> LOOK ARTICLE
Oh. This again. Some sad, strange sap has arranged unused content from Space Quest II: Vohaul's Revenge on a "table".
Just go along with it. At least there's less to sift through this time.
> _
ENABLE DEBUG#
Main Debug Commands#
Type DBG or BACKSTAGE 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).
- SHOW MEM: Displays info on memory use.
- SHOW PRI: Displays priority settings on the current room.
Other#
These commands are independent from the ones above. They can be entered at any time.
- Type TESTER to display Roger's X and Y coordinates on the bottom of the screen.
- Type CLOCK to display the current game time in the upper-right corner of the screen.
- The old debug command Alt+D (or Cmd+D in the Mac version) will display the AGI Interpreter version number, but will not enable the above debug commands.
LOOK AT GRAPHICS#
XOS 4#
The blonde technicians have an animation like the brown-haired ones, but they never move on-screen.
This is Roger's boss. He never walks toward the screen, so this animation is never seen. Look, he even has a little badge.
Animations for the humanoid and alien turning their heads. Suspenseful!
Swamp Things#
These graphics are loaded in the swamp areas of Labion. It's a pink slug thing, a bird that looks like it was taken from an Atari 2600 game, and a snake / eel.
Ship Wreckage#
Ruins of two spaceships that would be used on Labion somewhere, somehow, for some reason.
(Source: SpaceQuest.net, Original TCRF research)
EXAMINE TEXT#
ID |
Message |
Notes |
|---|---|---|
General Logic |
||
85 |
Leave the supporter alone! |
This would pop up through some interaction with the athletic supporter. |
Logic 3: Airlock Chamber |
||
20 |
You open the only locker for |
Oddly, although this message is in the game, the locker opens without any text. |
Logic 4: Transport Control Room |
||
14 |
There is only a pile of |
There's no dust in this room. Maybe CHECK CORNER would display this? |
Logic 9: Hostage Transport Scene |
||
4 |
CRASH ! ! ! |
This message was used before the crash was represented with an actual graphic. |
Logic 10: Jungle Crash Site |
||
33 |
Ok. To save time later, you |
The only device in this game that's powered on is the translator, and you get it in the Airlock Chamber, not here. |
Logic 16: Jungle Fissure |
||
4 |
You are not close enough to a |
An alternate message for trying to interact with the stump or log from an insufficient distance. |
Logic 17: East of Fissure |
||
2 |
TWANG! |
This sound effect could have been used after tripping the hunter's trap. |
4 |
As you hang here helplessly, |
Should have appeared before the message about passing out, but doesn't. |
11 |
Yikes! |
Think of something scary. That thing you thought of is an appropriate use for this line. |
Logic 19: Hunter's Campsite |
||
67 |
You'd only hurt yourself |
Trying to throw the spore in...some fashion would produce this message. |
Logic 20: Spore Clearing |
||
5 |
The empty spores would serve |
A message for trying to get a spore after kicking them. |
Logic 26: Underwater Cavern |
||
4 |
You know the way. |
FIND PATH, maybe? Not much to do on this screen, really. |
Logic 42: Whirlpool Room |
||
1 |
You swirl toward the center of |
The "Show, don't tell" rule was followed and the message removed. |
Logic 49: Vehicle Bay |
||
5 |
Please do not exit the vehicle |
Two messages for, presumably, typing EXIT VEHICLE. Roger exits automatically in the final game. |
6 |
You climb out of the shuttle |
|
Logic 76: Asteroid Restroom |
||
7 |
The stall door is marked |
In the final game, one of the stalls can be entered and the others are filled, so this message isn't needed. |
9 |
The writing etched on the |
This was replaced with a set of randomly picked graffiti messages, though "Vohaul Sucks!" is one of them. |
21 |
During your close encounter |
Based on where this is in the code, this would pop up when Roger is, uh, using the toilet. |
60 |
The sinks are nice sinks, |
At one point SINK and FAUCET might have been different words in the game's dictionary. |
Logic 86: Alarm Hall Airlock |
||
35 |
'''Way to go, |
This could, and probably should, have been used after aborting the salesman launch. It's not though. |
Logic 88: Inside Life Support System |
||
13 |
That's a waste of time. |
Many things are a waste of time. See how many you can think of. Caution: This exercise is also a waste of time. |
Logic 93: Escape Pod |
||
12 |
To Be Continued... |
Replaced with the "THE END for now" graphics. |
Logic 100: Death Handler |
||
3 |
Thank you for playing Space Quest. |
Of the five random generic death messages written for this game, this one didn't make the cut. |
Logic 106: Generic Jungle Logic |
||
8 |
You are not near any |
The player can't pick up any leaves in the game. There's no leaves in the OBJECTS list either. |
13 |
You already have some leaves. |
|
Logic 107: Generic Swamp Logic |
||
6 |
Glub Glub, eh? |
Could be meant for trying to talk while submerged in the water. |
Logic 119: Wandering Alien Handler |
||
2 |
It leaves, apparently |
A message for when the alien leaves after giving Roger a big ol' smooch. |
(Source: Original TCRF research)
COMPARE TEXT#
Early |
Final |
Notes |
|---|---|---|
Logic 13, Message 1 |
Logic 13, Message 2 |
The final description was given that rich Space Quest 2 flavor with a hint of danger. |
Logic 13, Message 8 |
Logic 108, Message 1 |
The final message is stored in the global jungle logic, while the older messages is for this room only. |
Logic 19, Message 16 |
Logic 19, Message 20 |
The game now assumes that the player is trying to open the door in some non-key fashion. |
Logic 45, Message 27 |
Logic 45, Message 46 |
The Glowing Gem is guaranteed to be in the player's inventory at this point. |
'''Logic 53, Message 1 |
'''Logic 53, Message 3 |
Another change that was possibly made for reasons of taste. |
'''Logic 67, Message 7 |
'''Logic 121, Message 7 |
Want to remove excess hyphens? Try the new and ironically named Hyphen-be-gone! |
'''Logic 87, Message 6 |
'''Logic 87, Message 33 |
Interestingly, all of these early LOOK AREA descriptions were left in the logic file. This gives a bit of info on how these games were written:
|
'''Logic 87, Message 7 |
'''Logic 87, Message 29 |
|
'''Logic 87, Message 8 |
'''Logic 87, Message 45 |
|
'''Logic 87, Message 9 |
'''Logic 87, Message 31 |
(Source: Original TCRF research)
LISTEN SOUNDS#
|
Standard PC |
Tandy PC |
|---|---|
Track 69 is a short tune of ill omen that never pops up in normal play.
(Source: Original TCRF research)
INSPECT CODE#
During production of the 2.0D and 2.0F versions of Space Quest II, the master copy of the first disk wasn't properly formatted before use, resulting in a large chunk of uncompiled source code for Sierra's AGI interpreter (corresponding to about 70% of the total source by filecount, plus a memory map of the executable) being left over on the disk space not taken up by the game itself. The same mistake was made producing disk 1 of version 2.14 of King's Quest III: To Heir Is Human the previous year. A repository of the extracted code from both games can be found here.
(Source: Lance Ewing)
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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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