Pawno error 017 undefined symbol playertopoint

pawno error 017 undefined symbol playertopoint

Desktop\crmp03\gamemodes\sprers.eu(): error undefined symbol error function "PlayerToPoint" is not implemented. C:\Documents and Settings\Admin\Desktop\The GodFather LS & SF\pawno\include\sprers.eu(): error undefined symbol "SetVehicleVelocity". C:\Documents and Settings\SANJA\Ðàáî÷èé ñòîë\Ñåðâåðà íà ñäà÷þ\STUNTERS\pawno\include\sprers.eu(41): error undefined symbol "openY". pawno error 017 undefined symbol playertopoint

The: Pawno error 017 undefined symbol playertopoint

Pawno error 017 undefined symbol playertopoint
TWONKYMEDIA SYNTAX ERROR
Pawno error 017 undefined symbol playertopoint
10049 winsock error

[Ajuda] 2 Lugares com Mesmo Interior?

Error (): loose identitation


CMD:getjob(playerid)
{
if(IsPlayerConnected(playerid))
{
if(PlayerInfo[playerid][pJob] == 0)
{
if(IsPlayerInRangeOfPoint(playerid,,))
{
new INI:file = INI_Open(UserPath(playerid));
SendClientMessage(playerid, albastru_deschis, "Te-ai angajat ca tirist!");
INI_WriteInt(file,"Job", 1);
}
else if (IsPlayerInRangeOfPoint(playerid,,))
{
new INI:file = INI_Open(UserPath(playerid));
SendClientMessage(playerid, albastru_deschis, "* Esti pe cale sa devii Curva, si sa obti meseria pentru cel putin 5 ore.");
SendClientMessage(playerid, albastru_deschis, "* Trebuie mai intai sa renunti la meseria precedenta pentru a putea lua alta.");
SendClientMessage(playerid, alb, "* Daca esti sigur ca vrei sa fi Curva, scrie /accept job.");
INI_WriteInt(file,"Job", 2);
}
else if (IsPlayerInRangeOfPoint(playerid,,))
{
new INI:file = INI_Open(UserPath(playerid));
SendClientMessage(playerid, albastru_deschis, "Esti pe cale sa devii Distribuitor de baloti, si sa obti meseria system error sizditm - invalid type cel putin 5 ore.");
SendClientMessage(playerid, alb, "Daca esti sigur ca vrei sa fi Distribuitor de balotiscrie /accept job.");
INI_WriteInt(file,"Job", 3);
}
}
else
{
SendClientMessage(playerid,alb, "Esti deja angajat, tasteaza /quitjob pentru a-ti da if errorlevel rasdial }
}
()return 1;
}

The Guide To Classic Graphic Adventures

Hardcoregamingnet Presents:

The Guide to Classic Graphic Adventures

Edited and Compiled By Kurt Kalata

2

[email&#;protected]), except for Purple Tentacle cross-stitch portrait by Brandi Swenson Copy editing by Kevin Anderson, Samuel Melzner and John Szczepaniak Special thanks goes to Kevin Gifford for the Japanese Shadowgate translations; Rick Barba and Peter Spear for their excellent strategy guides; anyone and everyone involved in the production of ScummVM and DOSBox; Ashley Day and Jack Allin for their help setting up interviews; Jeremy Parish, whose books inspired this one; Ryusui for filling in the blanks for Pegasus Prime; my parents for continuing to buy me games in my pawno error 017 undefined symbol playertopoint my brother Alan for lending me his old laptop; and Sophia Freire for her endless encouragement. 3

4

Table of Contents

Introduction 9 Introduction to Sierra On-Line 13 King’s Quest 16 Space Quest 39 The Black Cauldron 53 Leisure Suit Larry 55 Interview – Al Lowe 81 Police Quest 89 Gold Rush Manhunter Laura Bow Mysteries Codename: Iceman Conquests of Camelot / Longbow Quest for Glory Interview – Corey Cole EcoQuest Freddy Pharkas: Frontier Pharmacist Gabriel Knight Pepper’s Adventures in Time Phantasmagoria Torin’s Passage Shivers Lighthouse Interview – Josh Mandel Dynamix Rise of the Dragon Heart of China Pawno error 017 undefined symbol playertopoint Adventures of Willy Beamish Rama Coktel Vision Gobliiins Fascination Bargon Attack Ween: The Prophecy Lost in Time The Bizarre Adventures of Woodruff and the Schnibble Introduction to LucasArts Labyrinth: The Computer Game Maniac Mansion Zak McKracken and the Alien Mindbenders Indiana Jones Loom Monkey Island Sam & Max Full Throttle The Dig Grim Fandango Introduction to Legend Entertainment Spellcasting Timequest Gateway Eric the Unready Companions of Xanth

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Superhero League of Hoboken Death Gate Mission Critical Shannara Callahan’s Crosstime Saloon Blackstone Chronicles Interview – Bob Bates Infocom Zork The Hitchhiker’s Guide to the Galaxy Leather Goddesses of Phobos ICOM MacVentures Déjà Vu Uninvited Shadowgate Interplay Mindshadow Borrowed Time Tass Times in Tonetown Neuromancer Konami Snatcher Policenauts Shadow of Destiny Access Software Tex Murphy Countdown Amazon: Guardians of Eden Horrorsoft/Adventure Soft Personal Nightmare Simon the Sorcerer The Feeble Files Westwood Studios Circuit’s Edge Legend of Kyrandia Blade Runner Accolade Les Manley Altered Destiny Exxos/Cryo KULT: The Temple of Flying Saucers Dune KGB Dragon Lore Lost Eden Delphine Software Future Wars Operation Stealth Cruise for a Corpse Core Design Curse of Enchantia Universe Revolution Lure of the Temptress Beneath a Steel Sky

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Broken Sword Gold and Glory: The Road to El Dorado Cyberdreams Dark Seed I Have No Mouth and I Must Scream MicroProse Rex Nebular and the Cosmic Gender Bender Return of the Phantom Dragonsphere BloodNet Pendulo Studios Igor: Objective Uikokahonia Runaway Divide by Zero Innocent Until Caught / Guilty The Orion Conspiracy The Gene Machine Take 2 Interactive Hell: A Cyberpunk Thriller Bureau 13 Ripper Black Dahlia Dynabyte Nippon Safes, Inc / Big Red Adventure Tequila & Boom Boom DreamForge Intertainment Chronomaster Sanitarium inSCAPE The Dark Eye Bad Day on the Midway Sanctuary Woods Ripley’s Believe it or Not! The Riddle of Master Lu Orion Burger Microïds Amerzone Syberia Series Jérôme Lange Mysteries Hugo The Journeyman Project The Lost Files of Almsrvx.exe application error Holmes Ringworld Star Trek The 7th Guest / The 11th Hour Myst Call of Cthulhu Discworld Scooby Doo Mysteries Beavis and Butthead The Neverhood The Longest Journey / Dreamfall Secret Files Individual Games Portopia Renzoku Satsujin Jiken

7

Enchanted Scepters Below the Root Princess Tomato in the Salad Kingdom Murder on the Mississippi Snoopy: The Cool Computer Game Earthrise Bill and Ted’s Excellent Adventure Hook Plan 9 from Outer Space The Dark Xerox 5020 error n9 Wayne’s World Gadget: Past as Future Dreamweb Inherit the Earth Bad Mojo Noctropolis Flight of the Amazon Queen Chewy: ESC From F5 Kingdom o’ Magic Cosmology of Kyoto Snow Job Touché Teenagent Blazing Dragons Alien Incident Harvester Toonstruck Fable Normality Bud Tucker in Double Trouble Amber: Journeys Beyond 9: Gsm error 511 Last Resort Obsidian The Last Express The Space Bar Duckman Jack Orlando Hopkins FBI Starship Titanic Nightlong: Union City Conspiracy Morpheus The Fish Files Limbo of the Lost Strong Bad’s Cool Game for Attractive People A Vampyre Story Gray Matter Independent Games The Chzo Mythos The Shivah Emerald City Confidential Ben There Dan That / Time Gentlemen Please Machinarium Gemini Rue Further Adventure Gaming Alphabetical Index

