As Officer Sonny Bonds, pursue the titular Death Angel! And other drug pushers! And traffic violators! And car keys!
Possibly the only Sierra series where players will get mad when the puzzles make too much sense.
Debug Functions#
Main Debug Commands#
Press ALT+D or type the command stink bug to enable some debugging functions. These features are disabled upon entering a new room.
Here's the complete word list:
- SET PRIORITY: Sets Sonny's priority variable.
- RELEASE PRIORITY: Sets Sonny's priority variable to 0.
- TP: Teleports to the appropriate room.
- POSITION: Sets Sonny's X and Y positions.
- GET OBJECT: Puts the appropriate object by ID into the player's inventory.
- GIMME GIMME: Puts every object into the player's inventory.
- OBJECT ROOM: Displays the room number for the appropriate object.
- SET VAR: Sets a chosen variable to a given value.
- SHOW VAR: Displays the value of a variable.
- SET FLAG: Sets the appropriate flag.
- RESET FLAG: Resets the appropriate flag.
- SHOW FLAG: Displays info on a flag (Can be either set or not set).
Stage Select#
Trying to load Logic 106 (or just typing TP 106) will prompt a level select menu. The "levels", in this case, are specific points in the game's plot. Thankfully, the game will supply you with the appropriate items once the level is loaded.
Other#
Type OBJECT NUMBER to bring up an item reference page. Due to the game's resolution, the last item -- Handcuffs -- is not displayed.
Press ALT+X, or type SHOW POSITION or ROOM to display Sonny's X and Y coordinates and the current room number.
Press ALT+M to display info on memory use.
Press ALT+P, or type SHOW PRIORITY to display priority settings for the current room.
Unused Text#
ID |
Message |
Notes |
|---|---|---|
General Logic |
||
41 |
Locals missed it! |
Oh, starting off with some weird lines this time. These don't even seem like they're in the right game. |
42 |
Everybody missed! |
|
44 |
Caught undressed in public, |
Should be used after removing your clothes. Something you can do, it just...doesn't use this text. |
62 |
You are carrying a blank |
Two messages checking the status of the notebook. Not really that noteworthy. ...sorry about that "joke". |
104 |
Notebook? What notebook? |
|
Logic 26 - Car Crash |
||
25 |
To whom are you speaking? |
There's only one person in the crowd who talks to you, so this is unnecessary text. |
33 |
'''You can't see the driver very |
The player always has a good view of the car, so this is also unnecessary. |
43 |
"Why doncha get some help?" |
Some helpful advice from the crowd that was excised. |
57 |
This car smells of death. |
This line is not unused by design, but by accident. |
Logic 34 - The Blue Room |
||
6 |
While everyone wishes Jack a |
This is an older and less lively message announcing Hannah's entrance. |
Logic 35 - Outside Carol's Caffeine Castle |
||
1 |
From a distance you hear, |
This would be exclaimed by the bikers after angering them in some way. They're generally angry guys. |
Logic 36 - Carol's Caffeine Castle |
||
8 |
'''Steve says, "Well, guess it's |
A quip from Steve that would be used after getting the call from Detective Hamilton. |
62 |
You push the handle down and |
Superfluous text for toilet flushing. The game only needs to display a "Whoosssshhhh!" sound effect. |
Logic 40 - Jail |
||
17 |
'''"I'll have to process her |
"Her" presumably refers to Sweet Cheeks Marie after she got caught and jailed. |
Logic 41 - Outside Jail |
||
9 |
'''You can't reach the gun |
The used text for interacting with the locker from far away is the less helpful "You're not close enough." |
21 |
The buzzer is out of reach. |
Ditto with this bit of interaction. |
31 |
If you close the door on this |
Unused response for locking the back door of the cop car with Hoffman still in it. |
Logic 42 - Sergeant Dooley's Office |
||
11 |
The office is furnished with |
These two earlier description of Sgt. Dooley's office give away every bit of detail in the room. |
12 |
On one wall is a photograph |
|
Logic 43 - Lieutenant Morgan's Office |
||
23 |
"Sonny, you were selected |
There's no situation in the game that really warrants this line. |
66 |
'''"Sonny, I don't have time for |
This situation, however, comes up a lot, unlike this bit of dialogue. |
Logic 44 - First Briefing |
||
8 |
"Also, please contact any |
This final bit of Dooley's first speech was eliminated. |
Logic 48 - The Blue Room (Bartender Handler) |
||
11 |
"Come back anytime, Sonny." |
Like the rest of the bartender's messages, one of these messages would be picked at random. |
12 |
"See you later, buddy." |
|
13 |
"Thanks, trooper. I |
|
Logic 49 - Narcotics Division Office |
||
31 |
"Please feel free to research |
