> LOOK ARTICLE
Say, there's a bunch of junk on here from Space Quest 1!
Strange, you don't recognize most of this. This conglomeration of curious content was clearly cut from the completed game.
Either that, or you've taken one too many whiffs from cleaning solvents.
> _
EXAMINE SUBPAGES#
ENABLE DEBUG#
Press Alt+D to enable some debugging functions. These features are disabled upon entering a new room.
Here's the complete word list:
- TP: Teleport to the appropriate room.
- POS: Set Roger's X and Y positions.
- GET OBJECT: Puts the appropriate object by ID in the player's inventory.
- OBJECT or SP: Gives status on 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).
- CASH: Allows the player to set the number of Buckazoids they have.
- DRINK CLOTHES: Changes Roger's outfit to his excursion garb.
- BE ALIEN: Changes Roger's outfit to the Sarien disguise.
- DRINK JET PACK: Equips Roger with the jet pack.
- NO HELMET: Changes Roger's outfit to the Sarien disguise, sans helmet.
- SHOW MEM: Displays info on memory use.
- SHOW PRI: Displays priority settings on the current room.
SEARCH LOGICS#
Code that's never called anywhere in the game.
Logic 4#
If you return to the room you start in (logic 2) on the upper level, there's a 21% chance that three guards show up marching on the lower level. The same code exists in logic 4, but due to a coding bug they never show up (you'd have to enter from the right side with an Y coordinate less than 80; and in that room the exit is placed lower than that; and repositioning the player occurs after this step). It is possible to get them to show up anyway with the debug mode, by repeatedly teleporting from room 4 to room 4; at this point, they'll promptly get stuck behind one of the corpses.
Logic 118#
This appears to be an early version of the wandering Sarien logic used on the Arcada. There are only two messages in this logic compared to the final logic's five. Notably missing are the footstep messages that are used to alert the player.
This logic was removed from the game's resources in Version 2.2.
Message 3 |
Message 4 |
|---|---|
Unable to see anyone here, |
The Sarien crewman stands |
(Source: Original TCRF research)
LOOK AT GRAPHICS#
Three static Sarien guards. Their design here is a lot beefier than their finalized look.
The first three frames of Orat swelling up from eating the can of dehydrated water aren't used. It's a little animation of Orat actually examining the can before eating the thing. Apparently, at one point, you could GIVE CAN instead of throwing it at him.
Note the yellow eyes on Orat. He has green eyes in the final game, but these frames were never updated to match.
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Old (Picture 63) |
Final (Picture 65) |
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Picture 63 -- removed from Version 2.2 -- is an older version of the Star Generator keypad. The only difference is the lack of an enter button.
Wow! Exciting stuff.
(Source: SpaceQuest.net, Original TCRF research)
CHECK OUT ITEMS#
None of these items have descriptions or graphics. They're just kinda there.
Life Detector#
Item ID: 01 (Versions 1.0x & 1.1a only)
This item was removed entirely from version 2.2. There's no code in the game that references it. All that was ever done (or is left in the code) is the object name and ID.
Own 1 Used Ship#
Item ID: 0D (Versions 1.0x & 1.1a), 20 (Version 2.2)
Presumably this would be given to the player when they bought the correct ship. This is referenced once in the back lot of Tiny's Used Spacecrafts, where it would remove Tiny from the screen if it was obtained.
Control#
Item ID: 14 (Versions 1.0x & 1.1a), 15 (Version 2.2)
This item actually has a unique use message!
When the player types PRESS BUTTON or PRESS CONTROL BUTTON with this item in their inventory, and the player is not in the Deltaur's Star Generator room, the following message is displayed:
You press the button on the
remote control but notice
nothing different.
It's possible that this item was accidentally created in the object list. There's a Remote Control item in the game, and its only use is in the Star Generator room. It probably should have used this code.
Pocket Lint#
Item ID: 23 (All versions)
Probably a joke item. On the room to the right of the starting screen, you can type GET LINT and get a special message, but this item isn't added to the inventory.
In Leisure Suit Larry in the Land of the Lounge Lizards, Larry starts the game with pocket lint in his inventory, with its description stating "why is this stuff in every adventure game?", so it was probably an inside joke at Sierra.