8

Introduction So when did the adventure game genre collapse? The genre started with the mainframe text game Adventure, pawno error 017 undefined symbol playertopoint, which was expanded into Colossal Cave. This begat Zork and founded Infocom, while a little company called On-Line Systems (later known as Sierra On-Line) began putting graphics in these games and ended up with Mystery House and King’s Quest. They exploded in popularity around the pawno error 017 undefined symbol playertopoint of the CD-ROM, where the expanded storage space allowed for fancy multimedia productions. But all bubbles burst, and the cause was any number of issues. Part of the blame lays on outside factors, like the burgeoning popularity of first person shooters and real time strategy games. An equal part of the blame can be placed on the games themselves, pawno error 017 undefined symbol playertopoint, which either diluted the experience in favor of serving a broader market, or failed to evolve and stuck with the same archaic puzzle solving mechanics they’d been maintaining for years. The European market continued to be sustainable, but in America, the adventure game had all but perished. The genre has seen a resurgence lately, thanks to the rejuvenating efforts by Telltale Games, as well as an influx of Japanese games on Nintendo DS and a number of high quality independent games. It’s still not as prominent as it was in its glory days, however, and older gamers will remember a time when LucasArts and Sierra reigned – the golden age of adventure gaming. While fans are mostly familiar with the likes of King’s Quest and Monkey Island, there are hundreds of adventure games produced the world over, and this book aims to catalog them. When this project started, my initial plan was to cover the “best of” adventure gaming. This included the entirety of LucasArts and Sierra, since they were by far the most popular, but I also wanted to include the works of Legend, since they were overlooked and their library is excellent. I had also wanted to include some of the better regarded series and games, like Broken Sword, Simon the Sorcerer, and The Last Express. However, as I began to work on this, it dawned on me how much this conflicted with the spirit of Hardcore Gaming The other main goal of the site is to highlight lesser known games – focusing largely on LucasArts and Sierra would be like writing a JRPG book and only discussing Final Fantasy and Dragon Quest. And so the scope expanded to anything “significant”, which ended up being both a good and a bad idea. It was a bad idea from a project management standpoint, because “significant” is a nearly impossible word to define. Surely just because a game was unpopular didn’t mean it chernobyl terrorist attack keygen free bad, right? Therefore, pawno error 017 undefined symbol playertopoint, I ended up playing any game that sounded vaguely interesting, which soon expanded to practically anything I could find. The scope creep runtime error 5981 the book from a planned pages to overand extended the planned release date by six months. On the other hand, it was a pretty good idea in the end, because it made the book even more comprehensive. It still doesn’t cover everything in the adventure game genre – such a thing would probably be impossible – but it does cover a gigantic chunk of it, so if you read the book cover to cover, you can consider yourself an expert. It was also good for me, too, as well as the mysql& error 2 contributors, because it introduced us to some cool stuff we wouldn’t have played otherwise. (Personally I’m glad I gave chances to KGB and The Gene Machine, and some contributors mentioned how much they enjoyed Orion Burger and Tequila & Boom Boom.) We still needed to reign in the scope a bit, though. Originally I’d wanted to include games from all eras, but decided to focus on the “golden age”, running from the release of King’s Quest inup until roughly However, we still feature a number of newer games, mostly ones that have thematic ties to older titles, including Strong Bad’s Cool Game for Attractive People (which has a whole episode devoted to old school adventure games), Secret Files (obviously inspired by Broken Sword), A Vampyre Story (developed by a LucasArts vet), Gray Matter (designed by the writer of Gabriel Knight) and a few others. I also included Runaway, which is a series that’s often suggested for fans of old LucasArts games, as well as Syberia, which is relatively popular too, and Limbo of the Lost, because it’s the most derided game in adventure gaming history.

9

It’s really tough to define “adventure game”, because elements from it can blend into other genres. There are numerous games we had to discount because they were technically hybrids, but fell too closely on one side of the fence. For example, we included Horrorsoft’s Personal Nightmare, since it felt like a text adventure, but didn’t include its succeeding titles, the Elvira games and Waxworks, because they integrated RPG elements more heavily. On the other hand, terrordrome 2.6 download did include Westwood’s Circuit’s Edge, because it has a heavy focus on narrative, more so than most RPGs of the time (it was also released under the Infocom label). We didn’t cover Inca, because while the puzzle solving parts are similar to other Coktel adventure games, a good chunk of the game is spent flying spaceships, so it’s not really the focus. The line similarly blurs when it comes to adventure and FMV games. In addition to The Beast Within and the Tex Murphy series, we included the likes of Ripper and Black Dahlia, because they more interactive than, say, The Daedalus Encounter. We also don’t define adventure games as requiring puzzles – there are a handful of early games which focus almost angry birds error opengl 2.0 on exploration and narrative, such as the Japanese titles Cosmology of Kyoto and Gadget: Past as Future. We also wanted the focus to be specifically on “graphic adventures” rather than text adventures. We defined this as any game where your actions or movement are not solely controlled through a text parser. For example, in early Sierra games you had to type in commands, but you still moved an onscreen character with a keyboard or joystick. This meant that any game with a point-and-click interface also qualified, including some titles like Tass Times in Tonetown, which are technically text adventures with a bolted-on mouse-based interface. We didn’t want to focus too much on text adventures because there are numerous titles from the early days, and even far more in the modern underground interactive fiction movement. Still, it would be foolish to disregard them completely. A few of Sierra’s early titles 61 01 error covered where appropriate (Mystery House when discussing the Laura Bow games, and Wizard and the Princess when discussing King’s Quest), as well as a handful of Infocom’s more popular games, ones which later spawned graphic adventure sequels or remakes. We also featured all of Legend’s games, to keep it consistent with the coverage for the entire company, and also because they all include graphical interfaces. I’d also originally wanted to focus entirely on Western developed games, but decided to stick in a few Japanese titles, like Portopia, Princess Tomato in the Salad Kingdom, Policenauts and Snatcher. There are hundreds more, obviously, but sadly most of these have not been translated into English, and many others are too new, like Phoenix Pawno error 017 undefined symbol playertopoint and Hotel Dusk, thereby falling outside the scope. We also had to eliminate most educational titles, or anything too explicitly aimed towards kids – sorry Fatty Bear and Putt-Putt! I’d wanted to stay away from Myst clones too – there are dozens upon dozens of them, and many do little to differentiate themselves. However, Myst itself is covered extensively, as are a handful of first person adventure games like The 7th Guest (which has more in common with something like Professor Layton in modern terms) and The Journeyman Project. We have covered Sierra’s entries, and also stuck in Obsidian, AMBER: Journeys Beyond and Morpheus, because they are often cited as some of the best the subgenre has to offer. Then there’s the question of indie games. There are numerous excellent titles that herald back to the glory days of adventure gaming, but since there are so many, we just picked what we felt were the best or most interesting, including The Shivah, Been There, Dan That!, Gemini Rue, and a few others. If you’ve developed another awesome indie title that we passed over, we offer our apologies – we just didn’t have the time/space to fit them in. The cover was inspired by the “feelies” included in Infocom game packaging, which were nifty little physical goods based off something in the game. While the concept of feelies died out around the time Sierra and LucasArts took over the market, I thought it would be cool to feature some homemade replications of various in-game items. These include a stuffed doll of Max from Sam & Max, the Schattenjäger talisman from Gabriel Knight, King Graham’s hat from King’s Quest, a rubber-chicken-with-a-pulley-in-the-middle from The Secret of Monkey Island, and a cross stitch of Purple Tentacle from Maniac Mansion: Day of the Tentacle. 10

