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Studio: |
Sierra
On-Line |
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Designer(s): |
Marc
Crowe / Scott Murphy |
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Part of series: |
Space
Quest |
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Release: |
October 1986 |
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Main credits: |
Programming: Sol Ackerman, Scott Murphy, Ken Williams |
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Useful links: |
Playthrough: Part 1 (60 mins.) |
Part 2 (57 mins.) |
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Basic Overview In 1986, with King’s
Quest firmly established as a permanently running series and already
aiming for extra depth and scope with its third installment, To Heir
Is Human, Sierra made its first, still quite tentative, move into the
sci-fi market. The punch came from two of Sierra’s residents, Mark Crowe and
Scott Murphy, the former of which had already spent a lot of time working on
previous games as graphics designer, while the latter was a relatively new
acquired programming talent. Both had already worked together on Sierra’s
fun reimagining of Disney’s The Black Cauldron, and, in the process,
formed a partnership which is still fondly remembered today by fans around
the world — the Two Guys From Andromeda, adopted fathers of Mr. Roger Wilco,
the well-distinguished space janitor from outer space. Although
Space Quest was
hardly the first sci-fi game on the market (naturally, the very status of the
computer as a hi-tech gadget presupposes that, from the very beginning of the
industry, sci-fi themes would be firmly integrated into computer lore), but
it was the first text-and-graphic adventure game to share
the honour. And, like almost any revolutionary breakthrough, in retrospect nothing
is easier than picking on its numerous flaws. With drastically underwritten
characters, laughably short running time, thoroughly imbalanced puzzles, it
is quite a rough beginning. As with King’s Quest, it ultimately took
the authors at least a couple more efforts to get all of it right and
smoothly running. However, back in 1986 everything was so novel and exciting
that the game quickly caught on in sales with the first installments of King’s
Quest (100,000 sales at the time
was an extremely big achievement). The idea itself was simple
as pie. As Roger Wilco (more precisely, as a self-styled character: not until
the third game does the name «Roger Wilco» become resident, independent of
the player’s choice), you are working as a janitor aboard some space craft
which houses some fabulous gizmo called The Star Generator which is kidnapped
by aliens called Sariens whose ship must be hunted down and destroyed in
order to save the human race — not a particularly innovative concept in the
annals of sci-fi history. But one thing was established here once and for all:
the plotline would always be secondary to the atmosphere, the imagery, and,
most important, the unique brand of sci-fi humor pioneered by the Two Guys. |
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Content evaluation |
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Plotline The plot of Space Quest is so simple that I
seriously suspect it was cobbled together in about five minutes already after
most of the settings, images, and jokes had been introduced. Having never
been much of a sci-fi buff, I cannot tell to what exact degree (100% or, say,
more like 99.5?) all the main ingredients have been hobgoblinned from
existing paperbacks, comic books, movies, and Star Trek re-runs,
but arguably for each element in the game you can still find a couple dozen
possible prototypes. For all their inventiveness, the Two Guys never tried to
step into the shoes of Clarke or Kubrick; their object was the cheap, trashy
version of sci-fi, and, come to think of it, they did not have much choice — ever
tried making a best-selling computer game out of A Space Odyssey?
Well, there you go. In the end, the plot’s
saving grace is its humor aspects. Where Roberta Williams kind of walked the
line between lightweight and serious (her Graham and Alexander might
sometimes get into comic situations, but at the end of the day they were
still your basic heroic types), Mark and Scott plunge head first into goofy,
whacked-out parody. To begin the begin, your «(anti-)hero» is a janitor — and
not a very good one at that. Thus it is already ironic that, for such a clutz
in dayjob terms, he is saving the world on a more frequent basis than James
Bond. Next, much of the time the game is advanced through decidedly non-standard
solutions — including, for instance, one of the oddest ways ever invented to
dispose of a huge carnivorous monster and an even odder method of
self-disguising in order to infiltrate the enemy’s ranks. And... and... ...well, the real problem
here is that it is hard to think of much else since the game is so gruesomely
short. All of it, except for the outro, takes place in but three different
locations — two spaceships and a large planet mostly filled with yellow sand,
brown rocks and purple skies. You escape from one ship, find a second one,
then infiltrate a third one, and that’s about it. When the game is so short,
it cannot help but convey the feeling of merely a preparation stage for
something bigger and better, and this serves as an excuse for all kinds of
plotholes and goofs. Why the heck was the Sarien Spider Droid dropped on
Kerona? How did Roger’s ship manage to approach the Deltaur without being
spotted? What about the strange lack of language barrier between Roger and
the Sariens? But ultimately none of this really matters, because if the
entire game is just like a test stage, well then, test stage it is. |
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Puzzles The Space Quest series take a specially twisted sort of pride in the
illogical nature of most of their puzzles — this is, after all, a spoof, and
spoof games are supposed to have spoof puzzles. Consequently, I have no
problem with the idea of dispatching a monster in a way you are least likely
to think of when faced with the necessity of dispatching a monster. But
regardless of these general considerations, the fact remains that The
Sarien Encounter does not have a fairly good balance of complex vs.
