There is, for instance, a huge wall of nonsensical text in the beta version of SQ5 when looking at the journal section of the Genetix computer, whereas this is replaced by a more comprehensible lab report in the official version.
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| Mon Apr 20, 2009 8:42 pm |
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MrColinP
Mop Jockey
Joined: Sat Oct 27, 2007 12:28 am Posts: 20 Location: Northampton, MA
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 Re: Space Quest retrospecive podcast
Jonah wrote: We got a twitter reply to add to the discussion from Joystiq.com's Ludwig K. - Quote: You should add some notes about the SQ6 demo -- it had stuff that wasn't featured in the final game, IIRC. Oh SNAP! I totally had that in mind when putting the outline together, but forgot about it. It's not even a demo really, but a whole seperate game with it's own storyline and fully animated and voiced characters. I don't remember off the top of my head if it's included in the new collection. Anyone?
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| Mon Apr 20, 2009 9:10 pm |
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MusicallyInspired
Janitorial Technician
Joined: Sat Mar 18, 2006 3:47 am Posts: 1036 Location: Winnipeg, Manitoba, Canada
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 Re: Space Quest retrospecive podcast
It is not included in the newest collection, sadly.
_________________ "Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!" -Guybrush Threepwood, Tales of Monkey Island
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| Tue Apr 21, 2009 4:05 am |
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Vroomfondel
Waste Disposal Unit
Joined: Sat Mar 18, 2006 4:12 pm Posts: 316
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 Re: Space Quest retrospecive podcast
Activision and Vivendi merged in 2008 (the merger was announced in December of 2007). Vivendi is the majority owner of the company. They changed their name to Activision-Blizzard, presumably because Blizzard was more well-known then Vivendi Games.
Sierra On-Line changed its name to Sierra Entertainment in 2002. Sierra Entertainment is still being retained as a publisher under Activision-Blizzard, though quite a few of the titles that they were planning on publishing have been cut (several have been picked up by other publishers). The various development studios that were bought by Sierra (and it's owners) have been sold off to other publishers/developers. Currently, High Moon Studios and Radical Entertainment are the two remaining developers owned by Sierra Entertainment. If I remember correctly, Activision-Blizzard has said they're planning on selling off the rights to several franchises that they own, including Space Quest.
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| Tue Apr 21, 2009 4:34 am |
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olzen
Mop Jockey
Joined: Mon Mar 20, 2006 2:07 pm Posts: 59 Location: Denmark
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 Re: Space Quest retrospecive podcast
Mad_C33 wrote: For instance, here's differences in dialogue in SQ4: Floppy: Nobody can reach that building from here with their tongue unless they're a member of KISS. Reportedly, Gene Simmons of KISS threatened to sue Sierra because of that line. Thus, it was changed. Of all the people who ought to have a sense of self-irony...
_________________ <Olzenbot> olzen: Not only are you an idiot, but you are a part of the idiot.
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| Tue Apr 21, 2009 6:48 am |
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Akril
Trash Vaporizer
Joined: Sun Mar 19, 2006 7:30 am Posts: 196
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 Re: Space Quest retrospecive podcast
Hmm, I never looked into the differences between the SQ4 CD and disk versions, and that KISS thing is new to me too. Interesting. As for the beta version of SQ5, I've documented a lot of the differences between it and the released version here.As for the SQ6 demo, it does have its own unique storyline not tied to the full game in any way, but there are a couple of homages to it in SQ6: one of the Bjorn that take over the DS86 can occasionally be seen wandering the streets of Polysorbate LX, and you get an interesting response if you try entering the code for the Bjorn Chow into the replicator. The demo also contains several inventory items (the pliers, the Bjorn Chow, the Clapmaster) that don't exist in the full game as well as a way to die that isn't possible in the final game (trying to extract the plug prong from the outlet with your bare hands). There are a few different items in some of the rooms (a cup of mocha java in one of the shuttle's cupholders, an electrical socket on Commander Kielbasa's command center, a compost and a transport tube in the shuttle bay instead of the security gates, plus some different messages for some of the hotspots (e.g., when you use HAND on the bridge floor, Roger remarks, "Wait a minute, this doesn't feel like the REAL Deepship 86! This must be one of those el-cheapo demo models!") Also, the digital version of the SQ theme (the whole thing, not just a snippet) plays on the demo's splash screen, while the MIDI version plays on the actual game's splash screen.
_________________ WSSQID Contd. - The end of his series is not the end for Roger Wilco... The Quest Lives...
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| Wed Apr 22, 2009 3:15 am |
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Mad_C33
Mop Jockey
Joined: Fri Jun 22, 2007 4:22 pm Posts: 94
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 Re: Space Quest retrospecive podcast
Ooh. That's fairly comprehensive for SQ5. There' s a couple of other examples, too:
1. After defeating WD-40, the "victory" music as heard when looking at the SAT results plays in the release version, but not the beta version. My guess is that the designers wanted to let the player know that the fight was won. 2. Apparently Quirk needed to be a bit more forceful in the release version, for a line is added in the intro sequence that's not in the beta version - "And if I catch you in there again without permission, I'll have you tossed out of the academy so fast you'll get warp disorientation!" 3. In that same intro sequence in the release version, the captain's log has slight additions to the "Supreme Guideline" spiel, including "No, no, no!" and "Hmmm, that's not it" before finally saying "Aw, skip it." This was to clear up any potential confusion as to the context of the text, I think. 4. Nearly all of the death messages are different, specifically being more verbose in the release version, which may indicate that a different writer was on the job that time. Some have even been added and removed, I think. Here's some instances:
Beta: "You've Blown it again." (verbatum, including the caps error) Release: "You've blown it again. Due to your inability to perform under pressure, the Goliath was destroyed and so were you."