Review Standards There still seems to be a lot of resistance against classic adventure games from those who didn’t grow up with them – for me, some of first gaming memories involve trying to help my dad figure out some puzzles in a really old Sherlock Holmes-esque text adventure for our Atariso they’ve been part of my consciousness since pretty much the beginning. Nowadays, there seems to be a pawno error 017 undefined symbol playertopoint that the games are filled with illogical puzzles, instant-death situations and dead ends which render games unsolvable without returning to an earlier save game. Please note that we are reviewing games in a modern context, and there are certain game devices that really don’t fly any more. The dead ends, for example, we consider a criminal offense. Similarly, we hate arcade sequences, including the numerous areas in old Sierra games where you needed to navigate narrow cliffs without falling off, and we are no fans of mazes, either. However, we’ll forgive overtly illogical puzzles if their solutions are funny (as is the case with LucasArts games), and we recognize that the threat of death was not only a vital part of many of these titles, but one of the main reasons to experiment. This is especially true in cases like Leisure Suit Larry and Space Quest, which were often darkly humorous. Besides, walkthroughs for practically anything are easily available nowadays, so even if you get stumped, it’s only a few clicks away to GameFAQs. Instead, we are judging the games on other criteria. If the puzzles are illogical, are there at least clues? Are the rules and solutions consistent with the game universe? Are goals clearly indicated? Are there clear directions, or are you expected to wander around? How large is your inventory? If the game is non-linear, are the options overwhelming? Stuff like pawno error 017 undefined symbol playertopoint. We do, pawno error 017 undefined symbol playertopoint, however, place a greater emphasis on criticizing narrative over puzzle solving. If a game is too easy but tells a great story, or offers a great world to explore, we’ll give it a good review. Is the game world immersive, atmospheric or original? Are the characters interesting or funny? How well is the dialogue written, or perhaps just as important, how good is the voice acting, if present? One of the major problems with modern adventure gaming is that many of them are developed in Europe and need to be translated into English – but due to budget constraints, the localizations are usually pretty dire. (See: Runaway, the fourth and fifth Simon the Sorcerer games, and Syberia, to a lesser extent.) One of the reasons why adventure gaming is such a fascinating genre is because it offers a greater focus on storytelling, without (usually) having to add in other elements, like shooting or platforming. Therefore, basing the review on how well it tells a story is one of the main points. Please note that some reviews do contain spoilers, both in plot and puzzles. This was done intentionally as a reaction to most adventure game reviews, which tend to skirt around such subjects. This seems to miss the point – if you can’t discuss anything for fear of ruining the story, then what’s the point of critiquing it to begin it? We try not to ruin anything too major, but please beware if that kind of thing bothers you. Also, the book is divided into three sections. The first classifies games by developer, the second by series, and the third by individual games which don’t fall into the previous categories. If you’re looking for a specific title, please refer to the index at the end. Playing Classic Games on Modern PCs There’s no doubt that playing older PC games is a monstrous headache. Luckily in the case of adventure games there’s ScummVM. (“SCUMM” stands for “Script Creation Utility for Maniac Pawno error 017 undefined symbol playertopoint, which is the name of the engine that powers most LucasArts games, while the “VM” stands for “Virtual Machine”.) ScummVM lets you import data files for dozens of adventure game and lets you play them on practically any modern operating system, including Windows, Macintosh and Linux, as well as other platforms, like the PlayStation Portable and Nintendo DS. (Note that you need a modded PSP or a flash card for your DS if you activex run time error 429 windows 7 to try that route.) Practically every LucasArts game is supported, except for Labyrinth (which predated SCUMM) 11

and both Grim Fandango and Escape from Monkey Island (which used GrimE, a different engine.) It supports numerous other non-SCUMM games too, including a sizeable chunk of Sierra’s library, presently up to and including the SCI1 games. They even offer additional functionalities, like support for different sound fonts, the ability to speed up the action, or in the case of the EGA Sierra games, an option to disable dithering. It’s a brilliant tool. Games not supported require a bit more work. Most titles of the era ran in MS-DOS, and thankfully the emulator DOSBox will run most of these. Proper utilization requires some knowledge of DOS commands and sound card configurations, although front ends can lessen the pain. Unfortunately some games still cause issues, but there are fixes for most. Check out sprers.eu for a compatibility list, which includes comments from other users that can potentially offer solutions. The website VOGONS, Very Old Games on New Systems (http:// sprers.eu), also has a forum filled with tips on specific titles. More of a headache are older Windows based games. If a title refuses to install or start up, try right-clicking the executable file, and change the compatibility settings to Windows 95 or Some games also have patches to get games to run on Windows XP or later, so check around. Unfortunately, there’s no single fix-all for these. During the course of writing this book, in some cases we had to use a different computer (for Grim Fandango, The Journeyman Project, Broken Sword: The Sleeping Dragon and Blackstone Chronicles) and some just refused to run at all and had to be omitted (sorry Ace Ventura.) The only recourse is to either buy an older computer, or try installing Windows or 95 under DOSBox or Virtual PC, pawno error 017 undefined symbol playertopoint, which is a huge pain. As for finding older games, some are available through downloadable services like Good Old Games (sprers.eu) or Steam (sprers.eu). In other cases, you can find practically anything for sale on Amazon Marketplace or eBay. Take note that Sierra in particular offered many compilations throughout the years, making them easy to obtain. The ones address translation error 11001 qip during the ‘80s are often fully featured, with all available games during the time of publication as well as extras, while the later compilations published in and beyond are barebones and skip over certain games. (They only include the remade versions of the first game in each pack instead of the original, and in the case of Leisure Suit Larry, King’s Quest and Police Quest, omit the later games.) LucasArts has also developed remakes of the first two Monkey Island games, which are downloadable on both consoles and PCs. Of course, there’s also the abandonware route. Sites like Abandonia (sprers.eu) catalog hundreds of older computer games and offer them free to download, pawno error 017 undefined symbol playertopoint. Their legality is questionable, but they continue to operate because the games are (for the most part) no longer being sold, and therefore no profit is lost. Many publishers of these games are no longer in existence and it’s not always clear who the license holders are, so re-releases of such titles are usually unlikely. Since most new computers don’t even ship with floppy drives any more, finding a title through the internet may be the only way to get the files onto your hard drive to begin with. Just make sure the source is trustworthy, and have a virus scanner activated at all times. With all of that in mind, please do enjoy this book! If you find this tome intimidating, note that the best places to start are with the LucasArts and Sierra articles – that’s why they’re at the front of the book! – and work your way from there. Other notable titles and series include The Longest Journey and its sequel, Dreamfall, The Last Express, Beneath a Steel Sky, Broken Sword, Simon the Sorcerer, Snatcher, Blade Runner, and The Journeyman Project.

