Oh, I played many of the others, but SQ -- specifically II -- was what made me fall in love with adventure games, warts and all. I learned English (well, besides taking actual English classes anyway) by typing words in its text interface.
Oh, I played many of the others, but SQ -- specifically II -- was what made me fall in love with adventure games, warts and all. I learned English (well, besides taking actual English classes anyway) by typing words in its text interface.
I remember being nine years old, sitting in front of SQ1 with my best friend, and trying to survive the escape pod early in the game. How do you avoid dying when it crashes on an alien world?
Our only hope was my neighbor who was a few years older and seemingly infinitely wise. I called him up, and patiently he spelled out the magic words to type before launching the escape pod:
“FASTEN SEAT BELT”
What do those words mean? We had no idea, but we lived on to explore another world.
A few years later I could read and write English just fine, but had no idea how anything was pronounced. Sierra English was a real thing among my generation.
https://kotaku.com/spaceventure-space-quest-kickstarter-stea...
I backed the project, but at one of the lowest levels, so I'm not really mad. It's just kind of sad.
To be honest I'm not sure I want to relive that era; my memories of it are some of the fondest, but I don't think I'd like to play these games nowadays (it's been a while since I replayed them using DOSBox or ScummVM!).
I've read an article that guesses they must have attempted changing Unity versions at least a couple of times, partly because they couldn't figure out how to solve a savegame bug (still not working right!).
Somehow this reminds me of Duke Nukem Forever.