(Source: Original TCRF research)
EXAMINE TEXT#
ID |
Message |
Notes |
|---|---|---|
General Logic |
||
9 |
The can gives only one size |
This message would appear if the player tried to drink the entire can of dehydrated water. |
53 |
You just had a drink. You'd |
At one point, there was a limit on how many times you could drink from the can of dehydrated water. |
114 |
Sorry, you'll have to go back |
This would likely appear by inputting the command BUY BEER outside of the bar. |
Logic 1 - Data Archive |
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4 |
The screen says "Type the |
This hints at an older version of the Cartridge Retrieval system. |
16 |
He certainly looks dead. |
An earlier, alternate dialogue for typing LOOK BODY. |
38 |
There is no time for that. |
An unused warning for trying to insert the cartridge into the computer? |
49 |
I warned you, but noooooo! |
And here's the narrator mocking you for not obeying said warning and getting shot. |
Logic 2 - Starting Screen |
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2 |
You recognize this as your |
At one point, LOOK CLOSET might have had a different response than "LOOK DOOR". |
9 |
The doors here are not |
An alternate message for "LOOK DOOR". |
19 |
The door is closed, fool! |
Possible response from typing "LOOK CLOSET" while the door is closed. |
Logic 7 - Room Before Flight Prep Room |
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8 |
''' |
A humorous error message that could have been used for a multitude of things. |
Logic 8 - Vehicle Bay |
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5 |
'''Sorry, |
It's impossible for the escape pod to even be in the room while the bay doors are closed. |
7 |
The Vehicle Bay Door is quite |
A rather bland message that was replaced with a different bit of descriptive text. |
Logic 9 - Flight Prep Room |
||
12 |
'''Your sight isn't what it once |
An amusing message that might have been prompted by typing LOOK SIGN a significant distance away. |
33 |
The elevator door opens |
This was split into two messages in the final version. The message displayed depends on where the player is in the room. |
Logic 19 - Mesa Center |
||
This is one of the electronic barrier stations encircling |
This room shares some of its logic with Ulence Flats, i.e. a call to logic 107. This contains a number of default responses, including this one to "look barrier". Obviously there is no barrier at the mesa. |
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Logic 23 - Mesa Southeast |
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Fortunately for you, the path here is not far above |
This room contains logic for falling off the cliff, which is lethal in other rooms but only embarrassing here. However, due to the room layout, it is not possible to fall off the cliff. It was likely possible in an earlier version. |
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Logic 26 - Grate Room |
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1 |
rock taken |
Given their blandness and lack of capitalization, these are very likely placeholder or test messages. |
2 |
geyser plugged |
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4 |
geyser unplugged |
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Logic 28 - Laser Machine Room |
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9 |
You are in a large room in |
This is displayed with the command "LOOK AREA" on the upper path with the laser machine intact. |
Logic 30 - Pod Crash Site |
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8 |
Hold your breath! |
Unknown. Probably response to inputting some stupid in the parser. |
Logic 34 - Tiny's Used Spacecrafts |
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5 |
"So whaddaya think? Is she a |
There's no ship that Tiny sells for 129 buckazoids in the finalized game. |
Logic 35 - Outside of Bar |
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26 |
Ulence Flats is a typical |
Unlike most of the messages on this list, this is rendered unused due to an oversight. |
28 |
Turning the key does no good |
An alternate explanation for why turning the skimmer key does nothing. |
Logic 36 - Behind Bar |
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34 |
"I warned you, but, did you |
Probably intended to be said by the mugger, right before he shoots you for trying to get away. |
Logic 37 - Tiny's Back Lot |
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20 |
It won't do you any good to |
A message for a check that's never performed in the final game. |
30 |
"Say what?" |
An unused generic response to giving an invalid sector to the pilot droid, perhaps. |
Logic 57 - Deltaur Storage Room |
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10 |
You hear strange voices coming |
A line that would pop up before the trunk was picked up by the Sarien guards. |
Logic 70 - Rocket Bar |
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9 |
You're not close enough to |
Since you just have to walk up to the slot machine to play it, these aren't needed. |
10 |
Sorry, someone is currently |
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43 |
"Whatever you say." |