Kurt Kalata May,

12

Introduction to Sierra On-Line The ‘80s remain one of the most fascinating eras in the history of computers. While the industry is now ruled by multi-national conglomerates, back then the ground was still fresh, with gigantic businesses springing from the roots of pawno error 017 undefined symbol playertopoint ideas. Sierra On-Line is one such company, which was literally founded in a kitchen. The brainchild of husband and wife Ken and Roberta Williams, their company, originally named On-Line Systems Inc., pawno error 017 undefined symbol playertopoint, was inspired by text adventures like Colossal Cave. They saw an opportunity to notebook dell a disk read error the genre by introducing static graphics, thereby making them more like storybooks. The technology didn’t exist at the time, so they did the research to develop it themselves. Their first game, Mystery House, was quite a success, and soon the company developed five more text adventures. Their catalog spread, publishing titles from other up and coming developers (including Ultima II by the not-yetfamous Lord British AKA Richard Garriott), which were marketed in computer magazines and sent to customers in plastic bags. Eventually, the company was renamed Sierra On-Line. Ken handled the business side of the company, while Roberta remained as a game designer. In Sierra published King’s Quest, the product that would not only define the company, but also officially marked the beginning of a grand new genre – the “graphic adventure”. They hired more developers and vmerror vmtabledata store failed table other products using similar technology, each of which grew their fanbase. Space Quest oki 5900 error.ru a science fiction comedy. Police Quest was a crime drama. Leisure Suit Larry was a sex farce. As technology expanded, so did the quality of their games, offering better scripts, painted backgrounds and, on their CD releases, full voice acting. Their other later popular series included Quest for Glory, pawno error 017 undefined symbol playertopoint, an adventure-RPG hybrid, and Gabriel Knight, a series of supernatural thrillers, pawno error 017 undefined symbol playertopoint. As one can see, many of their games had “quest” somewhere in the title, which helped to designate them as part of the Sierra family. The fortunes of the company changed when Pawno error 017 undefined symbol playertopoint was sold to CUC International, which shortly thereafter suffered under a series of scandals. The adventure game genre was declining and the corporate overlords had no need for the veteran staff, so many were laid off over the course of several years, eventually closing pawno error 017 undefined symbol playertopoint the department after the release of the third Gabriel Knight game in At this point, Sierra was little more than a pawno error 017 undefined symbol playertopoint used for certain types of games, and had absolutely none of the same spirit. Eventually they were sold to French mega conglomerate Vivendi Insyde software error code, and later to Activision, which keeps some of their games alive on digital distribution services. The tragic demise of the company does nothing to undermine the quality of the games. While fans could debate the merits of Sierra games versus those of LucasArts, their biggest squid error could not send signal 1, Sierra was unquestionably a far more prolific company, developing over 50 adventure titles, including its educational games and other off-shoots. Their quality was a bit more scattershot, of course, but there was always a consistent feel that you could expect from a Sierra game. The writing was almost always excellent, even in their lesser games. Unlike some of their competitors, Sierra games usually had a narrator to relate exposition or describe the scenery, pawno error 017 undefined symbol playertopoint, who usually became an (unseen) character of their own. Like Activision in the days of the AtariSierra championed its designers as celebrities, sticking their faces on the boxes and in marketing materials. Today, Sierra games are lambasted for some seemingly archaic design decisions. Their games featured numerous dead ends, pawno error 017 undefined symbol playertopoint, where forgetting to grab an item from an early section could render the game unwinnable. Most were also known for suddenly and ruthlessly killing their characters. Both of these elements require copious saving and reloading unless you wanted to spend vast swaths of time retracing your steps. To be fair, these elements were hardly new to the genre, and had been evident since the earliest text adventures. But the designers at Sierra were usually pretty tongue-in-cheek about this, often intentionally making the death sequences absurd and sticking in cute little messages to deride the player for dying. Since adventure games were often so linear and story-based, they offered little replayablity – finding all of the ways to 13

kill your character became sort of a meta-game. They also evoked an atmosphere of intensity missing in the friendlier LucasArts games, pawno error 017 undefined symbol playertopoint. Eventually by the early ‘80s, Sierra’s designers had learned quite a bit, and such frustrating elements became less frequent with each new product.

Death scenes like this, in the third Space Quest game, were remarkably common. The main reason for the consistency between Sierra’s games was due to the technology that powered them. There are five major generations of scripting interpreters, each of which introduced advancements in the graphic display, the sound and the interface. Their text adventure era began with Mystery House and includes pawno error 017 undefined symbol playertopoint like Wizard and the Princess, Time Zone and The Dark Crystal. Their writing was often simplistic compared to Infocom games and their text parser incredibly basic, but nearly all of them featured graphic illustrations, and thus was more appealing to many. The only game that didn’t was Softporn Adventure, which is arguably the game that could’ve benefitted from them the most. Their first graphic adventures were made with “AGI”, which stands for “Adventure Game Interpreter”. It used super low resolution x graphics, which means the characters and text were quite blocky. Its palette was also limited to 16 colors at most. Pawno error 017 undefined symbol playertopoint IBM PC versions only supported blippy PC speaker music, and the other computers weren’t much better. As such, most games were played in silence, with some occasional sound effects. The characters are controlled entirely with a keyboard or joystick, and most interaction is handled through a text parser. Since the action takes place in real time, and doesn’t pause when you type, certain games require that you either get better at your keyboarding skills or learn to “buffer” your commands before entering dangerous situations, typing out your actions but waiting to trigger them with the “enter” key when necessary, pawno error 017 undefined symbol playertopoint. The writing in these types of games is sparse, and the main characters are little more than avatars for the player, with little-to-no personality. These games also tended to feature lots of “arcade sequences”, requiring that the character navigate a series of narrow corridors or platforms. Given the controls, it’s very easy to walk off cliffs or otherwise get yourself killed in rather stupid ways. Games that use these include King’s Quest I-III, Space Quest I-II, Leisure Suit Larry Pawno error 017 undefined symbol playertopoint, Police Quest I, Black Cauldron, and both Manhunters. The open source program ScummVM supports most AGI games, and adds in basic mouse control functionality, as well as slightly improved sound. The next advancement was dubbed “SCI”, which stands for “Sierra Creative Interpreter”. It was later renamed “SCI0” when it was succeeded by newer technology. While still restricted to 16 colors, the resolution was expanded to x This allows for far greater detail, as many backgrounds are dithered to provide far more texture than the flat colors of AGI games. These games support mouse control for character movement. Pathfinding is basically non-existent, however, as characters only move in a straight line to their destination. Although arcade segments are still present, they aren’t nearly as pervasive, and the pointer makes them easier to 14

navigate anyway, pawno error 017 undefined symbol playertopoint. All interaction is still handled with text input, although it pauses the action whenever you canon pixma mp270 error p08 the keyboard, and the parser window is hidden from view until you begin to type, allowing for a larger screen view. The writing became fleshed out, with many games featuring automated cutscenes at various points. They brought a greater focus on storytelling, although the protagonists were still more or less blank slates. SCI0 also supports soundcards, though music is still generally sparse. Some of the games using this interface include King’s Quest IV, Space Quest III, Quest for Glory II, and Police Quest 2. Google chrome error cache access denied SCI was revamped again inwith the “SCI1” interpreter. This allowed for color graphics, resulting in a huge jump in visual quality, although it stayed at x resolution. The backgrounds were usually paintings that were scanned into a computer, and the characters were often rotoscoped actors. It also ditches the text-based input entirely and focuses on a mouse-driven icon-based parser. Most games use the same four icons – “Walk”, “Look”, “Interact”, and “Speak” – although some have additional icons, like the “Smell” and “Taste” icons in Space Quest, and the “Zipper” icon in Leisure Suit Larry. This is also when Sierra started releasing its games on CD-ROM, so many of these have full voice acting. Their early games were pretty amateurish, as they used random people around the office as their cast, but they eventually hired more professional actors. The storytelling improved too, as many previously silent protagonists took on pawno error 017 undefined symbol playertopoint roles, the narrators grew personalities of their own, and various NPCs were much better characterized. Cpu fun error here that Sierra games became the most popular, as their ease-of-play allowed most non-gamers to enjoy them and, due to multimedia hardware, they coincided with the IBM PC boom of the ‘80s. Some of these include King’s Quest V-VI, Leisure Suit Larry 5, Space Quest IV-V, Quest for Glory III, and several remakes of earlier Sierra games, including Space Quest I, Police Quest I and Quest for Glory I. The next advancement was with “SCI2”. Most of the improvements startjob 3dsmax stratup error terminated offered were technical in nature, as it runs in bit mode and utilizes better memory management, as well as offering support for Windows Some of the early games look functionally identical to those on SCI1, like Quest for Glory IV and Smart hard disk error 301 hp Knight, although the interpreter added in support for SVGA graphics, as well as movies. The advancements became more apparent once King’s Quest VII was released, which finally took advantage of the x SVGA display. Later games like Torin’s Passage and Space Quest VI continued to look like animated cartoons, while Phantasmagoria and The Beast Within: A Gabriel Knight Mystery used fully digitized graphics that resembled a movie. Despite ostensibly improving the visuals, the interfaces, with a few exceptions, were paired down to a single cursor. While making them easier to play, it also ruined some of the narrative depth, since the number of hotspots was greatly reduced. This, however, was averted with Leisure Suit Larry: Love for Sail. “SCI3” was eventually developed which, on the surface, wasn’t drastically different from SCI2, but allowed better support for Windows From here the generational designations grow murkier, as later games almost grew out of the adventure gaming genre entirely. King’s Quest: Mask of Eternity is more of an action game, and Quest for Glory V, despite retaining the point-and-click interface, feels more like a straight RPG. The only game that kept a similar structure was Gabriel Knight 3, which was one of Sierra’s only adventure games done entirely in 3D. Outside of their internal development teams, Sierra also bought a number of other companies which made similar games. One of their early acquisitions was Dynamix, an Oregonbased company that specialized in tank and flight simulators. They also made three adventure games – Rise of the Dragon, Heart of China and The Adventures of Willy Beamish. These ran on Dynamix’s own technology and have their own unique style. The Dynamix team was later put to work developing Space Quest V using the SCI1 engine. Sierra also purchased French studio Coktel Vision, which had an even more bizarre design aesthetic. Their main title was the Gobliiins series, which was more focused on puzzle solving than Sierra’s other titles. They also specialized in trippy multimedia projects like Inca and Lost in Time, which featured a substantial amount of computer graphics and full motion video. In spite of their originality, Coktel games were not only frustratingly designed, but also too weird for the general audience. 15