simple puzzles. Thus, the entire first section (on board the Arcana) is
fairly trivial, provided you know the basic rules of Sierra game playing
(leave no stone unturned, etc.). Then you are on Kerona, and whoosh, the
difficulty level soars so high you can get stuck for days. Then you are on
your way to Ulence Flats, and back to mostly trivial again — with one
exception (concerning learning your next destination). In brief, most of
the puzzles are obvious, but a few are unjustifiedly complex. Of course, that
is the usual bane of early Sierra games, when the art of puzzle-making was
still in its initial phase, but in any case, the first Space Quest is
probably not a game you shall fondly remember in terms of brainstorming. In
one case, finding the right solution depends on whether you are able to
discover a vital object that is, quite literally, not seen at all on
the screen — you all but have to guess
it is lying there. In another case, it depends on whether you are able to
repeat a certain action multiple times when you really have very little
incentive to do it. To top it all, it is impossible to get 202 out of 202
possible points without indulging in a couple Easter Egg-like activities of a
hilarious, but completely random nature. [On the positive side, this
certainly does add to the game’s replayability, but in a rather cruel way at
that.] Sierra’s regular bane,
arcade sequences, is also a serious pain in the ass. At one point, you are
required to navigate your vehicle ("sand skimmer") through a set of
rocks — a sequence that is as poorly animated as it is poorly controlled. (A
very similar arcade exists in Leisure Suit Larry III, but at least
it is better programmed in that game). The player’s interaction with the
Sariens is mostly limited to a series of «quickdraw» battles where the main
point seems to be that you have to press the fire key before you
can even make sure that an enemy is present, otherwise you’re toast. And then
there is the slot machines sequence — aaarrgh! Sometimes it seems to me that
the main point of having slot machines in so many Sierra games is to teach
the player how to operate in Quick Save / Quick Restore mode. At least
in Leisure Suit Larry you have the «thinking man’s
alternative» to play some blackjack, but apparently in Ulence Flats, cards
are strictly off the table. |
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Atmosphere One thing to be said in
defense of the Two Guys is that they certainly did their homework on outer
space mythology. For a game with such rudimentary graphics and such a limited
plotline, a lot of effort went into making the whole thing believable. When
you’re in space, you’re in space, and when you are suffocating from thirst
amidst sandy dunes, well, that is exactly what you’re doing. Graphics, text
information, and characters’ activities are all relatively detailed and
well-thought out. The major part of the
atmosphere, though, is striking a careful balance between the horrid and the
hilarious. On one hand, life in space ain’t for the faint-hearted. Danger
lurks on every corner and sometimes between corners. You absolutely never
know when and how you might walk into a deathtrap. Much to the Two Guys’
honor, being careful in this game actually pays off: most of the times, if
you take the effort to look around and weigh your options, you can prevent
yourself from being mashed, smashed, and pumped. Still, unless your sixth
sense is truly overdeveloped, it is hardly possible to know everything
beforehand, and you will definitely get a couple heart-jumps as the game goes
on (heck, you might even get them in this modern age — a shock is still a
shock even when it’s in 16 colors). On the other hand, all of the
«horrid» elements are always compensated for with fun ones. The number of
different ways to die is already large enough to warrant intentional attempts
at suicide — although the deaths are only occasionally accompanied with funny
messages, and never with funny pictures («Space Quest Deaths» wouldn’t really
become a classic trademark until the third game in the series). Monsters,
rather than truly scary, are either weird (like the spider droid) or
hilarious (like the Orat). And even the superficially impenetrable Sariens
turn out to have a goofy side about them if you stay on board their ship long
enough to find that out. In somebody else’s hands, this mix of humor and
horror would be frustrating, but the Two Guys craft it in such a way that you
never really find yourself torn between the two sides. |
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Technical features |
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Graphics Since this is the earliest
game in the series, graphics are obviously poor even for AGI standards. The
sprite of Roger Wilco can hardly be looked upon without shudders, and many of
the locations are illustrated in a very sketchy way. The contrast between the
overwhelming yellow of the sands of Kerona, the overwhelming brown of the
rocks of Kerona, and the overwhelming purple (sic!) of the skies of Kerona
makes for a nice first impression — one of isolation and emptiness — but soon
enough you begin to wonder if the real reason behind all the simplicity wasn’t
an overwhelmingly tight budget. Ship interiors mostly consist of look-alike
corridors and identical doors, and the only place, in fact, that looks lively
at all is the bar at Ulence Flats. On the other side, the few
screens that Marc Crowe took the time to develop do show dedication to the
craft. Technical areas, computer panels, general spaceship design — all is
done with attention to detail that was unprecedented for 1986. The best views
are close-ups, of course, such as when Roger is sitting in the shuttle
cockpit, but there are also some nifty space panoramas as well.