A nondescript line for the barkeep. |
Logic 73 - Daventry Zone |
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1 |
You have this strange sinking |
This would be used after crashing into the Daventry moat. |
Logic 100 - Death Parser |
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7 |
How about that darn |
A message for falling from a great height in one of the spaceships. That situation never comes up. |
16 |
You've been mowed down by a |
Unlike the previous message this has a bit of coding associated with it. |
18 |
Not being a very smooth thief |
An unused death message for trying to steal from the Deltaur armory. |
31 |
Alas, |
Out of three generic death messages, only one is used. This is one of the two that's not. |
32 |
Once again, you've |
This is the other one. |
Logic 110 - Spider Droid Logic |
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2 |
Not many tales are told of |
This was replaced with a more interesting message that's stored per room. |
Logic 119 - Pulseray Logic |
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5 |
Are you crazy? |
Possibly used for trying to shoot something weird. Like yourself. |
Logic 121 - Trunk & Grate Logic |
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3 |
You slide the trunk just |
This is done in the final game without text. |
8 |
'''It won't do any good unless |
This text, in all likelihood, was used for testing purposes. It gives away the entire grate puzzle! |
23 |
With the chest open that act |
An alternate message for trying to stand on the trunk while it's open? |
COMPARE TEXT#
Early |
Final |
Notes |
|---|---|---|
Logic 4, Message 11 |
Logic 0, Message 65 |
The early text is actually coded in the game through KICK BODY in Logic 4. |
Logic 1, Message 7 |
Logic 94, Message 1 |
This description was beefed up considerably. |
Logic 2, Message 18 |
Logic 2, Message 21 |
This description, however, was made more concise. |
Logic 14, Message 8 |
Logic 14, Message 1 |
The early description has a joke that was removed from the final text. |
Logic 34, Message 16 |
Logic 37, Message 16 |
There's more to the motto in the main game. |
Logic 36, Message 4 |
Logic 36, Message 32 |
The earlier text implies that the mugger would leave after robbing Roger. |
Logic 50, Message 13 |
Logic 50, Message 45 |
The incorrect spacing of the earlier text has been left as-is. |
Logic 50, Message 16 |
Logic 119, Message 15 |
The guard's just unconscious in the early script. He's dead in the final game. |
Early |
Final |
Notes |
|---|---|---|
Logic 121, Messages 11-12 |
'''Logic 57, Message 11-12 |
Just some rewording for the first two lines of this message. |
(Source: Original TCRF research)
LISTEN SOUNDS#
The sounds in this game are programmed with three sound channels and a noise channel. In most computers, only the first two are heard.
Both the two-channel and four-channel (Tandy) versions of these unused sounds are provided here.
ID |
Basic |
Tandy |
Notes |
|---|---|---|---|
06 |
N/A |
Plays exclusively on the noise channel. Possibly used for Orat's death. |
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08 |
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27 |
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28 |
Something shrill and annoying. |
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32 |
N/A |
Plays exclusively on the noise channel. Either a splash or an explosion. |
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35 |
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38 |
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46 |
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61 |
An unused celebratory jingle! |
(Source: Original TCRF research)
INSPECT VERSIONS#
Do you want an exhaustive (bordering on obsessive) look at the changes between versions? Here you go.
Droids R Us#
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Versions 1.0X + 1.1A |
Version 2.2 |
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The shop "Droids R Us" was changed to "Droids B Us" to avoid possible litigation from Toys "R" Us.
Word Groups#
Group 58 "Being"
Words Added: Crew Man, Crew Person, Crewperson, Man's, Scientist, Technician
Group 76 "I.D."
Words Added: Sarien ID Card
Group 83 "Explore"
Words Added: Rummage
Group 87 "Scott"
Words Added: Scott Murphy
Group 233 "Belt"
Words Added: Belts
Group 251 "Box"
Words Added: Model DX Unit
Text Changes#
Command |
V1.0X |
V1.1A |
Notes |
|---|---|---|---|
Logic 1 - Data archive |
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(None) |
Msg. 3: The console consists of a |
Msg. 3: The console consists of a |
All references to a D12 cartridge were replaced with DX. |
Logic 2 - Starting Screen |
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KEN |
"Is it shipping yet? I wantthis thing shippingyesterday. I thought you saidthe graphics would be donelast week?" |
N/A |
This featured an easter egg where Ken would walk on the screen and complain about the game being finished on time. This was removed by V1.1A. |
Logic 31 - Keronians |
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(None) |
be able create a duplicate of the |
be able to create a duplicate of the |