King’s Quest Ostensibly Sierra’s flagship series, King’s Quest is practically the progenitor of the graphic adventure genre as we know it. Designed and conceived by Roberta Williams, it sought to break free of text adventure conventions by switching to a third person view, pawno error 017 undefined symbol playertopoint, giving the player an avatar to guide around the game world. It was also at the forefront of their technological advancements. Every time Sierra introduced a new engine, with improvements to the graphics, disconnect error verifying steam userid ticket and interface, King’s Quest was always the title leading the way. In many ways, the quality of the King’s Quest games have been surpassed by other titles – while innovative, Sierra’s other games were often better designed and more inspired. But the series still has a style all of its own, however quaint it may be. The world of King’s Quest takes the basic medieval tropes – knights and dragons, swords and sorcery – but draws heavily from classical mythology and folklore from all kinds of cultures. It’s sort of a weird hodge podge, where you run into Little Red Riding Hood one moment and Count Dracula the next, but the occasional twists on the formula make for some interesting scenarios. Each game stars one of the members of the royal family of Daventry. The first game puts you in the shoes of Sir Graham, a loyal knight who is chosen to take over rule of the country. In the second game he seeks a bride, the beautiful Valanice. The third game appears unrelated, putting you in the role of a young boy enslaved to a wizard, but at the end it’s revealed he’s actually Alexander, the long missing son of Graham and Valanice. The fourth game features their daughter, Princess Rosella, as she teleports to another land to save her father. The fifth game returns you to the role of King Graham, now with graying hair but still a strong adventuring spirit, to rescue his kidnapped family. The sixth game features Alexander again, now a proper prince, as he seeks a wife, much like his father had done four games before him. And the seventh game features both the return of Rosella and the first adventure for Queen Valanice, now a rather grandmotherly woman. The eighth and final game breaks from this tradition and has little to do with anything. Although each game takes place in completely different lands – Daventry, Kolyma, Llewdor, Tamir, Serenia, Land of the Green Isles and Eldritch – there are some small elements of continuity, particularly in the later games. Wizard and the Princess / Adventures in Serenia Initial Release Date: Platforms: IBM PC / Apple II / Commodore 64 / Atari 8-bit Designer(s): Roberta Williams Developer: On-Line Systems

Wizard and the Princess is not technically part of the King’s Quest series, but it definitely laid the path for the later games. As the documentation relates, Princess Priscilla of the land of Serenia has been captured by the evil wizard Harlin. Her father, King George, offers half the kingdom to any soul who can bring her back alive. That soul just happens to be you. Wizard and the Princess was On-Line System’s second title after Mystery House. The text parser is roughly the same quality, which is to say, not very good. It can only understand two word sentences (“VERB NOUN”), the writing is terse, and it rarely understands what you type in anyway. It does improve on Mystery House’s simple black and white graphics by adding a bit of color. The Apple II didn’t have great display capabilities, so the color is quite limited and usually 16

relegated to background objects, although it uses a fair bit of dithering to give objects some texture. The IBM PC and Atari versions look similar, albeit with somewhat worse colors, and the Commodore 64 version probably looks the best of the bunch, as it gets rid of the dithering entirely and makes better use of color.

Computer graphics have come a long way since The land of Serenia is fairly large, and the whole game is basically one giant maze. Nearly all of the screens look alike until you stumble upon a major destination. And since your character can and will die of thirst, you can’t wander too far unless you refill your flask at a waterbed. You’ll wander through deserts and forests, sail across the waters, and eventually find your way into Harlin’s castle. Most of the roadblocks involve various animals or fairy tale creatures, including gnomes and giants. The opening segment has a strange love/hate relationship with snakes – your first goal is to kill one by smashing it with a rock, then you need to drive away a second by waving a stick at it. Then you come across third snake, pinned beneath a rock. Save him and it turns out he’s the king of the snakes, and will tell you a magic word out of gratitude in spite of the nastiness you inflicted on his subjects moments before, pawno error 017 undefined symbol playertopoint. Wizard and the Princess is obviously an important part of history, although it only ties in vaguely with the King’s Quest games. The IBM PC version is known as Adventures in Serenia. Although the pawno error 017 undefined symbol playertopoint claims that the game is a sequel, it’s exactly the same game. Taking place in the future, long after Harlin’s defeat, he claims that he cannot be beaten twice and so turns back time, as another adventurer is forced to relive the quests of old. King’s Quest: Quest for the Crown Initial Release Date: Platforms: PCjr / IBM PC / Amiga / Apple II / Apple IIGS / Atari ST / Macintosh / Sega Master System Designer(s): Roberta Williams Developer: Sierra On-Line

The Great King Edward, kind ruler of the Kingdom of Daventry, is old and frail. With no heirs, he tasks his loyal knight, Sir Graham, with a quest: hunt bios checksum error press f1 three magic artifacts and bring them back, and he shall bequeath the throne. This is about all the guidance you get, and Graham 17

is left to wander the land searching for them. The artifacts include the mirror, which can predict the future and is guarded by a fire-breathing dragon; the pawno error 017 undefined symbol playertopoint, which can protect the pawno error 017 undefined symbol playertopoint from mortal harm and has been stolen by a group of leprechauns; and the chest, which has a limitless supply of gold coins and is in the possession of a giant who lives up in the clouds. Daventry runs eight screens east pawno error 017 undefined symbol playertopoint west, and six screens north and south, wrapping around infinitely. The supplementary documentation explains this bit of video game phenomenon as “The Magical Law of Containment”, which prevents characters from leaving the land. At least a few of the essential items are found simply by looking in tree stumps or moving rocks. Some puzzles involve a degree of knowledge of fairy tales – it’s quite fun to enter the gingerbread house, open up the stove, hide in the back room, wait for the witch to enter, and then shove her into the flames. Less fun is trying to guess the name of the mysterious gnome. It’s pretty clearly supposed to be Rumpelstiltskin, pawno error 017 undefined symbol playertopoint, with a twist – you’re supposed to “think backwards”. One would assume that you simply spell his name in reverse, but no – it’s his name spelled in the pawno error 017 undefined symbol playertopoint alphabet, with Z being substituted for A, Y for B and so on. Therefore, the correct solution is actually “Ifnkvohgroghprm”, which is ridiculous. The remake actually fixes this puzzle so the game will accept the more logical “Nikstlitslepmur”. To the game’s credit, this puzzle isn’t mandatory – you get a bag of beans, which is used to plant a beanstalk and climb into the sky. But there’s another way to enter the sky realm without dealing with the troublesome gnome, one which yields less points, pawno error 017 undefined symbol playertopoint, but is still as effective. You can also dispose of your enemies in a variety of ways, although the game yields more points for the less violent (and thus arguably cleverer) methods. Try dousing the dragon with a bucket of water, for example, rather than throwing a dagger at it.

