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Subject Item
n2:
rdf:type
n19:
rdfs:label
Space Quest 6: The Spinal Frontier
rdfs:comment
SQ6 was released in 1995 and ran on the last version of the SCI engine, SCI32. This allowed it to use SuperVGA graphics at a 640x480 resolution with 256 colors. It abandoned the tradition of other SCI games by not having the interface in a pull down bar at the top of the screen; instead it resorted to a verb bar window along the bottom of the game, like LucasArts' SCUMM games. The graphics style also changed to be more cartoon-like in appearance than in previous games. It was the last to be officially released in the SQ series. The most notable uses of SVGA in the game occur in the intro with the exterior shot of the DeepShip and the lightspeed shots of the shuttle.
dcterms:subject
n4: n14:
n26:
DOS or Windows
n11:
RogStelVar1.mp3 Digits.mp3 ThisFeelsWeird.mp3 Nose.mp3 Vomit2.mp3 Kielbasa.mp3 Blooper.mp3 argue6.mp3 Linger.mp3 Bigger.mp3 argue5.mp3 Bird.mp3 Yeow.mp3 ABitMoldy.mp3 Light.mp3 BudgeIt.mp3 argue2.mp3 BathToy.mp3 BeforeSomeoneHurls.mp3 Puzzles.mp3 RogBelVar2.mp3 Old.mp3 DudeDorff.mp3 RogBelVar1.mp3 argue1.mp3 argue4.mp3 ABitQueasy.mp3 Vomit1.mp3 argue3.mp3 RogStelVar2.mp3
n30:
Adventure
n13:
Everyone *Comic Mischief *Mild Animated Violence
n9:
"Oww! That's a pain that's gonna linger." "You are able to budge it only a few more inches..." "Geez...this feels weird." "Ah, geez..." "I mean, I thought this gig was up SEQUELS ago." "You know, there are other narrators..." "Dr. Beleauxs is fortunately able..." "A bath tub toy sits on the floor..." "I'm, uh, feeling a bit queasy..." "We wanted to give you the bird..." "Wow! Suddenly you see..." "I want to try that one again, though..." "No, really, I thought you'd bite the big one..." "Geez...she's old-looking..." "Yeow! Guess she wasn't kidding about escape being a futile thing!" "Whoa! I see YOU have a visitor..." "I guess I should pick up Sidney's arm..." "Nice! It looks like a remnant..." "Okay! I heard you." "You can't budge it..." "Wilco. Commander Kielbasa here..." "Leave the dry vomit alone, Roger." "Some objects absorb certain light frequencies..." "Ah...this must be one of those...puzzles again." "Once you are finished loading..." "You've arrived at the nose..." Space Quest 6: The Spinal Frontier "I've got to admit..." "Guess this guy..." "Is there any hope..." "Yeah, thanks for the vote of confidence."
n15:
CD
n5:
LOOK message left out of the game. William Hall reminds us that he is only human. Roger and the narrator argue, part 3 In a reality alternate to ours, Roger doesn't automatically pick up Circuit Sidney's arm...and if you don't make him, he says this . Roger and the narrator argue, part 6 Kielbasa doing his Jebba the Hop imitation, and making a major whoopsie in his message for Roger. Listen carefully. HAND message left out of the game. Some narration that really wasn't needed...for several reasons. A variation on Roger's escape from Sharpei's room. Roger and the narrator argue, part 5 This one describes the rubber duck in Nigel and Singent's apartment. The first line is used in the game...but the second one wasn't...and it sure should've been, darn it! Gary Owens didn't really need to reuse this line...but it's in the resource file, what can I say? Hmm. I wonder why this was scrapped. A cut description of one of the guys in the Cyberspace office. A cute bit of wordplay, can't imagine why this was cut This is what the narrator says if you try to take the rubber duck in Nigel and Singent's apartment. Roger and Beleauxs' discussion, contd. Roger doesn't feel so good A hilarious description of the overhead light at the Mr. Soylent, which was strangely cut from the game. Roger, in a moment of adventure game anxiety . We might've gotten this message if we used the EYES cursor on Sharpei. But the Fates didn't smile upon us this time... Roger and the narrator argue, part 2 Dorff in one of his "surfer dude" moments. Another variation on Roger's escape. Yes, I know it's strange. A variation on Roger and Dr. Beleauxs' discussion on saving Stellar. Roger and the narrator argue, part 1 Another death message voiceover by Roger. Back from the dead? Roger and the narrator argue, part 4 A death message voiceover from Roger?? That doesn't seem quite right .
n10:
Keyboard or Mouse
n24:
MP3
n6:wikiPageUsesTemplate
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n32:
SQ5
n28:
Single player
n16:
1995
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n23:
n33:
n34:
n31:
SQ6
n17:
Sierra
n18:
Josh Mandel and Scott Murphy
n8:
386
n20:abstract
SQ6 was released in 1995 and ran on the last version of the SCI engine, SCI32. This allowed it to use SuperVGA graphics at a 640x480 resolution with 256 colors. It abandoned the tradition of other SCI games by not having the interface in a pull down bar at the top of the screen; instead it resorted to a verb bar window along the bottom of the game, like LucasArts' SCUMM games. The graphics style also changed to be more cartoon-like in appearance than in previous games. It was the last to be officially released in the SQ series. The most notable uses of SVGA in the game occur in the intro with the exterior shot of the DeepShip and the lightspeed shots of the shuttle. Due to management issues, many hints were omitted from the game, making several puzzles harder to solve than originally intended. To get past the first thug in the apartment, you have to put the Pelvis rug on the floor and dance on it to generate static electricity, which you use to electricute him. You then have to look at the titles of CD-ROMs to get one that gives you information on how to convert the Datacorder into a homing beacon. However, this hint does not tell you how to do it, which was unintended. The information was supposed to be in the magazine, but was put into the manual instead. It also appears that the developers wanted to act as if Space Quest V never happened. Roger is demoted to janitor and is expelled from Star Con Academy. Very few references are made to Space Quest V. Even though Stellar acts as a new love interest for Roger, the game barely maintains continuity that Roger's love interest must remain with Beatrice.