This would be the last bit of Laura's introductory speech. |
36 |
Not here, please! The keys |
The game only checks for the Cadillac Keys when the player types PUT KEYS in this room. |
49 |
'''Don't interrupt Laura when |
Input is disabled during Laura's speech, so this is impossible. |
Logic 51 - LPD Computer Room |
||
14 |
'''"I'd like to dance with you |
Sometimes these unused lines don't make a whole lot of sense out of their intended context. |
Logic 55 - Courtroom |
||
7 |
Judge Palmer reviews the FBI |
A dry variant of the No Bail Warrant acquisition text. The finished dialogue is snappy and humorous. |
33 |
Judge Palmer announces, "Mr. |
Since the judge's examination of the documents is immediate, this line no longer makes sense. |
Logic 60 - Cotton Cove |
||
1 |
Officer Steve Johnson greets |
This is replaced with him actually greeting you. Through dialogue. What a nice fellow. |
23 |
"Yep," you respond, "this is |
"String 6" could be either Marvin Hoffman or Jason Taselli depending on the current game state. |
Logic 64 - Hotel Delphoria (Lobby) |
||
21 |
Leaving the hotel, you drop |
You don't do this. You don't need to do this. |
Logic 65 - Hotel Delphoria (Floors 2 to 4) |
||
14 |
You knock, and hear a muffled |
When knocking on the doors here, one of five messages (Messages 15 to 19) is randomly chosen. |
Logic 67 - Apartment |
||
22 |
'''"Ok, Sonny, here's your voice |
Well, it's nice to know that they're sending Sonny into danger with equipment that won't crap out. |
57 |
As instructed, she heads for |
No need for a description of something that the player can clearly see on screen. |
Logic 69 - Storage Room |
||
8 |
'''"If you'll just step aside, |
A message for trying to block Woody from leaving. |
Logic 73 - Apartment (Marie's Logic) |
||
8 |
SC [Var 242]/[Var 243] |
A debugging string used to monitor the X and Y coordinates of Sweet Cheeks Marie. |
Logic 74 - General Stairwell Handler |
||
14 |
And you thought there were no |
A nice bit of fourth-wall breaking that's never seen in normal play. |
Logic 76&77 - Stairwell |
||
14 |
You cautiously follow "Mr. |
Remember: Show, don't tell. Especially when you are a graphic adventure game. |
Logic 78 - Bottom of Stairwell |
||
14 |
You cautiously follow Jessie |
Like the last message, but somehow less insightful. |
Logic 109 - Phone Logic |
||
39 |
The phone cord is not that |
Another object-specific "Hey you can't get that from here" message that isn't used. |
75 |
The telephone in this room is |
"Kinky" in this case meaning curled or tangled. Sonny is not a color fetishist. Are you?! Weirdo. |
Logic 110 - File Cabinet Logic |
||
14 |
Good thinking; maybe this |
A more general message for file pulling. Perhaps, at one point, you could get more than one file? |
Logic 112 - Computer Terminal |
||
3 |
COMPUTER DOWN. |
The computer can't go down. You wouldn't be able to play the game! |
38 |
Record not on file. |
Two alternatives to the error message, "No record for input." |
126 |
'''Didn't match [String 1] |
|
Logic 116 - Newspaper |
||
14 |
Since your shift is |
Hey, this text describes something you don't actually see on screen! This could have stayed... |
(Source: Original TCRF research)
Early Draft#
Early |
Final |
Notes |
|---|---|---|
'''Logic 44, Message 17 |
'''Logic 0, Message 24 |
The final text eliminates the patronizing "we". |
'''Logic 46, Message 6 |
'''Logic 4, Message 24 |
The pigeonhole is also an actual thing, but that's more obvious. |
'''Logic 94, Message 8 |
'''Logic 7, Message 7 |
All of the vehicles in this game are cars. No trucks or tanks here! |
'''Logic 34, Message 28 |
'''Logic 34, Message 58 |
Both of these messages lead into another line (Message 27). |
'''Logic 43, Message 7 |
'''Logic 43, Message 1 |
Without this change the entire game would just fall apart. |
'''Logic 48, Message 8 |
'''Logic 48, Message 37 |
The finished text no longer refers to Sonny by name. |
'''Logic 51, Message 22 |
'''Logic 51, Message 4 |
Improve your game dialogue through some playful mocking. |
'''Logic 95, Message 5 |
'''Logic 119, Message 5 |
The narrator suddenly got a lot more excitable! |
(Source: Original TCRF research)
References#
- Computer Entertainer, January 1988, p. 14↩︎
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The Police Quest series | |
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DOS |
In Pursuit of the Death Angel (1987) • In Pursuit of the Death Angel (1992) • The Vengeance • The Kindred • Open Season |
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SWAT | |
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Windows |
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PlayStation 2 |
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