Many unfortunate adventurers have fallen off into the moat, right here on the first screen. In an attempt to make the experience more like an arcade game, there are also other enemies that appear throughout the land. They each inhabit certain screens, although their appearance is random. These baddies include dwarves, who can steal your treasure, effectively sticking you in a dead end situation since they can’t be recovered; enchanters, who can paralyze you for other enemies to take you out; and wolves, which will eat you outright. All of these can be avoided by leaving and re-entering the screen. More perilous are the lakes, rivers and cliffs throughout Daventry. Graham can swim in certain bodies of water, but you need to type “swim” within a few seconds or else he’ll stupidly drown. It’s extremely easy to walk into the moat right on the first screen, immediately disposing of your hero before he can even talk to the king. More annoying is the beanstalk climbing sequence, which suffers from utterly terrible collision detection and will send you falling to the ground at seemingly random points, or the stair-climbing segment, which requires careful navigation lest you accidentally fall to your doom. 18

These “arcade sequences” were a notorious part of Sierra’s AGI games, although it’s surprising to say that this, the first King’s Quest, is far from the worst of them. The music is of course sparse, with the main theme being a simple rendition of “Greensleeves”. Outside of occasional sound effects and various ditties, the only other music is played when you die, which is a standard death theme with a jaunty little finish. The Game Over window includes a message from Sierra thanking pawno error 017 undefined symbol playertopoint for playing and even offers some encouragement if your score is high enough. King’s Quest is, of course, a simple game, one which may seem borderline unplayable compared to the numerous adventure games that succeeded it. Its historical importance can’t be denied though. With a bit of patience, transport yourself into the mindset of a computer user in the mids, long before the internet became widespread, when hard disks were insanely expensive, and k was a helluva lot of RAM. When PCs were mostly used for business applications and many games were, at best, shifty arcade ports or amateur software, King’s Quest was a fantastic world inside your computer, one which was more than a series of static screens, with lush scenery and terrifying monsters, and which promised hours upon hours of adventure. It might be hard to appreciate now, but it was an amazing accomplishment at the time. King’s Quest was initially released for the PCjr in Due to the unpopularity of the platform it went largely unnoticed until it was ported to other computers, where it sold substantially better. Although it loads instantly when installed on the hard disk on DOS-based computers, many other ports were not so lucky. In versions such as the Apple II port, disks need to be swapped continuously and it takes several seconds to load each screen, as it slowly draws the outline of the scenery and then fills in the color. InKing’s Quest was ported to the Sega Master System and published by Parker Brothers, one of the only third-parties to release games for the system. The Master System has both a larger color palette and a higher resolution, so the game doesn’t look nearly as blocky. However, due to the limited ROM space and the tile-based nature of 8-bit console graphics, many of the areas lack the detail of the PC version. Since there’s no keyboard, actions are accomplished by accessing a menu, which lists all possible verbs and nouns available for the current screen. While cumbersome, it makes dealing with the game’s limited vocabulary much easier. Since the cartridge lacks a battery backup function, progress is saved via a password.

You can still fall into the moat on the first screen of the SCI remake. As the years went on, Sierra eventually upgraded its interpreter to allow for higher resolution and better controls. They also decided to remake some of their earlier games using this pawno error 017 undefined symbol playertopoint technology. King’s Quest was the first to receive this treatment, using the SCI0 interpreter – and it was also the only remake under SCI0. The other Sierra remakes, including Space Quest, Leisure Suit Larry, Police Quest, Mixed-Up Mother Goose, and Quest for Glory, used the 19

more advanced SCI1. While still limited to a 16 color palette, the resolution is doubled, allowing for much, much more detailed characters and backgrounds. The visuals are entirely new, and are a vast improvement over the original’s. However, the revised version of Daventry is much darker and more foreboding than the lush, bright greens in the Daventry of old. The enemies still pop up, but rather than appearing right when you enter the screen, they won’t show up until you’ve wandered into the middle, making it harder to run away from them. Although it’s limited to a text input parser, you can at least use the mouse to control Graham’s movement. Although the plot is still sparse, there’s more writing when you examine things or are killed. This is where the awful death puns that became a King’s Quest trademark first popped up – try getting kidnapped by the witch in the candy home to be turned into a “Graham cracker”. There are more cutscenes too – the part where Graham walks into the castle and talks to the king is controlled entirely by the computer. A few puzzles have changed, and now pawno error 017 undefined symbol playertopoint a particular order to find the treasures. You can find the mirror or the chest whenever you like, however, the shield must always be found last. Ina fan group called AGD Interactive remade King’s Quest I using the Adventure Game Studio engine. In addition to using a fully icon-based parser, all of the visuals have been upgraded to colors, looking much like Sierra’s VGA games. The artwork is all based on the remake, so it looks quite similar in style. Most of the text is taken from this version as well, although it’s all fully voiced. Josh Mandel, the Sierra designer/writer who voiced King Graham in the CD-ROM version of King’s Quest V, returned to provide his voice, which is quite classy. The project has been updated several times since its initial release, substantially improving it over time. King’s Quest II: Romancing the Throne Initial Release Date: Platforms: PCjr / IBM PC / Amiga / Apple II / Apple IIGS / Atari ST / Macintosh Designer(s): Roberta Williams Developer: Sierra On-Line

Having won the crown of Daventry, King Graham realizes that his rule is a bit lonely without a queen. Rather than taking the usual dating route, he looks into the magic mirror and sees the visage of a beautiful young woman held captive in a quartz spire by a witch named Hagatha. His adventurous spirit leads him to rescue this fair maiden, which takes him to the land of Kolyma. The subtitle is a reference to Romancing the Stone, a Robert Zemeckis film released in There’s not a huge difference between King’s Quest II and its predecessor. It runs on the same interpreter, looks more or less the same, and has pawno error 017 undefined symbol playertopoint same basic fetch questing. The overall goal is to find three keys which unlock a mysterious door on the east side of Kolyma. Unlike its predecessor, where you could accomplish any of your tasks anyway you liked, here you need to find each key in order, giving it a more rigid structure. While Kolyma loops around north or south, it has definite barriers on the east and west sides. Despite the change in name and the different geography, Kolyma is much like Daventry, consisting of forests, lakes, swamps, and a mish-mash of allusions to literature, fairy tales, and mythology. You’ll find Little Red Riding Hood running around on one screen, and Neptune, God of the Sea, just a few screens over. One task involves finding a genie’s lamp to grant a series of three (predetermined) wishes, one of which awards you with a magic carpet out of the Arabian Nights, pawno error 017 undefined symbol playertopoint, while another quest will put you toe to toe with Count Dracula. 20

Many of the “puzzles” simply involve rooting around in trees, logs, and other holes to find various artifacts, some of which are simply treasures that increase your score but have no other real error for command write10. There’s a bit of weirdness to some of these – one of them will cut to an impromptu advertisement for another Sierra game, and if you have the right luck, you can catch the Batmobile driving around outside one of the caves. You’ll still randomly be accosted by witches, dwarves and enchanters, although you can still be blessed by one of the kingdom’s fairies to render yourself temporarily safe from their attacks.

