This page details one or more prototype versions of Space Quest IV: Roger Wilco and the Time Rippers.
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This prototype is documented on Hidden Palace. |
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A prototype of Space Quest IV was released by a cracking group named "The Humble Guys" a few months before the game's initial floppy release. The game at this point lacks a lot of dialogue and contains several bugs.
General Differences#
Unsurprisingly, many of the finishing touches are absent. These include, but are not limited to...
- The score is always "0 out of 69". There's no way to raise this score.
- Death dialogue boxes don't have unique pictures and just appear over gameplay.
- Several music stings and sound effects are missing.
- Several Easter eggs are missing. Cutscenes in which to see these are usually locked off from player input in this build.
Debugging Abilities#
As this is a prototype version, debugging material is available instantly. For starters, the player can teleport to any room in the game as soon as they boot up the game.
Be careful about this though, as several of the game's scripts are unstable and going to these rooms can sometimes crash the game. Also, a really detailed set of debug controls are available in this build.
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Alt + A |
Show cast (info about all on-screen objects) |
Alt + B |
Removed; game crashes |
Alt + C |
Show control layer |
Alt + D |
Internal debugger on room change (crashes due to removal) |
Alt + E |
Show information on Ego |
Alt + F |
Show stats for allocation of memory |
Alt + G |
Set/Clear Global variable |
Alt + I |
Get item |
Alt + J |
Justify text on-screen |
Alt + M |
Give yourself 20 buckazoids |
Alt + N |
Create a QA log entry |
Alt + P |
Show priority map |
Alt + R |
Show room info |
Alt + T |
Teleport to a room |
Alt + W |
Feature Writer (crashes) |
Alt + Y |
Adjust vanishing point |
Alt + Z |
Quit the game |
(Source: HWM, ScummVM Wiki)
Room Differences#
Xenon#
- No warning about taking the unstable ordinance, though the text is present in the files. You also cannot place the ordinance back into the tank.
Sewers#
- No warning that no backtracking can occur after going into the sewers.
Estros#
- Roger's dialogue appears on the top of the screen during his first encounter with the Latex Babes, instead of at the bottom-left.
Mall#
- Ms. Astro Chicken is not implemented in the build.
- No option to not play the Monolith Burger-making game.
Ulence Flats#
- No warning as to when the bikers are coming toward Roger.
Cutscenes#
- There's a line connecting "Uh, yeah." to Roger in the opening.
- No special fanfare (or false fanfare) when using the Timepod.
- The sequence where Roger Jr. is taken to Vohaul is in Script 150 in the prototype, but Script 153 in the final version.
Graphical Differences#
- The titles for the sections of the game are displayed as color text on a black background. It's consistently black text on a grey background in the final game.
- Some graphics in the mall sections are corrupted, most notably in the Arcade and the Radioshock/Hz So Good store.
- The icon of the Two Guys from Andromeda in the quit box is not drawn yet. Instead, a placeholder graphic with "View 946" is shown.
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Roger's shirt is all pink inside the ship in the prototype. More importantly, the buttons are more visible in the final version.
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The time pod's in-game sprite has a yellow highlight removed from the final version.
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Zondra is missing her boots in this scene. Her position is also changed with in-game sprites to make it seem slightly less lopsided. Also, a single purple pixel hiding behind her arm was fixed.
Strangely, this scene was kept intact in the EGA floppy version and even re-used in Take A Break! Pinball.
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This scene of Ulence Flats is a little unfinished in the prototype, notable in the background barriers and the crevices in the Droids'B'Us building. The gate was also redrawn to make it clearer the player can't enter in there.
Unused Graphics#
While the keycard's cursor icon survived into the final game, it has an inventory image that was scrapped.
In the bargain bin of the Software Shop are two missing products, which were taken out of the game due to memory issues. Those products are "Dacron Danny does Dirty Deeds in the Dark Wearing Drip-Dry Duds" by Sahara (a parody of Sierra's Leisure Suit Larry series) and Stunt Flyer by Sierra (a real game released in 1985).
Text Differences#
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Some rewording here, making sure that the two guys from Andromeda were actually rescued.
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Sludge becomes a master.
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Sludge calls Wilco "unworthy prey", but restrains from this in the final game.
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Despite going unused in the final version, this description was changed to avoid a reference to E.T.
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The dialogue is expanded in the final version.
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The messages for dealing with the slime were slightly reworded.
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There's a much more expanded description upon smelling the sequel policeman's corpse in the nest.
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Plain placeholder here.
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Slight fix here to add a suffix.
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The prototype dialogue is obviously a placeholder.
Hi, Dad. Let's go somewhere near a dangerous,
mind-boggling drop to certain death and exchange
insults about each other's looks..
Said by Roger Jr. before the game's ending sequence.
*** about screen
*** this thing can be anything we want. We can do line draws &
draw cels, and all the stuff that could potentially make it look like the control panel.
At this point, the about screen is not ready yet, so this placeholder is here instead.
Mall#
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The mannequins have a singular description here, which is rather inappropriate.
Maebot is completely different in this version. Here, they're named Gaybot (yes, really) and speak in a very stereotypical manner of gays.
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A typical typo fixed for the final version.
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Roger gives a better-ish reason as to what happened to his boots and pants.
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The retail store clerk comes very close to saying "shit", which would have been quite a surprise.
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Removed Text#
*** Gee, I guess that way doesn't go anywhere.
*** Well... here we are, Roger, what are you going to do this time?
You engage in a meaningful conversation with the %s.
I guess that just doesn't work with the %s.
You've smelled better.
You smell nothing of interest.
That's funny, no taste.
Generic placeholder lines for interacting with anything that doesn't have a specific dialogue.
You are in the northwest corner of a small
clearing on the otherwise rubble-choked streets of Xenon.
You have no use for the skulls, vertebras, bone shards,
dried cartilage, jerkified tendons, and pecked-clean
ligaments strewn about the nest.
An additional message for trying to grab something off the sequel policeman's corpse in the bird's nest.
Your last name might as well be 'Lindsley' now.
A possible reference to Sierra programmer Robert Lindsley. Found within Ulence Flats' text data.
HOOK - What you see out the window msg goes here.
It's a rerun of "I Love Lunacy"
A couple of extra messages for searching around the patrol ship. In the final game, it shows a still picture of a title card saying "I Love Lunacy" instead of telling you what should be on the screen.
Wasted and semi-wasted buildings fill
the view of Xenon from up here.
The battles waged here were fierce
and all-encompassing.
Ego falls off the edge and dies.
Placeholder message for when Roger falls off at the end.
*** You are somewhere.
Found inside Script 355, which is otherwise empty in this build.
Sound Differences#
The prototype's PC speaker soundtrack is a poor conversion of a multi-channel soundtrack. It was reworked for the final version.
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The Space Quest series | |
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DOS |
Space Quest: The Sarien Encounter (Original, Enhanced) • Space Quest II • Space Quest III |
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Windows |
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