| Space 
              Quest 1 Funfacts EGA version Scott 
              and Mark first met eachother during work on "the Black Cauldron" 
              game. The two got together and decided to do a game of their own, 
              in their favorite genre - science fiction. The Two Guys were determined 
              and in their spare time programmed what later became the first four 
              rooms the Sarien Encounter. Ken loved the demo and gave them green 
              light to proceed. Mark did the graphics, key puzzles and the basic 
              storyline while Scott programmed and provided the sardonic humor 
              and dialog. The rest, is history. Mark 
              Crowe: "The idea of having alter designer egos did not occur 
              until late in development. We were winding down and had to start 
              thinking about things like credits. I thought it would be a hoot 
              to be these two alien dudes and have our picture on the back of 
              the box. It just went with the whole wacky space thing. I think 
              the point back then was to make fun of the other designers of the 
              day who had this rock star mentality and had to have thier mugs 
              all over the product. Scott concurred and I picked up these funky 
              red mohawk bald head things for us to wear. We did not have time 
              to throw together space costumes so Scott came up with the idea 
              to wear touristy hawaiian shirts and go have our picture taken in 
              Yosemite like we were on vacation. The "Two guys" thing 
              we borrowed from a east coast pizza chain "Two Guys from Italy". 
              I thought "Yeah! Scott and me--we're just two guys makin' software!" 
              Thus, the Two Guys were born."  Kick 
              one of your dead crew mates in Space Quest 1 EGA and you'll lose 
              one point! But who would do such a thing?
 Type 
              "holy shit" when playing with the slot machine. Beating 
              the machine will be an easy one! This works only in game version 
              2.2. The 
              title theme song is composed by Mark Crowe. The 
              Apple IIgs version of Space Quest 1 replaced the purple sky of Kerona 
              with a dull looking orange. Please click 
              here for a screenshot.  When 
              you sell the land skimmer upon your arrival in Ulence Flats you 
              can only "look skimmer" in versions 1.1a and 2.2, getting 
              one of two messages ("You watch as the skimmer is driven away 
              by it's new owner." OR "The skimmer is attempting to leave. 
              Get out of the way, you geek!"). In version 1.0x you can't 
              look at the skimmer or it's owner as it flies away.  There's 
              a weird bug that can occur when loading your navigational droid 
              into the cruiser. If you stand in front of the ladder and enter 
              (warm up your typing skills) "climb ladder" and then "press 
              button" really quickly (the idea is to hit enter on "press 
              button" before Roger is finished climbing the ladder), the 
              droid will not load straight up into the ship but at a diagonal 
              - up and to the left. Is this the prescence of an earlier, different 
              loading animation intended for a different type ship? This bug is 
              only present in game versions 1.0x and 1.1a and NOT in version 2.2. 
              Additionally, in any version of Space Quest I EGA you can keep the 
              droid loading continually by hitting F3 and enter over and over 
              again -- in the case of this bug, the droid dances diagonally across 
              the screen. Okay, 
              here's a weird one. A telephone number Sierra used back in 1988 
              was (209) 683-6858. The last four numbers are "6858" is 
              the code used to disable the Star Generator. The 
              song played by ZZ Top is called "Sharp Dressed Man" from 
              their 1983 album "Eliminator". The Blues Brothers are 
              playing "Can't Turn You Loose", which is included on the 
              soundtrack "Blues Brothers 2000".  
              When starting Space Quest 1, you are asked to enter your name. If 
              you don't enter a name your name will automatically be "Roger 
              Wilco". Many people think this name was introduced in Space 
              Quest 3, but as you can see here, that's not true. The 
              first version of Space Quest 1 EGA was released in 1986 and the 
              game kept coming out in newer versions until the end of 1987. There 
              are a few pretty interesting differences between the oldest and 
              newest version which are listed below. One of the version numbers 
              out there are: 1.0X, 1.1A, 2.2 and possibly many others.  
              - Version 1.0X didn't use the menu version 2.2 used (which you bring 
              up with the escape button). Instead, pressing escape will bring 
              up the PAUZE feature. Speed control is much much better in version 
              2.2. If you run "fast mode" in 1.0X the game is almost 
              unplayable. This is because later versions included the latest AGI 
              interpreters engine available. - 
              After entering a new screen, your character will stop. In version 
              2.2 he'll continue walking. - 
              Some changes were made concerning the parser. The most notable difference 
              is that you can "insert cartridge in slot" in the underground 
              settlement of the Keronians to read about Slash Vohaul. This is 
              actually the ONLY command which works with versions 1.0X. Later 
              versions also allowed the command: "put card in slot". 
