SELF DESTRUCT!! (ENDING) - Space Quest 1: The Sarien Encounter (BLIND) #16
SELF DESTRUCT!! (ENDING) - Space Quest 1: The Sarien Encounter (BLIND) #16
Welcome back to part 16 of my blind let's play series of Space Quest 1: The Sarien Encounter! This is the first Sierra game I've ever played and I have no idea what to expect other than dying a lot! Players of the original game are never told the hero's name, but are instead asked to enter their own. The default name of "Roger Wilco" — a reference to the radio communication, "Roger, Will Comply" — became the de facto name of the hero in the later games of the series. Roger is a janitor on board the scientific spaceship Arcada within the Earnon galaxy which holds a powerful experimental device called the "Star Generator" (a thinly-veiled reference to the Genesis Device from Star Trek II: The Wrath of Khan). Roger emerges from an on-duty nap in a broom closet to find that the ship has been boarded and seized by the sinister Sariens.
In this episode, we try adjusting the game speed to see if it gives us more time to escape The Deltaur before the self destruct sequence reaches zero, but it doesn't work. We reload and head straight for the escape ship and get the heck out of there! It's time for our reward!
#SpaceQuestTheSarienEncounter #SpaceQuest #TextParserGame
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Space Quest: Chapter I – The Sarien Encounter, commonly known as Space Quest I, is a graphic adventure game released in October 1986 by Sierra On-Line. It is the first game in the Space Quest series. It quickly became a hit, selling in excess of 100,000 copies. Total sales are believed to be around 200,000 to date, not including the many compilations it has been included in. Space Quest was the brainchild of Sierra programmers Scott Murphy and Mark Crowe, who had worked on prior titles like King's Quest II, but had not designed their own game before. According to Murphy, "at that time (1985), everything at Sierra was so somber and had an almost medieval atmosphere. So we decided 'Why not make a fun, silly game?' In 1992, Adventure Comics created a three issue comic, based on the game's plot. The game was created using Sierra's AGI engine and featured a pseudo-3D environment, allowing the character to move in front of and behind background objects. The primary means of input in Space Quest, as in many other AGI games, was through the use of a text parser for entering commands and use of the keypad or arrow keys for moving Roger Wilco around the screen. The Amiga, Apple IIGS, Atari ST and Mac versions of the game offered basic mouse support for movement as well. The game had a 160×200 resolution displaying 16 colors. Sound cards were not available in 1986, so sound was played through the PC's internal speaker; owners of Tandy 1000, PCjr and Amiga computers would hear a three-voice soundtrack, while Apple IIGS owners were treated to a fifteen-voice soundtrack with notably richer sound. Sierra released three versions of Space Quest: the original 1986 AGI V2 release, the 1987 AGI V3 release, and the 1990 VGA release. Aside from minor sound and graphic differences, the PC, Amiga, Atari ST, and Apple IIGS versions are largely identical. The Mac version is considerably different, however, being monochrome and completely menu-driven. Space Quest I also had an 8-bit Apple II version for the IIe and IIc. This had no pull down menus and displayed all text at the bottom of the screen.
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