Chrono Posted April 17, 2012 Report Posted April 17, 2012 We all know that arcade sequences in the old Sierra games, were a real bane for many players. The Skate-O-Rama sequences from Space Quest IV comes to mind for me ;). Do you want to see this tradition kept in the new Scott Murphy/Mark Crowe game, or would you rather they just stick to traditional puzzle solving? Quote
pcj Posted April 17, 2012 Report Posted April 17, 2012 All of the arcade sequences were cool. I think if done right, they can add some extra flair to the game. Maybe make it skippable (like AstroChicken or Incinerations chicken-shoot) for the people who don't want it. But arcade has always been a part of SQ> Quote
Chrono Posted April 17, 2012 Author Report Posted April 17, 2012 The only one I really disliked was the skating sequences in SQ4, as I felt it was needlessly frustrating. Ironically however, that happens to be my favorite installment in the series ;). I think my favorite would be the confrontation with the android in SQ3, if that counts as an arcade sequence. Quote
MusicallyInspired Posted April 17, 2012 Report Posted April 17, 2012 I wouldn't call that an arcade sequence. Timed puzzle at best. With two outcomes at that! It's not really based on skill or reflex like the Skimmer or Skate sequences. I wouldn't mind arcade sequences in their new game. Quote
Datadog Posted April 17, 2012 Report Posted April 17, 2012 I may be mistaken, but SQ2 is the only game of the series that doesn't have one - right? Quote
pcj Posted April 17, 2012 Report Posted April 17, 2012 Depends if you count the "rope swinging" as arcade. (Or the man-eating plant) Quote
Troels Pleimert Posted April 17, 2012 Report Posted April 17, 2012 The Space Quest series pioneered the arcade sequence in adventure games. SQ1 was, according to the Collection manual, "the first game to use the position of the on-screen character as part of the puzzle." So, really, we have The Two Guys to thank for all those annoying arcade sequences we've had to suffer through, in their games as well as others. ;) I wouldn't call the Skate-o-Rama an arcade sequence, though. Nor was evading the droids in the Super Computer, for that matter (it's exactly the same, yet people seem to dislike that one less - maybe because it's actually beatable). Even The Two Guys let up by letting you skip the burger sequence. So I think, yeah, I'm up for some arcade fun in the new game, definitely. It's all part of the sadistic branch of game design The Two Guys were famous for. But, of course, for playability's sake, they should probably make it skippable, or at least include a "cheat" somewhere - like with the slot machine in SQ1VGA. Quote
mjomble Posted April 17, 2012 Report Posted April 17, 2012 I can't believe we forgot to put an arcade sequence in VSB. Did we ever plan one? I don't remember. Quote
pcj Posted April 17, 2012 Report Posted April 17, 2012 AstroChicken slider puzzle is *kind of* arcade. Yep. Quote
Decaffeinated Jedi Posted April 17, 2012 Report Posted April 17, 2012 I have my fingers crossed for some kind of hybrid tower defense/cover-based shooter gameplay in the new Two Guys project. :wink: Jess Quote
Frede Posted April 17, 2012 Report Posted April 17, 2012 I can't believe we forgot to put an arcade sequence in VSB. Did we ever plan one? I don't remember. The yellow ship-screen featured a "Curse of Monkey Island"-style sequence, only with a slingshot rather than a cannon. After that got scrapped, we didn't think of arcade sequences anymore, it'd seem. Quote
Troels Pleimert Posted April 17, 2012 Report Posted April 17, 2012 As long as they get the timer code right ... :D Quote
Frans Posted April 19, 2012 Report Posted April 19, 2012 As long as they get the timer code right ... ;) Mein Gott, you're such a wuss. E-ver-y bloody Space Quest fan loves a nice arcade challenge. It's you who has to spoil the fun for the rest of us with those misplaced YouTube video's, only inciting young people to start drinking cheap Danish red whine. I'm a disappointment. Very. And that's no typo. ... I need another glass of whine. :D Quote
Troels Pleimert Posted April 19, 2012 Report Posted April 19, 2012 As long as they get the timer code right ... ;) Mein Gott, you're such a wuss. E-ver-y bloody Space Quest fan loves a nice arcade challenge. It's you who has to spoil the fun for the rest of us with those misplaced YouTube video's, only inciting young people to start drinking cheap Danish red whine. I'm a disappointment. Very. And that's no typo. ... I need another glass of whine. :D The only SQ arcade sequence I was ever any good at was the floor scrubber in SQ5. Arcade sequences can lick my sweaty ones. :) Quote
pcj Posted April 19, 2012 Report Posted April 19, 2012 IDK, the SQ5 Battle Cruiser thing was pretty fun. Quote
mjomble Posted April 20, 2012 Report Posted April 20, 2012 As long as they get the timer code right ... :)Meh, it's not like computers are ever going to become any faster than they are today. Quote
Troels Pleimert Posted April 20, 2012 Report Posted April 20, 2012 IDK, the SQ5 Battle Cruiser thing was pretty fun. Now that, yes, was fun. Not sure I'd call it an arcade sequence, though ... it's not like you were under any pressure. :) Quote
Collector Posted April 20, 2012 Report Posted April 20, 2012 The main reason for the timer bugs was that they used CPU cycles for timers instead of real time. Sloppy programming, but they never thought that anyone would still be playing the games long after they were first released. Quote
pcj Posted April 20, 2012 Report Posted April 20, 2012 I wonder if that was Scott or some code lackey. Quote
Dat Engineer Posted April 20, 2012 Report Posted April 20, 2012 I wonder if that was Scott or some code lackey. Scott hates us, so it was probably him. :) Quote
Troels Pleimert Posted April 20, 2012 Report Posted April 20, 2012 I wonder if that was Scott or some code lackey. I asked Dan Carver, who was producer on the CD-ROM version of SQ4, why the timer code was changed. He has no idea. But it almost certainly wasn't Scott. As far as I know, any contributions to actual code by Scott were made in the disk version -- the CD-ROM version was a separate project. Quote
drdrslashvohaul Posted April 20, 2012 Report Posted April 20, 2012 I forget that the move to using CDs in computers was a mind fuck back in the day. Having more than 1.44MB in removable data? Wow! Quote
pcj Posted April 20, 2012 Report Posted April 20, 2012 Well, of course SQ4 was on multiple (six) floppies, so slightly more than 1.44 MB, but yeah, bit of a jump there. Crazy compared to today's standards. Quote
Collector Posted April 20, 2012 Report Posted April 20, 2012 It was a Sierra wide practice for a while. No series suffered more from it than QfG and all series had at least one speed bug. As I said, they did not expect people to continue playing the games long after initial release and as PC became much faster. Quote
Frans Posted April 20, 2012 Report Posted April 20, 2012 Weird ey? You'd think they want people to play their games over and over again. Quote
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