              While inserting something into a slot makes a lot of sense, I think 
              many non-native speakers got stuck there. Imagine you can't use 
              the command TAKE or GRAB but only GET. Can get quite a challenge 
              that way.  - 
              In version 1.0X you could type "Ken" (referring to Ken 
              Williams, the big boss of Sierra in those days) in the first screen 
              of the Arcada. Ken would walk into the screen and complain that 
              the game was behind schedule. This does NOT work with version 2.2. 
              My guess is that Ken made the Two Guys remove that gag in later 
              releases.
  - 
              To your left is a Model DX Retrieval Unit from the data archive 
              room, right? WRONG! In 1.0X of the Sarien Encounter this unit is 
              described as a D12 model. The DX Model also has a longer claw.
 - 
              Then, of course, we have the famous Droids'R'Us scene, which was 
              later changed on into Droids'B'us. Interesting detail is that also 
              the coupon supplied with the game package was changed. Needless 
              to say, the Droids'R'us coupon is a collectors item (read about 
              the law suit in the VGA section of the funfacts). - 
              The slot machine "holy shit" gag / debug doesn't work 
              in version 1.0X, which surprised me. Also, I found out the slot 
              machine is a little bit harder to beat in 1.0X, but that might as 
              well be my terrible luck.  - 
              The biggest difference is actually the Orat puzzle. Let's start 
              with version 2.2. Orat is in his cave waiting for you to walk in. 
              If the spider droid falls down from the sky, returning to the cave 
              will reveal an empty one. Guess Orat decided to go hunting for Grell. 
              If you want to make Orat collide with the spider droid, you'll have 
              to successfully visit the holographic image. In version 1.0X the 
              Orat puzzle is a little bit more refined. You see, Orat isn't there 
              at all unless you've spoken with the Keronian leader. Who, of course, 
              sends you out to capture the Orat. Now you can capture that savage 
              beast using either your dehydrated water or with help from the spider 
              droid. When the droid is on the scene, get your butt to Orat's cave 
              and hide behind the rocks - as seen on the left bottom side of the 
              screen. Orat will appear from the hollows you see in the top right 
              position of the screen. He walks very slowly this time, way different 
              if you were alone with the guy. The spider will enter momentarily 
              and both guys will head straight for each other until physical contact 
              has been established. Unless you're in the way. I found the message 
              that comes with the explosion is pretty funny: "The cave 
              interior now features a lovely new jagges Metal / Liberated Entrails 
              motive. The stench? Whew! Not even an all-text adventure would attempt 
              that description." But that certainly isn't the end of 
              story. Do you remember that natural land bridge which cracks beneath 
              your feet if you walk on it? With version 2.2 it's possible to cross 
              the bridge only once: from east to west en-route to the underground. 
              With version 1.0X you might have a serious problem. I'll explain. 
              As I told you, Orat isn't there when you first enter the cave. You 
              must first meet the Keronian leader in the underground. This means 
              you'll have to cross the bridge one time. After you've spoken to 
              the guy, he'll kick you back onto the surface. That's the second 
              time you'll need to cross the bridge. That is, if you want to meet 
              Orat. And of course, when you've completed your assignment you need 
              to get back underground, thus crossing the bridge one last time. 
              This leaves little room for error. Everybody knows the bridge will 
              cave-in after 5 crossings. This means if you did everything according 
              to the book there is no return. Yes, you can cross it again but 
              walking back is not an option anymore. To me, this entire scene 
              is much more challenging than in version 2.2. And much more fun 
              too. Webmaster's note 2019: This doesn't seem to be correct as
			  I, and others who own version 1.0X, have discovered that Orat does
			  indeed show up before visiting the hologram underground. Perhaps
			  this isn't true of all 1.0X versions? I'm leaving this up for
			  posterity, but know that there's a strong possibility that this isn't
			  actually factual information judging from others' experiences.
 As 
              you can see in the menu bar of Space Quest 1 EGA, you can get a 
              maximum of 202 points. But if you know some tricks, you can actually 
              get 205 and even 207 points! Here are some tips:- When you've entered the Deltaur through the airlock, get inside 
              the trunk as usual. When you've reached the laundry room, exit the 
              trunk and close it. Climb on the trunk and use your army knife to 
              open the vent. Climb in the vent and return to the laundry room 
              again. This will award you with some extra points.