Interestingly, some pictures are there just for the fun of it: for instance,
there is a section where, in true Star Wars mode, you are
going into an asteroid field, and you might probably think that it’s another
one of those damn arcades where you will have to evade nasty gray rocks, but
it isn’t — it’s just a few seconds of «AGI cinema» that’s done nicely enough
for you to drop your controls and just enjoy the sequence for a few relaxed
seconds. Special kudos goes to funny
cameo appearances by both the Blues Brothers and ZZ Top in the Ulence Flats
bar; although sprite animation is easily the weakest thing about those early
AGI games when it comes to graphics, these particular ones, with their
thoroughly pixelated sunglasses and beards, are easily recognizable to anyone
who has ever seen the real thing. Apparently, though, the ZZ Top appearance
was not taken lightly by the band itself, or their management, leading to a
bit of trouble with Sierra — as if, for some reason, this appearance could
have any negative impact on their career! (To be more precise, the actual trouble
may have concerned the remade VGA version of the game rather than the
original). |
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Sound Well... the game does mark the first appearance
of the famous Space Quest Theme, arguably Sierra’s
most recognizable tune after Al Lowe’s Leisure Suit Larry theme. Other than
that, it doesn’t mark much of anything. Again, the Ulence Flats bar is the
best place to appreciate the unlimited possibilities of the PC speaker, as it
tries to emulate some sort of sci-fi age synth-pop theme for the alien band,
something good-timey and crazy (namely, ‘I Can’t Turn You Loose’) for the
Blues Brothers, and something with a supposed rock beat (namely, ‘Sharp
Dressed Man’ — specially dedicated to Mr. Roger Wilco!) for ZZ Top. The
effort is commendable, but you really have to go out on a
limb these days to fall for its charms. Sometimes the sounds are an
awful distraction — for instance, during the atrocious rock-avoiding arcade
sequence, which is made even more unbearable as the speaker drives you crazy
while you are trying to figure out just how often it is necessary to push the
arrow keys in order to restore the game twenty times instead of fifty. Droid
and emergency beeps and bleeps on board the Sarien ship are equally ugly. In
the Kerona caves you are told about how the sound of dripping water soothes
your nerves, but if it is my nerves we are talking about, it merely gets on
them. In short, you’re not missing much — in fact, you’re only gaining — if
you just play through the game with the sound turned off, turning it back on
briefly for a laugh during the bar scene. |
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Interface Space Quest’s status as the first
tentative step into something new and unknown is perhaps most evident in its
parser system. Compared to King’s Quest III, marketed at around
the same time, it definitely takes a step back in terms of possibilities. For
instance, once again you can’t just type ‘look’ in order to get a general
overview of your surroundings (although ‘look around’ does work, for some
reason). The number of possible options to be performed with various objects
is drastically limited, in fact, the number of objects themselves is so small
that most of your time will be spent receiving messages like ‘I don’t
understand’ blah blah (and not even funny messages at that — the received
answers, as compared to even already the second game in the series, are
usually quite straightforward and boring). If you type ‘look at the table’,
you are most likely to get a response like "You see a table". Arcade sequences, as has
already been mentioned, are also a pain in the neck. The only point of the
slot machine experience is to make you suffer (as in, ‘I am supposed to be an
intelligent being of the planet Earth... so why the hell am I spending hours
of my precious time spinning a stupid set of cherries and diamonds when it
isn’t even for real money?’), and don’t get me started again on
the sand skimmer sequence. In its place, they might have added a little extra
spaceship-controlling sequences, which are, however, reduced here to
rudimentary commands like ‘pull throttle’ and, oh yes — drumroll! — ‘push button’. |
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Verdict: Historically important The first Space Quest is
not as perfect an introduction into the world of Roger Wilco as it could have
been — it is, quite honestly, a rushed and semi-finished project, which might
have something to do with (probably) lacking the same reverential technical
support as was characteristic of Sierra’s main golden-egg hen at the
time, King’s Quest. (In this respect, it is arguably one of the
very few games in the Sierra canon where the later remade version seriously
improves on the original). It is still worth playing through, though, at
least once, if only to see where it all begins and experience firsthand just how
much it has all changed since then. And it is also impressive that, despite
all of its numerous limitations, the game still captured a solid part of its
potential audience in its time, and, more importantly, that Ken Williams gave
the Two Guys the green light on further proceedings — ones that helped
eventually make Space Quest into a national phenomenon. |
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