The infamous rickety bridge in King’s Quest II. The most remarkably cruel aspect of King’s Quest II is a rickety bridge, which leads to the door you need to unlock. It never clues you in, but you can only cross this bridge a very, very limited amount of times – in fact, only enough to allow you to beat the game, pawno error 017 undefined symbol playertopoint. So if you cross it one too many times, it’ll collapse, and you’ll be completely unable to continue. Some kind of warning would have been nice! (This bridge was later referenced in Freddy Pharkas: Frontier Pharmacist.) There’s not much to say about King’s Quest II, except that it’s more of the same. It does little to improve the formula, but doesn’t really screw it up much either.

The fan-made remake borrows its look and feel from King’s Quest V. 21

InAGD Interactive remade King’s Quest II, updating it to use color graphics, a point-and-click interface, MIDI music, and full voice acting, roughly in the style of King’s Quest V. While their remake of King’s Quest I was largely based on Sierra’s own revision, they put substantially more work into recreating the sequel, to the point where it far exceeds any of the work Sierra themselves put into any of their VGA remakes. There are numerous cinemas, the script was rewritten from scratch, and it really is practically an entirely new game that takes the original and runs in a whole different direction. There’s a brand new intro which shows Graham talking to one of his advisors, and he arrives in Kolyma via boat, rather than simply showing up on its shores. The magical door is no longer plopped in the middle of the woods, but rather it’s a talking rock formation in the side of a mountain. Instead of three keys, you need pawno error 017 undefined symbol playertopoint get three stones, hence the change in the subtitle, “Romancing the Stones”. And the bridge no longer collapses either, thankfully. The geography of the land is similar, but has gone through numerous alterations. It’s technically a bit smaller and no longer wraps around at all, but the swamp is its own maze, and there’s now a small town to the north. The plot is greatly expanded, and many of the other characters have not only been fleshed out, but some have been reimagined considerably. Count Dracula has been changed to Caldeur, and while he still lives in a creepy castle in the middle of the swamp, he isn’t quite as evil, nor quite as blatantly plagiarized. Little Red Riding Hood is now named Possum and does quite a bit auxpropfunc error invalid parameter supplied cyrus than simply handing you some food. Hagatha’s role is fleshed out and tied more closely to the King’s Quest storyline told in later games. Connor Maclyrr, the hero of King’s Quest: Mask of Eternity, even makes an appearance. The basic tasks are very similar but have been drastically superpad error in /sdcard/update.zip status 7. You still need to go underwater to meet with King Neptune, but here you spend much more time riding the seahorse, including an arcade sequence. There are numerous additional puzzles, including one where you need to reunite a talking baby pumpkin with its family. On the same note, some aspects have been pawno error 017 undefined symbol playertopoint, like the fairy, and other puzzles have changed. It’s a different enough game that it’s probably worth playing both side by side to compare and contrast them, but there’s no doubt that the remake is a more engrossing, and ultimately much more enjoyable product. Some fans have expressed annoyance with the way the writers played with the King’s Quest canon though. King’s Quest III: To Heir is Human Initial Release Date: Platforms: PCjr / IBM PC / Amiga / Apple II / Apple IIGS / Atari ST / Macintosh Designer(s): Roberta Williams Developer: Sierra On-Line

King’s Quest III leaves behind the adventures of King Graham and instead focuses on the life of a young boy named Gwydion. This poor young orphaned boy lives under the servitude of the evil wizard Manannan, an abusive bastard who will quite literally kill the boy if he’s lax in doing his chores. Obviously needing to escape, your goal is to sneak into Manannan’s study, learn to create some magic spells, and scour the land of Llewdor to find the perfect ingredients to get rid of your pawno error 017 undefined symbol playertopoint once and for all. The subtitle is a play on the term “to err is human”. King’s Quest III works on a real-time clock, which is displayed at the top of the screen. This is important for tracking Manannan’s location, because he takes journeys in roughly half-hour cycles. When he’s away, it’s a race against the timer to collect all of the items you need, store 22

them in some place he won’t find them, and make sure to cover your tracks so he can’t tell that you’ve been mucking around in his room. It’s a remarkably tense experience, even though it can get quite frustrating if you take too long pawno error 017 undefined symbol playertopoint inadvertently get caught.

A magic spell goes horribly wrong. The realm of Llewdor is quite small compared to Daventry, consisting mostly of a small town, a cottage inhabited by three bears (you need to steal their porridge for one of the spells, and can sleep in one of their beds, if you feel like causing trouble), pawno error 017 undefined symbol playertopoint, and a never ending desert inhabited by the snake woman Medusa. However, you can find a magic map that can warp you anywhere almost instantly, with one small issue. Manannan’s house is on top of a mountain with a narrow, windy path, which needs to be navigated very carefully. The map will only transport you to the base of the mountain – each and every time you want to return to the house, you need to walk this same narrow path upwards, pawno error 017 undefined symbol playertopoint gets quite harrowing if you’re running short on time. Creating spells is also a gigantic hassle. In addition to the numerous items you need to create the half-dozen or so magic spells, you need to use them in the precise order and speak a number of enchantments. Since the original release is entirely text-based, you need to type in each and every one of these commands – if you forgot to get an item or make a typo (even a misplaced comma), you’ll screw up the process and inflict some comical ailment on yourself, triggering a Game Over. Not all of the spells are necessary, but some of them allow for alternate puzzle solutions. Of course, once you leave Llewdor there’s no way to create any more spells, so this is an easy way to mess up your game. Once you’ve finally pawno error 017 undefined symbol playertopoint rid of Manannan, the game leads you to stumble on its twist – that Gwydion is actually the long-lost son of Graham and Valanice, who had been kidnapped in his youth. An oracle tells him of his twin sister Rosella, who has been kidnapped by a three headed dragon, so Gwydion signs up with a group of pirates to take him back to the land of Daventry to save the kingdom and become reunited with his family. It’s here that King’s Quest III mostly drops its adventure game pretenses and instead turns completely linear, as you navigate a series of mountain paths to find your way to the dragon’s lair. This generally involves walking along narrow paths or climbing over rocks, always the most clumsily implemented aspects of Sierra’s AGI games. The first part of the game is fairly strong, so it’s a shame that it ends up on such an annoying note. There are not one but two fan remakes of King’s Quest III. The first, released by Infamous Adventures inis a pretty faithful recreation of the original game, while the second, released in AGD Interactive inis a more substantial overhaul. Both were created with Adventure Game Studio and feature the same interface, VGA-style graphics and full voice 23

acting. The assets in both cases are completely different, though. In general, the graphics and voice acting in the AGDI version are far superior over Infamous Adventures’. Both versions are similar in expanding the land of Llewdor, as well as removing the looping in favor of natural boundaries. Some of the puzzles have been changed – you need to figure out a password to get into Manannan’s lab in the AGDI version – and the spell enchanting is much less irritating, largely thanks to the icon-based interface. There are also numerous cutscenes to flesh out the story – the Infamous Adventures’ version depicts Gwydion’s nightmares of being kidnapped, and another that ties the characters from King’s Quest III with the events of King’s Quest V, while AGDI’s version also not-so-subtly gives away the twist. Error message system cmos checksum bad major allowed memory size php error between the two is that Infamous’ version stays very close to the storyline of the original game, while the AGDI version expands it a bit, and ties in a bit more with their KQII remake. Indeed, the AGDI version is the better of the two, besting the Infamous version in practically every category, but both are fairly decent, and are more enjoyable ways to experience King’s Quest III than playing through the AGI original. King’s Quest IV: The Perils of Rosella Initial Release Date: Platforms: IBM PC / Amiga / Atari ST / Apple IIGS Designer(s): Roberta Williams Developer: Sierra On-Line

