Quest 5 Fun Facts
Shortly after Space Quest 4 was released the famous Two Guys from
Andromeda (aka Scott Murphy and Mark Crowe, the designers of the
Space Quest series), broke up! According to Craig Alexander (general
project manager of the first cancelled Space Quest 7), Sierra
was swamped with projects in Oakhurst. Dynamix volunteered to
do the next SQ, and Mark Crowe wanted to move to Dynamix anyway,
so he grabbed the opportunity. Mark Crowe himself tells the story
this way: "Let's see. It was back in '90/'91 that I was directing
Police Quest 3 after Space Quest 4 was released. SQ4 had been
a particularly stressful development (I still consider it to be
my masterpiece product) and I was ready to move on to something
different for my next project. I was impressed with the work Jeff
Tunnel was doing at Dynamix, and was ready for a life change so
I came on board there in Eugene, Oregon. I had a few product ideas
in mind that utilized Dynamix' adventure gamer development system,
but shortly after my arrival, I was asked to do SQ5 using Sierra's
SCI." Scott Murphy stayed working in Oakhurst and they would
never again work together on a Space Quest game. Mark Crowe continues:
"I was aware that Josh Mandel (co designer of SQ6 -ed) was
working on a design for SQ5 at that point of time. I don't know
about all the politics surrounding that. They asked me to do SQ5,
I had some ideas for a story so I said SURE!"
you ever wondered why Space Quest 5 doesn't have "voices"?
After Space Quest 5 was released they were in fact working on
it. Sierra's Official Hint Book confirms this. It says: "Finally,
14 months after the preliminary design meetings were held, SQ5
was shipped to eager Space Quest fans across the galaxy. But the
story doesn't end there, The Next Mutation will be translated
into five languages and converted to a full-voice CD-ROM version
as well." Sean Murphy, an artist on the Space Quest 5 project
adds: "I can't say for certain; I seem to recall that we
had actually started work on doing just that [preparing a CD-Rom
version of SQ5]. I think that politics and the fact that Dynamix
was going through a very rough financial period at that time prevented
us from doing any supplemental work on it... I suspect that the
management was eager to move on to another "big profit"
project instead of spending time and resources for a "gold"
version of an already-released game."
Space Quest 5 was designed and created at Dynamix, the game
Sierra's SCI system. This was because when Sierra CEO Ken Williams
saw that Dynamix was doing adventure games, he wanted them
Sierra's adventure development system instead.
It looks like Dynamix was working on Windows support for Space
Quest 5. You see, some DLL files are included (supplied only with
the beta version 0.028). Also, SCIWV.EXE is actually a ZIP file.
If you rename it to SCIWV.ZIP and extract it, you have an EXE-file
that will run under Windows only. Pointless, but pretty cool.
Russian version of this game changed a lot. For instance, Flash
Gordon's listing on the Grade Master in the Academy is changed
to Boris Yeltsin, some music themes where replaced by those from
old Soviet movies, and the word "buckazoid" is translated
to "babking"; a derivative of the corresponding slang
word for "money".
using the transporter on the Eureka you would normally use the
WALK cursor on the teleporter and then the ORDER cursor. However,
in the Russian version, you need to use the WALK cursor and then
the TALK version.
there a 32 colour version out there for the Amiga. The game lets
you skip the crest scrubbing sequence because it's not possible
to make any difference with using just 32 colours!
Quest 5: The Next Mutation consists of:
of source code, which compiles down to
bytes of object code
bytes of animation
bytes of background picture
bytes of sounds effects and music
bytes of programs, drivers and interpreter
bytes of message files
bytes total are compressed by a proprietary program down
to the 7,142,190 bytes of resources on your program disks.