This fixes a typo during Slash Vohaul's narration of the Star Generator |
Logic 35 - Outside of Bar |
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(None) |
"Hey! I'll trade you a |
"Hey! I'll gladly take that |
This replaces the jetpack trade dialogue if the player has enough buckazoids already on hand. |
TALK ALIEN' |
That does not compute. |
msg. 52: The guy (or whatever it is) |
This gives Roger a chance to try and interact with the alien while he is driving the skimmer away. The response depends on if Roger was ever blocking his escape or not. |
Logic 57 - Deltaur Storage Room |
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LOOK |
You are standing in a large, |
msg. 21: You are standing in a large, |
The message is updated with additional information. The trunk is mentioned if it is in the room. |
LOOK TRUNK |
It's just a dirty old trunk. |
The trunk is not of interest. |
The trunk is given extra details. |
LOOK BOX |
The box is not of interest. |
N/A |
The game removed any mention of the extra box in the room. |
Command |
V1.1A |
V2.2 |
Notes |
|---|---|---|---|
Main Game Logic |
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SCOTT |
N/A |
Hello, |
This easter egg referring to co-creator Scott Murphy only appears in Version 2.2. |
Logic 8 - Vehicle Bay |
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LOOK IN CRAFT |
N/A |
You peer in through the open |
One of a few lines added for Version 2.2. |
Logic 26 - Grate Room |
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SIT GEYSER |
N/A |
Anything for a thrill, eh? |
A joke exclusive to Version 2.2. |
Logic 35 - Outside of Bar |
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TAKE KEY |
N/A |
Do not remove the key while |
Obviously this wouldn't make sense, would it? |
Logic 57 - Deltaur Storage Room |
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LOOK TRUNK |
The trunk is not of interest. |
There doesn't seem to be |
Strangely, Version 2.2 removes a joke here at the sake of puzzle clarity. |
Logic 61 - Deltaur Airlock |
|||
(None) |
"Bleep, Gurgle, Pop!", |
"Bleep, Gurgle, Pop!" |
Just some minor changes in comma placement. |
TALK ROBOT |
"Snap, Crackle, Murphy", |
"Snap, Crackle, Murphy," |
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Logic 70 - Rocket Bar |
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LOOK AREA |
In the lower corner a |
You notice a sweeper in |
Some random dialogue rephrasing. |
Parser Changes#
Version 2.2 adds some additional word combinations for certain actions.
Logic 24 - Orat Cave
Action: Trying to give Orat the Dehydrated Water.
Version 1.1A: GIVE DEHYDRATED WATER, GIVE CAN, GIVE DEHYDRATED WATER CAN
Version 2.2 Adds: GIVE DEHYDRATED WATER ORAT, GIVE CAN ORAT, GIVE DEHYDRATED WATER CAN ORAT
Action: Throwing Dehydrated Water to Orat.
Version 1.1A: THROW CAN, THROW DEHYDRATED WATER, THROW CAN DEHYDRATED WATER, THROW DEHYDRATED WATER CAN
Version 2.2 Adds: THROW CAN ORAT, THROW DEHYDRATED WATER ORAT, THROW CAN DEHYDRATED WATER ORAT, THROW DEHYDRATED WATER CAN ORAT
Action: Obtaining the Orat Chunk.
Version 1.1A: GET ORAT CHUNK, GET CHUNK
Version 2.2 Adds: GET CHUNK ORAT
Logic 28 - Laser Machine Room
Action: Using the shard of glass on the laser machine.
Version 1.1A: USE GLASS, PLACE GLASS BEAM, BLOCK BEAM GLASS, HOLD GLASS BEAM
Version 2.2 Adds: PLACE GLASS LIGHT, BLOCK LIGHT GLASS, DROP GLASS BEAM, DROP GLASS LIGHT, HOLD GLASS LIGHT
Logic 30 - Pod Crash Site
Action: Looking at the shards of glass.
Version 1.1A: CHECK OUT FLOOR
Version 2.2 Adds: CHECK OUT GLASS
Action: Grabbing the shard of glass.
Version 1.1A: GET GLASS
Version 2.2 Adds: GET MIRRORED GLASS, GET CHUNK GLASS, GET WIND SHIELD
Logic 36 - Behind Bar
Action: Reading the graffiti on the wall.
Version 1.1A: READ LETTERS, LOOK LETTERS
Version 2.2 Adds: READ WALL
Logic 57 - Deltaur Storage Room
Action: Looking at the trunk.
Version 1.1A: LOOK TRUNK
Version 2.2 Adds: LOOK CAN, LOOK BOX
Bug Fixes#
- In the Flight Prep Room, versions before 2.2 do not freeze the parser after a button is pressed. This allows the player to press the same button multiple times, which gives the error message "No action taken.".
- In the Laser Machine Room, in what's probably a copy/paste error, the LOOK AREA description will always say that the laser machine is on if the player is on the lower level, even if it has been destroyed. This was fixed in Version 2.2.
- When loading the droid in earlier versions, there's no check in the game to tell whether or not the droid is in the correct position. Loading the droid too soon leads to a minor graphical glitch.
Miscellaneous#
Version 2.2 adds a way to cheat at the slot machine. Type in "HOLY SHIT" (You can replace Shit with any other expletive the game recognizes) to bring up a slot machine menu. This will configure the next pull of the slots.
The text for this menu was present in earlier versions, suggesting that this was a debugging tool that got added back in due to player complaints.
(Source: Original TCRF research)
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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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