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Dat Engineer

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Everything posted by Dat Engineer

  1. And back off topic! (In memory of Diane, because she would do the same thing ;).) But of course, it wouldn't be a proper Sierra-style adventure game without "that one puzzle". ;) SQ4 had Skate-O-Rama, SQ5 had the EVA pod, PQ3 had the pentagram, GK1 had the Sekei Madoule, etc..
  2. Him and Spoony actually haven't been on very good terms lately. Actually, he dissociated from TGWTG after he found he was able to make enough money on his own. ;)
  3. And LordKat, although it's not like he really left ... I've been following LordKaT for quite some time. He used to do an online show, the same one you linked to above, where he did marginal strategy guides for notoriously difficult classic games. Now he mostly does live streaming, Let's Plays, D&D and online tech shows. He's gathered quite a following. I remember asking him about the Subchan, and he responded something along the lines of moving on after the community started dying. I wonder if he's picked up on the Two Guys news. Many of the people in his IRC chatroom have. Edit: Come check his stuff out here - http://www.lordkat.com
  4. Sure, let's bring back Gareth while we're at it so we can get our daily dose of snark too.
  5. Is this really happening? Did I wake up back in 1992?
  6. I love the graphics style of the classic Sierra games too, but it's undeniably aged, and while fangames like KQ2VGA feel free to dabble in it, no professional company - not even Telltale - would dare do this. I don't understand why, but people seem to have an aversion to it.
  7. Makes me want to buy some Lego parts and make a SQ12 Super Computer. Jeez, that would take me over a year to build.
  8. Mark Seibert did compose the soundtrack for a few Sierra games, Police Quest 2 being one of them, as well as Quest For Glory 1, King's Quest 5 and a tiny bit of 6 (in particular, the then-infamous "Girl In The Tower" song). Ken Allen sure has had a run-around with Sierra, though; he also did Space Quest 1 VGA and the Colonel's Bequest. As a matter of fact, most of Sierra's in-house composers have a wide range of experience. Just listen to the difference between the soundtrack of Freddy Pharkas and Quest For Glory 4, or King's Quest 6 and Dagger Of Amon Ra. Both pairs of games had the same composer, but distinctly different styles. Police Quest 3 stands out as being especially unique, though, in that it did not enlist the use of an in-house composer, but instead the efforts of Miami Vice's own Jan Hammer. Unlike the other composers, you can see a great deal of similarity between the soundtracks of Police Quest 3 and Miami Vice. One ponders if this is because Jim Walls was attempting to embark on a theme that only Hammer could provide.
  9. Freddy Pharkas, too. QFG4 even had John Rhys-Davies.
  10. Still by far better voice acting than in King's Quest 5.
  11. I personally like the way he recites this line: "The Ulence Flats bar... My, this place brings back some memories... NAAAAHHT!!!"
  12. Say what you actually mean; it'll require indeed a HELL of a lot of reverse engineering... The SCI language is particularly difficult to decompile due to the fact it is heavily encrypted and compressed. I have some programming experience with multiple languages, and I simply don't have the patience to sit down and brute-force the code.
  13. I think this is the best way to design room descriptions and click events. ;) Space Quest 4 had fun with this, as I recall. "You are understandably curious as to the purpose of the large red sphere. I'm sorry, I just don't know myself."
  14. Hell, Ken Williams is basically one of the major villains (and nemesis) of Freddy Pharkas. And in the CD version, he has a comedic, whiny, high-pitched voice. I haven't played the game yet, but I can tell you that during the pre-production process, we were basically coming up with ways to insert as many references into the game as possible...
  15. Vohaul's color only really scratches the surface of the underlying issue here. We know for a fact that the Space Quest series has no respect for its own canon - Gippazoid Novelty Company, Roger's decommissioning in SQ6 (though that could be intentional), freaking time travel between games - and the Two Guys have repeatedly shrugged their shoulders to issues of plot inconsistencies, saying "Oh well, we screwed up." The series is almost notorious for its plot inconsistencies. And then we were left with one hell of a cliffhanger at SQ6 that seemed to outright contradict Roger's evident future at the end of SQ4 (of which even Roger Jr. was extraordinarily vague when talking about it). It's getting to the point where the presence of alternate/parallel universes in the Space Quest series is becoming almost necessary due to the massive amount of fanon building up for it, as well as the fact that of course there will be no more official iterations. When you think about it, interpretations like this are to be expected. I still contest the official word that Vohaul's disk is still at the bottom of the SuperComputer at the end of SQ12. No reasonable scientist, certainly not Professor Lloyd, would have allowed a backup of Vohaul to exist.
  16. I always thought that Vohaul was blue in Space Quest 4 because, when he backed up his essence onto a floppy disk, he had not made provisions to create a rendering of himself in multiple fleshy colors and tones. After all, there's no guaranteeing that any computer he would be uploaded to would be capable of displaying images in 256, or even 16, colors. Given the limited space on a floppy disk, it would probably also take up unnecessary space, not leaving room for the virus itself. So he went with the safe bet of a monochromatic blue, since the color red would most likely bleed, and green isn't particularly intimidating. ... What?
  17. My name is WafflerSam. You might remember me from the Subchan message board. I wasn't exactly the most mature person around. Since then, I've tried to come to grips with it. I seem to have been forgiven, though I still kind of haven't forgiven myself. I may download this game after all. It's been a while since I've played a great fan project, and Space Quest II VGA won't be coming out for a week yet. :)
  18. Olzen, to be frank, I have my reservations about downloading this. On one hand, it was one of the most ambitious fan projects for its day and I'm finally glad to see it completed. On the other hand, I was on the original development team and I consider myself one of the main contributors to shit getting really bad. I regret the mess that I've made, but I'd still have personal feelings that might interfere with my ability to enjoy and experience the game.
  19. The game would probably be 33% shorter without the pharmaceutical puzzles. I wouldn't play it. Also, the walkthrough doesn't actually do the nature of the puzzle justice. What you quoted are actually three separate puzzles.
  20. maybe if you guys stop using the screenshots from spacequest.net it wouldn't be a surprise :P I didn't even know there was a screenshot of the Goliath's transporter room on spacequest.net.
  21. I'm surprised you figured that one out so quickly. Your turn.
  22. Now where could this have come from?
  23. The shrieking zombie from Space Quest 4?
  24. I don't have the slightest clue where that image might originate from, but I'm going to take a wild guess and say that it's somewhere in the final segments of Space Quest 6.
  25. Space Quest 2... in Vohaul's lair? Edit: Alternately, Space Quest 1 on board the Arcada in the data cartridge room?
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