177 lines
11 KiB
Plaintext
177 lines
11 KiB
Plaintext
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SPACE QUEST III: THE PIRATES OF PESTULON
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When we last left our hero, Roger Wilco, he had just succeeded in foiling the
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treacherous Sludge Vohaul's plans to flood the universe with Insurance Salesmen.
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(Play SPACE QUEST II for all the details.) After dispatching Vohaul and
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terminating the launch of the Salesmen, Roger outfoxes the merciless
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Marrow-matic and reaches an escape pod. As the asteroid containing Vohaul's
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headquarters self-destructs, our brave little janitor hurtles spaceward,
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relaxing in the knowledge that the Universe is safe once more. And with his
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extraordinary adventures seemingly at an end, Roger falls into a deep sleep.
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Deeper than he'd probably anticipated: The escape pod's circuitry puts Roger
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into suspended animation. The pod drifts aimlessly, lost in space....
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But the adventure has only just begun. A passing garbage freighter vacuums up
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the pod, and Roger comes back to consciousness in the hold of the enormous ship.
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And as SPACE QUEST III: THE PIRATES OF PESTULON begins, Roger is faced with the
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prospect of permanent entrapment. Meanwhile, in other parts of the galaxy, a
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malevolent finance company begins to search for our hero. And The Two Guys from
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Andromeda, game authors and really swell fellas, are kidnapped by the pirates of
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vicious Scumsoft (a software firm). All these events will tie together in
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Roger's silliest, weirdest adventure yet. (This review is based on the IBM-PC
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version; Atari ST and Amiga version notes follow.)
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SQ3 is also Roger's easiest adventure, at least from the player's standpoint.
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If you're not familiar with the workings of a Sierra animated adventure, the
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format is simple. You control an on-screen character (in this case, Roger Wilco)
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as you move him from room to room. In each room, there are things to be explored
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or manipulated, which is accomplished by typing in your commands. The program
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will respond either by carrying out your command, or commenting on it with
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phrases such as "There's no need to do that." At times, you'll find yourself
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with apparently nothing left to do; that usually means you've missed an
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opportunity somewhere along the way. You'll die a thousand deaths, but you can
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save and restore your games-in-progress, eliminating the need to restart every
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time you play. A running total of your score gives you an idea of how you're
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doing.
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Actually, this is a marvelous introduction for newcomers to Sierra's games.
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There are few objects to be manipulated, and since some puzzles have more than
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one solution, there's little likelihood you'll find yourself hopelessly stuck. I
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usually consider Sierra games quite difficult, needing a couple of weeks (or
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more) to finish a KING'S QUEST, POLICE QUEST, or SPACE QUEST. But I completed
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SQ3 in under 8 hours, and would have taken even less time if not for the
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numerous arcade sequences. Most Sierra titles have at least one such mandatory
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arcade segment; SQ3 has several, and they're tougher than usual. So tough, in
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fact, that non-fans of arcade games may find themselves in trouble. One of the
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three is not strictly necessary for finishing the game, but it's a major source
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of points for those who like to complete their games with a full score.
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At the same time, SQ3 is a striking cinematic experience. The fourth game to be
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released in Sierra's higher-resolution SCI graphics (320x200 in 16 colors), SQ3
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offers dozens of animated sequences, close-ups, and other delightful visual
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touches. Highlights are the dramatic spacescapes, such as the scene in which the
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colossal garbage freighter snags Roger's ship during the prologue, the volcanic
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backgrounds of the planet Ortega, and the approach to Monolith Burgers ("A
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finite number served"). On the flip-side, there are many wonderful close-ups --
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the Terminator's grim face as a monitor's display is reflected in his
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sunglasses, the comical aliens who work at World O' Wonders and Monolith, and
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Roger himself. Other wonderful visual details: The quivering green Jell-O used
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by Scumsoft's security devices, the accounting department at Scumsoft, and the
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superb incorporation of shadows -- especially in the junk ship.
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Another cinematic aspect of the game is the incredible music score by Bob
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Siebenberg of the rock group Supertramp. On an IBM-PC equipped with the Roland
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MT-32 sound card (available through Sierra or other Roland dealers), the music
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is phenomenal: rich, exciting, atmospheric, and plentiful. The card also
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enhances Mark Siebert's sound effects. Other sound configurations, such as the
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AdLib Music Synthesizer and the IBM-PC Music Feature card, will yield a less
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complex soundtrack. Using the default sound (IBM's standard speaker), the music
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was sometimes minimally effective, but more often than not, it was grating: The
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barnyard music of the Astro Chicken arcade sequence, for example, was amusing
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for the first 30 seconds or so, and then became wretchedly tiresome. But other
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occasions, such as the squawking World O' Wonders theme song, are deserving of
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repeat play just to hear the music.
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The program's vocabulary and parser represent an improvement over past SPACE
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QUESTs, but both still need work. For example, SIT or SIT ON SEAT may not be
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understood, but GET ON SEAT is. The program also lacks the ability to help you
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rephrase; if your input isn't understood, you may not have a clue as to what to
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try next. Often, the more vague the command you use, the better the chances are
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it'll work. I found that a command such as "USE LADDER" worked better than more
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explicit commands, such as SET UP LADDER, PUT UP LADDER, or STAND UP LADDER.
