Sierra's Space Quest (1986)

Review Of

Space Quest - Illustration 1
Crowe, Mark. Space Quest. Oakhurst, CA: Sierra Entertainment, 1986.

Sierra On-line's Space Quest hit the shelves in 1986, just two years after the famous King's Questmade its debut. I might also add that it was two years after Infocom released Meretzsky's Planetfall, a fantastic science fiction text-adventure. To say that Space Quest borrows from Planetfall seems something of an understatement. Like Space Quest, Planetfall features an anti-heroic, bumbling janitor as an avatar. Space Quest also strives to emulate the sharp wit of the other title, but does so only erratically. The main appeal here seems to be Sierra's taking its GAG engine in a new direction, and introducing the satirical tone of Infocom's games into a new format. It's certainly a fun game that doesn't mind poking fun at itself, but Sierra's terrible, non-intuitive puzzles and some glitches in the interface make this game virtually unsolvable without a hint book. Two major glitches occur shortly into the game, when the avatar (Roger) manages to crash-land an escape pod onto the surface of an alien planet. Here's the view from the cockpit after the ship crashes:

Illustration 1: Do you see a survival kit? I'd call this a glitch in the GUI.: Space Quest - Illustration 1Illustration 1: Do you see a survival kit? I'd call this a glitch in the GUI.: Space Quest - Illustration 1

Do you see a survival kit in there? I don't. In fact, there are no clues to its existence unless you type œlook pod, which casually mentions that a survival kit containing two plot-critical items has fallen from œsomewhere. A similar problem occurs just as you leave the pod. Though there are no visual or textual clues whatsoever, you are somehow expected to know to œTAKE GLASS, which adds a sheet of reflective glass to your inventory. I tried a variety of ways to fish for clues to this effect after reading about the glass in a walk-through, but found none. It's a dud.

Illustration 2: Lots of fun here at the cantina. Stick around to catch other bands if the Blues Brothers aren't enough for you.: Space Quest - Illustration 2Illustration 2: Lots of fun here at the cantina. Stick around to catch other bands if the Blues Brothers aren't enough for you.: Space Quest - Illustration 2

There are also some rather difficult arcade sequences in Space Quest that might throw off even someone willing to get beyond these issues. Here's a shot of the œskimmer sequence, which involves the player's twitching left and right to avoid a collision with rocks. Thankfully, these sequence can be completed by switching the game speed to the lowest setting, but even then it may take a few tries to get it right. However, the worst such sequence must be in the bar. The only way to collect enough credits to buy a ship and a droid to pilot it means gambling at the bar's slot machine. This process seems entirely random, and the only way to do it successfully is to frequently save and reload (otherwise, you'll go bankrupt or, if your luck is really poor, blasted by the machine). In other words, the only way to win the game is to œcheat using the game's interface to save and reload the game until the player reaches the desired outcome. Does that sound like good game design to you?

Illustration 3: The end scene. Star Wars fans will get a chuckle from the subtle and not-so-subtle allusions sprinkled throughout the game...: Space Quest - Illustration 3Illustration 3: The end scene. Star Wars fans will get a chuckle from the subtle and not-so-subtle allusions sprinkled throughout the game...: Space Quest - Illustration 3

Thankfully, Space Quest is a short game that can be completed in a little under an hour--more than enough time for the game scholar to see what the game has to offer. I would advise consulting a good walk-through and point list just to make sure you catch all the fun allusions. I found several related to King's Quest and some obvious Star Wars references, including the end scene. In so many ways, this game really sets the stage for Lucas Arts' style, which would make its first appearance a year later with Maniac Mansion and then Zak McKraken in 1988. Sierra enjoyed great success with Space Quest and launched five sequels (and VGA versions of some of the older titles)and the fan community has offered us several fun spin-offs, one of which (Space Quest 0: Replicated) I've played and really enjoyed.

I regard to the use of gamefaq...