 - You'll also get an extra point if you kiss a Sarien guard. Scott 
              Murphy adds: "Kissing the Sarien was all Ken Williams' doing. 
              We let him do some programming and just because he runs the company 
              he thinks he can do whatever he wants. Go figure."
 - Try talking to a Sarien guard. When he asks you if you've played 
              King's Quest II, say "yes".
 - Get the second grenade in the weapon room after you've dropped 
              the first to kill the Star Generator guard. Simply give the droid 
              your ID-card again and quickly take the other grenade.
 This 
              will earn you 205 points! Game version 1.0X is slightly different, 
              though. The One point score in the vents on the Deltaur has been 
              re-allocated in later versions. In version 1.1a and 2.2 you get 
              one point for exiting the vent back into the laundry room. In version 
              1.0x that point is found by entering the vent, going left to the 
              ladder, down one screen and right until you crush your nose on another 
              vent. "Kick vent" for the extra point. Here is the breakdown: Version 
              1.1a and 2.2: Ride trunk to laundry room (3 points)
 Enter vent (2 points)
 Kick other vent, one screen down (0 points)
 Exit vent back to laundry room (1 point)
 Version 
              1.0x:Ride trunk 
              to laundry room (3 points)
 Enter vent (2 points)
 Kick other vent, one screen down (1 point)
 Exit vent back to laundry room (0 points)
  BUT 
              WAIT, there's more! In version 1.0x you can get 207 of 202 points! 
              When the escape pod crash lands on Kerona, type "get kit", 
              then "look kit", then "get kit" again and you'll 
              take the Xenon Survival Kit twice. There will only be one in your 
              inventory but you'll get an extra 2 points - 207 of 202 (of course, 
              you must do the other extra's described above)! When 
              you shoot a Sarien, you'll earn a couple of points. However, if 
              you shoot another one, you'll start losing points (you're blowing 
              your cover!). Now, the interesting part is that there's a bug in 
              the point system. Continue shooting Sariens until you've got no 
              points left. When you shoot another Sarien, you'll get 254 points 
              all of the sudden! For gun food, just walk out of a room, and return 
              over and over again. Sariens appear at random. Included 
              in the box of the original release of Space Quest 1 EGA are two 
              coupons. One for the Droids-B-Us store and the other one for the 
              Oasis Bar. The fun is you can actually use these coupons in the 
              game. When buying your droid at Droids-B-Us, Roger will give one 
              of the coupons automatically, but in the bar you have to type "GIVE 
              THE COUPON". For your trouble, you'll receive 5 bucks and a 
              Keronian Ale from the bartender. These coupons aren't included in 
              most collections and budget releases. As 
              shown in the pictures above, there are actually two versions of 
              the Droid-B-Us coupons out there. It's obvious that the lawsuit 
              had something to do with it. It seems that Sierra was forced to 
              change the the "R" from earlier game versions into the 
              "B". My guess is Toys-R-Us were pleased enough with this 
              change and left Sierra alone after this change was made. Click on 
              the coupons for a close up.  Some 
              of the first Space Quest 1 boxes have the picture of The Two Guys 
              mirrored by mistake (see picture on the left). According to Scott 
              Murphy some doofus doing the final layout for that box put the film 
              in backwards. There are only a few thousand of these out there. 
              The Sierra Newsletter Vol 1 #2 announces this little mistake.
   Space 
              Quest 1 Funfacts VGA versionAll the foreign versions of Space Quest 1 (and SQ4Disk) also have 
              the English language files included. Just go to the control panel 
              and click on the Sierra About Logo. The last button on the right 
              changes it from English to whatever the foreign language you're 
              playing. Apparently, SQ1VGA and SQ4Disk are the only Sierra games 
              that include this option.
  When
                you die during the skimmer sequence, the amiga version of SQ1VGA
                let's you choose to "try again". The original PC version only
                gives you the options to "Restore", "Restart" and "Quit".
 
  At
                the end of  SQ1VGA, the scene changes from the last scene
              to the credits and  a familiar tune is played. This little piece
                of music is poking fun at Star Wars. John Williams, composer
                of the
                Star Wars music, always adds the same tune to all of the Star
                Wars films as they change
              from the last scene to the credits. You can download a MP3 clip here              (191
              KB). It's from the
                Star Wars soundtrack and the Space Quest 1 VGA soundtrack. The
              similarities are obvious.
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