Beta: "Leaving so soon?" Release: "There's no place for slackers in StarCon Academy." *or* "StarCon Academy is no place for slackers.
There's also a few death messages that say "END." I swear I've seen them before in the game, though I don't remember exactly where or how to replicate them.
There are a TON of other textual differences in the game, those just seem to be the most significant. I'll bet rewriting this game for the release version was hell for the programmers. I still haven't found a functional message editor for the games.
Oh, and this is fairly common in other adventure games, not just SQ5 - when looking through the resource files, particularly those using the old SCI1.0 interpreter, messages starting with asterisks (e.g. "***Message goes here") generally served either as placeholders, or as pre-release text used in development, removed for one reason or another. PQ3 and COTL's text code is full of 'em.
Some games even have text that are not marked by asterisks, but are clearly not used in the game simply by looking at the code - full of typos and caps errors, or simply not a complete thought/sentence. A game usually goes through QA and those messages that do get used have the grammatical or spelling errors weeded out. Those text messages that get used and have outstanding errors are usually an indication of rushed development - one of my primary criticisms for Police Quest 3.
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| Thu Apr 23, 2009 8:23 pm |
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MrColinP
Mop Jockey
Joined: Sat Oct 27, 2007 12:28 am Posts: 20 Location: Northampton, MA
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 Re: Space Quest retrospecive podcast
Wow! You guys are amazing. I can't believe you know this stuff. A lot of these differences are probably too subtle for what we're intending to be a broad view of Space Quest, but I love that this discussion is happening. And, although I wonder if I'm making a fool of myself because it seems weird that no one else has brought it up yet, there is the biggest difference between SQIV versions: the background painting of Vohaul's fortress from the streets of Xenon, visible in the first playable screen of the game, and at the bottom of this SQ.net page. The KISS thing brings up a fun point: How about a list of people that have actually threatened legal action against Space Quest? I'm not talking about people that they've JOKED have (like I feel they do with ZZ Top), but people who actually have. So, KISS would be one. Would Radio Shack be another? Toys R Us? I don't remember the specific stories behind a lot of these- which ones did Sierra have changed preemptively, before legal action was threatened, and which ones actually made it to an altercation? Anyone?
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| Fri Apr 24, 2009 2:18 am |
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Vroomfondel
Waste Disposal Unit
Joined: Sat Mar 18, 2006 4:12 pm Posts: 316
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 Re: Space Quest retrospecive podcast
There's a few references to companies that have threatened/did sue over Space Quest here on SQ.net. There's also a few named in the spoof video included in the Space Quest Collection (my memory is failing me, but I believe it's called Current Inside Copy).
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| Sat Apr 25, 2009 12:57 am |
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Akril
Trash Vaporizer
Joined: Sun Mar 19, 2006 7:30 am Posts: 196
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 Re: Space Quest retrospecive podcast
Do you mind if I add the differences you mentioned to the SQ5 beta page when I have the time, Mad_C33? I'll be sure to give you credit. As for legal issues, here's a few things I found on SQ.net: From SQ1 Spoofs & References: Quote: n one of the many lawsuits concerning the Space Quest series, Scott and Mark were sent to court concerning their in-game spoof of Toys-R-Us (Droid-B-Us). They won the lawsuit, but they needed to change Droids-R-Us into Droids-B-Us in the EGA version. SQ1 Cameo Appearances: Quote: The bar on Ulence Flats has both the Blues Brothers and ZZ-Top. Madonna performs sometimes too, accompanied by the very flitting remark when using the tongue icon: "Her taste in clothes is almost as bad as her taste in music." Scott Murphy adds: "The ZZ Top thing was a problem for us. Somehow after a couple of years they found out about their satirical cameo appearance. Even though we didn't portray them in any bad light, someone there had no sense of humor about it. We then got one of those real solid envelopes in the mail with return address overloaded with names of supposed importance, at least in their eyes. The policy decision at Sierra was that it is easier to make a change to the game rather than go to court and spend a bunch of shark money (legal fees -ed) even if we were found to be within our rights. We do have free speech in this country, but it ain't cheap." From SQ4 Spoofs & References: Quote: The electronics store in the Galaxy Galleria of the disk version of SQ4 was called "Radio Shock", in reference to a large chain of Radio Shacks in the States, which is called "Radio Shack". The CD-Rom version of SQ4 changed this to "Hz So Good". The Two Guys where almost sent to court. Scott Murphy: "The way it worked from the company side is that it is easier and far economically sensible to make an art and writing change than go nearly the level of litigation. It's costly and time consuming. Oh, and did I mention costly? Mark and I hated to have to make any changes submitted from outside the team, but on occasion you could see the logic (Sometimes I really hate logic!)."
_________________ WSSQID Contd. - The end of his series is not the end for Roger Wilco... The Quest Lives...
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| Sun Apr 26, 2009 8:55 am |
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