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There's also some confusion early on, when you're in a number of screens jammed
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with assorted junk. If you don't know what an object is, you're at a
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disadvantage when it comes to EXAMINING that object. Sometimes EXAMINE OBJECT
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works, sometimes it doesn't. There are other commands that only work on specific
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screens.
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While SQ3 is clearly technically outstanding, it may not provide you with quite
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as much entertainment as other Sierra games. Because there are relatively few
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puzzles, you can expect to finish the game quickly. You may want to review and
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retry certain amusing sequences, and if you have a sound card, you might play it
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through numerous times just to enjoy the music. But if you prefer a complex,
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challenging quest on the order of a KING'S QUEST game, SQ3 may prove a little
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thin for your tastes.
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The IBM-PC version of SQ3 includes both 5-1/4" and 3-1/2" disk formats, an
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installation guide for IBMs, a manual with more game information (and an
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assortment of computer-specific details), catalog, and sound card brochures. The
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game is not copy-protected and can be installed easily on a hard drive.
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If you've never played one of Sierra's SCI games, be forewarned that PCs and
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XTs may have trouble running them at an acceptable speed: 8 MHz or more is
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strongly recommended. Your IBM, Tandy, or MS-DOS compatible will need 512K and a
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CGA, EGA, VGA, Hercules, Tandy Graphics, or MCGA (PS/2) card. PCjrs can
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apparently run the game if the system has 640K. Mouse and joystick are also
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supported, but if you're a good typist, the keyboard is just as good as other
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peripherals for total control.
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There's a lot to enjoy in SQ3, but you'll spend more time being an amused
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spectator and less time tearing your hair out. For me, it was a welcome change;
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Sierra's games tend to drive me to distraction. SQ3 is the easiest Sierra game
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since LEISURE SUIT LARRY IN THE LAND OF THE LOUNGE LIZARDS, but it's also an
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audio-visual feast -- a charming and wonderful piece of entertainment. So far,
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there's been no announcement of a SPACE QUEST IV. But based on Mark Crowe and
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Scott Murphy's work on the SPACE QUEST series, I'll take a chance on anything
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they produce -- SPACE QUEST or otherwise.
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ATARI ST VERSION NOTES
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The Atari ST version of SPACE QUEST III: THE PIRATES OF PESTULON looks great,
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sounds great, is not particularly difficult, and, like all Sierra programs, is
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as much fun to watch as it is to play. The graphic and animation displays on the
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ST are of cartoon quality, and it's safe to say that Sierra knows how to use
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film devices.
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You'll need 512K and a double-sided disk drive. SQ3 is not copy-protected and
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can be installed on a hard drive. This device significantly speeds up the
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loading of new screens -- a process that is nearly interminable from a floppy
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drive. If you have a single-sided disk drive, you can get single-sided disks
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from Sierra, but you'll have to buy the game first. Even then, it'll cost you
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$10 and the coupon from the package.
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SQ3 offers MIDI support for Casio CZ-101 and Roland MT-32 synthesizers. I
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tested the MIDI option with a Casio 230S (an enhancement on the CZ-101), and it
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certainly livened up Bob Siebenberg's musical score.
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Visual and audio wonders notwithstanding, this is a relatively easy Sierra
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adventure. Veteran gamers could bypass SQ3, save $50, and not miss a great deal.
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ST users who are new to their machine and to Sierra's excellent work, will be
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thrilled by the superb graphics and sound, as well as delighted with the
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silliness of those "Two Guys From Andromeda."
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AMIGA VERSION NOTES
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Sierra has finally finished its SCI system for the Amiga. This means we can
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expect a rapid release of all of Sierra's latest games now, starting with SPACE
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QUEST III, the first SCI game to be released for the Amiga.
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The disks (four of them) can be copied, and are easily installed on a hard
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drive. In fact, if you don't have a hard drive, I recommend you exercise caution
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when purchasing the new generation of Sierra products. There are many disk
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swaps, and the games are not designed to take advantage of anything other than
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the internal floppy drive and the hard disk. If you don't mind the constant disk
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swapping, the game interface is otherwise identical to the IBM-PC version.
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Compared to the typical Amiga release, the graphics are nothing spectacular,
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and the sound is about average. However, the linking of sound effects and music
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to scene and animation sequences is thoroughly and effectively executed.
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The menu/mouse interface is easy to use, but unusually slow; it's clear this is
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a direct conedition of the IBM-PC version's interface. And it seems that
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virtually nothing has been done to make special use of the Amiga's unique
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windowing abilities.
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Recently, there's been a dearth of adventure games for the Amiga. Sierra's
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products are unequaled in depth, wittiness, and originality. Even though SPACE
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QUEST III is one of Sierra's shortest adventures, the gameplay is excellent. The
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Amiga version of SPACE QUEST III offers no ground-breaking technological
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goodies, but there's plenty to get excited about in terms of Sierra's reentry
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into the Amiga marketplace.
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SPACE QUEST III: THE PIRATES OF PESTULON is published and distributed by Sierra
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On-Line, Inc.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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