Space Quest Secrets

If it seems that a lot of the “niche” items here ending up being about Nintendo things, you’re not wrong. The fact is, lots of people talk about Nintendo, both the Nintendo of old (N64, Gamecube, GBA, DS), the Nintendo of very old (NES, Gameboy, SNES), the Nintendo of very old (Donkey Kong, Game & Watch), and once in a while, the Nintendo of even older than that. They have been making gaming equipment since the 1800s, after all!

With all that Nintendo talk, I’m positively desperate to find non-Nintendo things older than a certain age. And once in a while, I even find them.

That’s what’s served up today, a video list of 11 secret things about the Space Quest games. The absence of Space Quest games in the current era is one of the worst things about it, if there was any DOS-era game series that could stand a comeback that is IT. But in that terrible absence, here is a 27 minute collection, from Space Quest Historian, of interesting things about those games:

Included items:

  • The Cave Squid in Space Quest II doesn’t actually chase you: it’s a set encounter in a specific location.
  • In SQ6, in the German and French localizations, designer Scott Murphy rerecorded some lines he spoke as himself, in those languages.
  • A cheat to skip some of the Scumsoft area in SQ3.
  • In the Aptitude Test in SQ5, you can either look over the shoulder of another test taker to get the answers… or just answer the last choice for each question. That’ll also get you past that sequence.
  • Some planet names in SQ5 are obvious jokes, but one of them that seems to be a jab at rival adventure maker Lucasarts is instead (or maybe, also) a reference to the last name of a couple of employees.
  • A Sarien guard in SQ1, if you talk to them many times, will eventually reveal that they’re a Kings Quest fan, and six points are locked behind this easter egg, making it difficult to score a perfect game without prior knowledge. As it turns out, Ken Williams put this gag in the game himself.
  • Space Quest Historian insists that the games, in general, were not made harder to sell hint books. Instead, it was to increase the length of the game, as if you know exactly what to do a typical Sierra adventure can be finished in less than an hour.
  • The Datacorder puzzle in SQ6 wasn’t intended as copy protection. It was supposed to be clued in the game itself, but an oversight meant it was left out of the game, so the clues were printed in the manual.
  • In SQ5, there was an unexpected case of the game taking it easy on the player. If you don’t complete a necessary puzzle, at the very end, before escaping a spaceship set to self-destruct, the game won’t kill you as a final punchline, but actually put you back for another try.
  • The Duracell Bunny, better known to US players as the Energizer Bunny, in SQ4… they actually got permission to include the joke, but from the wrong people. Still they were never sued, possibly because the inclusion flew under the owner’s radar.
  • Rereleases of Space Quest games sometimes changed some of the pop culture references to make them less legally actionable. In all but one case, however, this was done preemptively, and no legal threat was actually made. It was just their lawyers playing it safe. The one time they got a Cease and Desist was when they included likenesses of ZZ Top in the VGA release of SQ1. They fixed this in a novel way: the interpreter program scans the play directory for alternate resource files, and if it finds them, will include them as alternate animations. They “patched” the game for later pressings by putting alternate versions of the singers, shrunk down so far as to be unrecognizable. This seemed to satisfy the group’s lawyers. But the original graphics are still in the game; if the alternate resource files are deleted (or just moved out of the directory), the ZZ Top parody will reappear.

If all of this is interesting to you, I encourage you to watch the video, where all of these things are illustrated in-game, and explained in far greater detail. Look and see!

Sundry Sunday: The Deadliest Element (in Adventure Games)

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

It’s a maxim among D&D players that the deadliest thing the DM has in his arsenal against players is the lowly pool, stream, river, pond, lake or ocean. (Zee Bashew has an entertaining 3-minute video about this.) There’s just so many ways to kill a PC involving water.

Well, this isn’t just a Dungeons & Dragons thing. Sierra On-Line adventure games had many excuses to off a wannabe hero for just thinking about approaching a body of fluid, as Sierra Art’s 4 1/2-minute compilation video demonstrates. Whether it’s drowning in it, being swept down current by it, creatures living in it, or it actually being deadly acid: if it’s liquid, it’s fatal.

That’s not the only adventure game in which the wet stuff will kill you. Famously, the only way to actually die in The Secret of Monkey Island is to hang around too long under water. If you wait for ten minutes down there, Guybrush Threepwood will actually drown, which replaces the action verbs with Bloat, Stare, Bob, Rot and Order Hint Book. (2 minute video)

You can drown in Return to Money Island too (2 1/2 minutes), which is funny because the game is presented as Guybrush telling of his adventure in discovering the secret of Monkey Island to his son, wrecking the whole premise.

Upscaling Classic Sierra On-Line Adventures

Hackaday’s Matthew Carlson points to an effort to make the graphics in old Sierra On-Line Adventure games better. The graphics in the games in question weren’t stores as raster images, but rather drawn with vector commands, so theoretically it should be easy. But as the video demonstrates, the resolution of their coordinate system didn’t take into account the possibility that someone might come in later and draw the art into a canvas with higher resolution, which causes some weird glitches that had to be accounted for.

Hackaday: Upscaling the Sierraseviltrout: How classic Sierra game graphics worked (and an attempt to upscale them)

Link Roundup 4/24/22

Patrick Klepek for Vice, about Melon Han-Tani releasing the player movement code for his game Sephone.

Sam Machkovech for for Ars Technica, reviewing geometry puzzle game Tandis.

Alana Hauges of NintendoLife on the forthcoming Zero Tolerance Collection, which includes an unreleased sequel to the original Mega Drive/Genesis game.

Alana Hauges also informs us of preorders for a vinyl release of Ace Attorney music.

Keema Waterfield for Wired writing about playing The Legend of Zelda: Breath of the Wild with her five-year-old daughter.

Arto

Ryan McCaffrey on IGN tells us about an upcoming RPG, Arto, with a very interesting look to it.

Stephen Totilo, Axios, on the return of Ken and Rebecca Williams, founders of Sierra On-Line from years ago, and their attempt at a comeback.