September 8, 201411 yr comment_11004 I don't remember being able to get an opened spore as an inventory item in Space Quest II, but I found some text and a graphic for it in the code. Is it possible to get one in-game. I can't find out how? Maybe another left-over, I don't know. What do you think? Report
September 10, 201411 yr comment_11006 You can't get an open spore in the game itself. So that must've either been part of an earlier design, or Mark just drew it in case Scott wanted to write something snarky about having picked up a useless object. Could you post the graphic of it here? Report
September 10, 201411 yr Author comment_11011 Here's a pic of it. There is even a description for the object. I found this while looking for a graphic for the removed leaves inventory item. I will make a page for it on the Space Quest wiki, but I just want to check the code to see if I can find more information about it first. Report
September 14, 201411 yr Popular Post comment_11014 No, this is in the final game. You can get it. I have it in my inventory in my most recent playthrough. I tried to screenshot it, but whatever. It's easy enough to get. You can go back and get another spore at any time in the game before you climb down from the log into the cave-maze. This is AFTER you've used the spore on the mean guy with the club -- you can still go back and get another spore. At the end of the maze sequence, you tumble down to where the little pink (?) men are. If you still have a spore in your inventory, it bursts once you hit the ground. This incapacitates Roger, and you gotta stare at your screen for a while, or maybe go pee. It will take him a while to wake up again. When you come back, he'll be awake and he'll have an "empty spore" in his inventory that uses that graphic. Report
September 15, 201411 yr Author comment_11023 Wow! Now I see. That's clever. I didn't think the program was intelligent enough to recognize that an impact would burst the spore. That's one of the things that I like about Space Quest. The Two Guys programmed an answer to everything you could possibly do in-game. Well, almost everything... My Space Quest I VGA crashed when I looked at my unique Buckazoid. :P Something something 036 hex text. not found bla bla, and the fish in Space Quest 6 doesn't have any messages associated to it, but at least they know how to paralyse Roger. Report
September 16, 201411 yr comment_11024 I didn't think the program was intelligent enough to recognize that an impact would burst the spore. It's probably just programmed to show up in those particular circumstances, no fancy physics detection or anything. Report
September 17, 201411 yr comment_11030 Everything in an adventure game is scripted. Everything that happens was thought of ahead of time. Right down to the way things move or walk. Report
September 17, 201411 yr comment_11031 The exciting follow-up mystery is whether this is included in the re-make! :ph34r: Report
September 17, 201411 yr comment_11036 At the end of the maze sequence, you tumble down to where the little pink (?) men are. If you still have a spore in your inventory, it bursts once you hit the ground. This incapacitates Roger, and you gotta stare at your screen for a while, or maybe go pee. It will take him a while to wake up again. When you come back, he'll be awake and he'll have an "empty spore" in his inventory that uses that graphic. I'm amazed -- and thoroughly grateful -- at how I am still learning something new from this forum to this day! Report
September 17, 201411 yr comment_11037 The exciting follow-up mystery is whether this is included in the re-make! :ph34r: It isn't. Report
September 17, 201411 yr comment_11038 I don't know if this is in the remake off the top of my head. Honestly, I don't even have the source code on my main computer here. I'm grabbing it off an old external hard-drive here and I'll take a look. Bt Report
September 17, 201411 yr comment_11040 One guy says no -- the other guy says, "Maybe; I'll check."While we wait, I will be TAKING ALL BETS! I ALSO OFFER VIDEO POKER! Report
September 17, 201411 yr Author comment_11041 I know how games work, and that games do not "think" or "realize". My joke just didn't work well. This thread makes me rethink of all the things we think that are not in-game. How many of them are actually in-game, but just hard to trigger? Mind goggles with the possibilities. Also, I agree that it would be interesting if this was in the remake. BM Report
September 17, 201411 yr comment_11043 And a look in the source shows no spent pod. Heh. I never knew this. Bt Report
September 17, 201411 yr comment_11045 Haha - yeah. While we're at it, let's gte Activision to give us a budget to clean it up and get Gary Owens to record the narrator! Bt Report
September 17, 201411 yr comment_11046 If you guys can't get Gary Owens, I'll refire my ambition to narrate that game. Report
September 17, 201411 yr comment_11048 Something about Gary Owens saying, "It's your spent spore, Roger" seems more like an LSL line... Report
September 30, 201411 yr comment_11226 At the end of the maze sequence, you tumble down to where the little pink (?) men are. If you still have a spore in your inventory, it bursts once you hit the ground. Hmm. Now I'm curious as to whether the same thing happens on the non-lethal cliff drop next to the mailbox. Mind booting up the game and checking? :D the fish in Space Quest 6 doesn't have any messages associated to it An unfortunate symptom of SQ6's development hell. IIRC, Josh Mandel was the main man for much of the initial development, and we all know how he likes to think of everything, especially when it comes to random <verb> the <noun> messages. But then Bad Things happened (Troels is more qualified to elaborate on them than I am) and a lot of places and items were left without these specialized messages when the game was finally wrapped up. That's why some parts of the game (like the Ascend-O-Pad) are chock full of funny comments, while others are dry as a bone, full of only generic "you can't do that" messages. Oh, what could have been... :( Report
September 30, 201411 yr comment_11236 Hmm. Now I'm curious as to whether the same thing happens on the non-lethal cliff drop next to the mailbox. Mind booting up the game and checking? :D Haha, that one is the easiest to check because it's right next to the spores. Sadly, it doesn't cause a knock-out :( Nor does the other nonlethal fall by the big tree one screen to the right... Report
September 30, 201411 yr comment_11241 Sadly, it doesn't cause a knock-out :( Nor does the other nonlethal fall by the big tree one screen to the right... Now I feel cheated. Report
September 30, 201411 yr comment_11242 Someone should open up SQ2 in AGI Studio and edit that in. Report
September 30, 201411 yr comment_11244 And, as Akril pointed out in one of my podcast episodes, the fish DOES actually have inventory descriptions -- they were recorded and are in the resource file on the CD. They just weren't implemented in the game. Report
October 1, 201411 yr comment_11253 And, as Akril pointed out in one of my podcast episodes, the fish DOES actually have inventory descriptions -- they were recorded and are in the resource file on the CD. They just weren't implemented in the game. Now I really feel cheated. I can understand running out of time, resources and/or patience while completing the game, but to actually go to the trouble of creating the audio and then not even using it? That's just lazy. <_< Report
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