I regard to the use of gamefaqs/walkthroughs by game scholars in the course of their scholarly activities, should one & how does one cite their use? I'm thinking that using a faq/walkthrough cut out alot of time from the 'research' and also as matt points out, acts as a catalogue (often exhaustive) of intertextual allusions (often which would not be 'got' due to obscurity), so they do constitute an important crutch/aid, so how, and how much should they be acknowledge in academic research?

That's a great question, Tom....

That's a great question, Tom. The purist in me would say that you should first make a determined effort to complete the game without a hintbook. If you just can't do it, or find yourself experiencing more frustration than fun, go to a site like UHS that will gently prod you in the right direction. However, after you've completed the game, I think it's a great idea to look at walkthroughs and point lists just to make sure you've seen every part of the game. Otherwise, you might miss out on really cool stuff.

Nice review, Matt. I need to ...

Nice review, Matt. I need to get back to playing a bunch of GAGs myself. :)
About walkthroughs and FAQs, several years ago when I first popped up on the Internet (1995) I ran across an amusing quote from a GAG newsgroup-- "he who lives by the walkthrough, dies by the walkthrough!" Truer words have never been spoken. ;)
The gambling puzzle makes a return in Police Quest 1, though there it's mainly with Blackjack. Leisure Suit Larry 1 also has a slot machine/ blackjack puzzle relating to earning enough money to continue in the game too, for that matter.
Minigames in GAGs can work to a small degree, but when they are so obvious as to be Artificial Game Lengtheners, they wear out their welcome. Some later Sierra GAGs make the arcade sequences optional-- the only real LucasArts GAG to have arcade sequences were the 2 excellent Indiana Jones games (Last Crusade & Fate of Atlantis).

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Cosmos Quest - inspired by Space Quest

The latest Space Quest inspired game - Cosmos Quest.

Website: http://www.cosmos-quest.com

Great point and click adventure game. The main character looks like Roger Wilco. It's a great game that turns back the time of early 90s.

Re: Cosmos Quest - inspired by Space Quest

Woow, it looks like just Space Quest 6!!!!!

Nice review, Matt. It

Nice review, Matt. It relates a lot to the "Games, History, and Emotion" thread, where Tanner noted that "incremental changes in technology and gameplay mechanics" make older games hard if not impossible to stand. I still remember playing those old Sierra adventure games with my dad, (mostly) patiently working through those counterintuitive puzzles. There's no way we'd stand for that now: our criteria for what makes good games have progressed along with the games. I sense that evolution in your review.

Oh, and to throw in a possible answer to Tom's question about citing walkthroughs, I think it's definitely worth doing, as it points to the social reality of the gaming community - games are difficult, and gamers help each other out.

Oh man you are about to get OLD SKOOL PWNT!!!

I wonder is you are even a fan of such games given the observations you make. Non-intuitive puzzles? That's pretty much a staple for the genre. Space Quest is hardly the worst offender in this regard either. Are you telling me Zak McKraken didn't have non-intuitive puzzles? Unsolvable without a hint book you say? To that I would respectfully reply that you are a noob, or just impatient. Space Quest doesn't even come close to the punishment that earlier games would inflict on you.

Awww, the cockpit screen in the escape pod didn't show you that there was something to pick up? (A modern game would have the survival kit highlighted on your minimap, mentioned in your questlog, and be flashing and rotating on the ground painly visible for you to see of course) It's not like you cannot go back to the escape pod later when you discover that you can't get past the chasm area. If you couldn't get the kit after leaving the pod I would understand, but just because you can get stuck doesn't make it bad design.

Moreover, why wouldn't you search the escape pod before you left? That's the first thing I would do if I was stranded on an alien planet. And what about typing "LOOK AROUND" every time you enter a new screen? That's pretty much a staple for these game and was mentioned in just about every game manual for this genre, along with helpful nuggets such as "try to pick everything up" and "save often".

As for the mini-games, yeah they kind of suck can't argue there. But this line is the kicker:

"Thankfully, Space Quest is a short game that can be completed in a little under an hour--more than enough time for the game scholar to see what the game has to offer."

If this is true, then a pox on all "game scholars"!

GOOD OLD ADVENTURE GAMES

All adventure games by Sierra are GREAT!!! These games are ART. This is all I want to say

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