King’s Quest IV begins with Alexander returning home, and the royal family united once again. Before their happiness can truly settle in, King Graham has a heart attack and falls pawno error 017 undefined symbol playertopoint. He will die, unless he receives a magical fruit from the land of Tamir. Rosella is teleported to the faraway land with the aid of a fairy named Genesta. However, Genesta is in a weakened state due to her nemesis, the evil witch Lolotte. So Rosella not only needs to find the fruit to save her dad, but also cure Genesta so she can return home. The subtitle, The Perils of Rosella, is inspired by the classic serial The Perils of Pauline. King’s Quest IV represents a major step forward in technology for Sierra, as it’s their first game to utilize the then-brand-new SCI engine. Although still limited to 16 colors, it doubled the resolution to allow for substantially more detailed graphics, in addition to adding support for MIDI music. Although you still interact with the world using a text parser, you can now command your character to walk with a mouse pointer, although the pathfinding is dreadfully simple. Rosella can also swim on her own without being told to, a great step forward in the intelligence for video game characters. At the time, Sierra wasn’t sure if the PC gaming public had the proper hardware to run this new interpreter, so it also released a separate version of the game using the old AGI engine. It runs at a lower x resolution and is missing the niceties of the improved interface, but is structurally the same as the SCI release. The AGI version also has a hidden Easter egg near the end of the game, where you can visit with the game’s development staff in a futuristic room. (There is also a flying hamburger in the background, for some reason.) Regardless of the version, Sierra hyped up King’s Quest IV as one of the most important computer gaming events in its history, a true work of art on par with literature and cinema. One of their advertisements asked, “Can a Computer Game Make a Person Cry?”, before answering its own question with “King’s Quest IV did on June 4, ” The back of the box brags about long cutscenes and over 40 minutes of music written by film and TV composer William 24

Goldstein, pawno error 017 undefined symbol playertopoint. It sure has a high opinion of itself, and goes a little too far by popping up with Roberta Williams’ face whenever you die or try to quit. She’s quite an attractive lady, although her portrait in game looks positively horrifying, from her misshapen jaw to her overabundance of eyeliner.

These cinematic cutscenes were a huge deal at the time. Of course, technology has marched on in the decades since, and what apparently stirred up tremendous emotions from gamers at the time is now positively quaint. What remains is, more or less, another King’s Quest game. Once transported to the land of Tamir, Rosella is ordered to run a number of tasks for the evil Lolotte. These include capturing a unicorn, stealing a golden egg-laying hen, and uncovering Pandora’s box. As before, you’ll run into characters like the Seven Dwarves (with Rosella playing the part of Snow White), the giant ogre from Jack and the Beanstalk (although without either Jack or the Beanstalk, strangely enough), as well as other brief appearances by Cupid, the arrow-slinging cherub and Pan, the dancing fawn boy. Lolotte herself is very clearly modeled after the Wicked Witch of the West from The Wizard of Oz, complete with green skin and flying monkey bodyguards. The quest also runs on a real-time clock, as Rosella has exactly one in-game day to complete all of the tasks, forcing you to get your act in gear. It’s divided into two halves – day and night – and certain puzzles can only be completed at specific explay pn-915 load dll error, which can naturally muck you up if you dawdle. With Rosella being the first leading woman in adventure gaming, a few aspects play up her femininity, like having to kiss a frog to turn him into a prince. Lolotte’s son Edgar also takes a liking to Rosella – despite him technically being an evil prince, in the same shade of green as his mother, he actually turns out to be a pretty alright guy, although the romance between him and Rosella is unfortunately brief. The most infamous section is when Rosella is swallowed by a whale and needs to climb out by scaling its tongue and tickling its uvula with a feather, causing her to be sneezed out of its blowhole. It’s not technically all that difficult, but it’s impossible to tell what parts of the tongue are climbable and which aren’t, so there’s no way to do it without lots of trial and error (and save scumming). The annoyance of this section was acknowledged in Leisure Suit Larry 3, where the characters break out of pawno error 017 undefined symbol playertopoint world and witness Rosella repeatedly trying and failing in her climb. The whole point of this is to get shot out onto a deserted island, which contains a bridle you later need when capturing the unicorn. Said bridle though isn’t even a single pixel – in fact, it’s entirely invisible, hidden behind an innocuous piece of wreckage. However, simply delivering all of these items only ensures safe passage back to Daventry. In order to actually save King Graham, you need to go on another subquest to find the magical fruit, pawno error 017 undefined symbol playertopoint. This task is technically optional, but shirking this responsibility will result in Rosella returning home, only to witness her father, the first true hero of the King’s Quest series, die 25

before her eyes. All of the talk of the game making one cry is definitely overdone, but this is indeed pretty rough to watch, and might actually be more interesting than the “good” ending, as cruel as that sounds, just because it’s so atypically tragic. (The bad ending is not canon, of course, considering Graham returns as the hero in the next King’s Quest.)

Rosella must make it to the top of the whale tongue to tickle its uvula and get sneezed out. The original Sierra releases are the only versions of King’s Quest IV available. A fan-made VGA remake has been in the works for a few years, but nothing has been released outside of some demo footage. King’s Quest V: Absence Makes the Heart Go Yonder! Initial Release Date: Platforms: IBM PC / Amiga / Macintosh / FM Towns / NES Designer(s): Roberta Williams Developer: Pawno error 017 undefined symbol playertopoint On-Line

The fifth King’s Quest proved to be a turning point in the development of Sierra adventure games. It’s the first to use their newly developed SCI1 interpreter, which ditches the text input in favor of a fully icon based interface, and utilizes fully painted and scanned color backgrounds. It’s also the first to appear on CD, with fully voice acted dialogue. It also features more cutscenes, in an attempt to further more effective storytelling. But for all of the aesthetic improvements King’s Quest V brings forth, it’s filled to the brim with impossibly frustrating dead ends and illogical puzzles, largely nullifying any of its advancements. The subtitle is a play on the saying “Absence makes the heart grow fonder.” In the introduction, a maniacal wizard appears in front of the Daventry castle and whisks it away in a whirlwind. King Graham, out for a leisurely stroll, is the only one spared and is stunned to find not only his house but his family entirely missing. A friendly owl, the familiar of an elderly wizard named Crispin, relates the tale. He then brings Graham to the kingdom of Serenia (the same land, at least in name, as in Wizard and The Princess) to begin his quest. Eventually Graham learns that the culprit is the evil magician Mordack, who just happens to be the brother of Manannan, the wizard who had imprisoned Alexander in his youth, and was 26

turned into a cat back in King’s Quest III. Neither wizard is pleased with the situation, and seeing how Alexander can’t reverse the spell, they seek vengeance on the Graham clan instead. King’s Quest V is structured a bit differently from its predecessors. The land of Serena is still relatively non-linear, featuring a town center, an enchanted forest, and a desert. There are more people to talk to and interact with, all of whom need aid in some way or another. There’s a colony of ants under attack by a dog, a hive of bees under attack by a bear, a moping prince looking for his love, and a group of bandits out in the desert who open the door to their stash, predictably, with a good old fashioned “Open Sesame”. Except for the frustrating desert maze, where too many steps in the wrong direction without a source of water results in death, each screen has a purpose, and there’s much less aimless wandering, as the land no longer loops infinitely. Combined with its enhanced interface, it seems to have left behind some of its old school conventions in favor of something more modern. The only path out of Serenia is guarded by a poisonous snake – perhaps a reference to the first task in Wizard and the Princess – so much of the first segment consists of running tasks that eventually lead to the item you need to get past. This in itself feels rather artificial – hours of exploration just to eliminate a mere reptile? – but that’s really the least of the game’s concerns. King’s Quest V is absolutely filled with situations where you can get yourself impossibly stuck. These have always existed up until this point in Sierra’s library, but rarely are they so unrelenting as this.

Get close to these ants and Graham will jitterbug like a fool. And shut up, Cedric. Shortly into your quest you’ll find a rat being chased by a cat. In the span of a couple of seconds, you need to toss a boot at them, thereby saving the rat from becoming a meal. This might not seem like an important event, but you’ll pay for it a little while socket send error 10038, when you’re kidnapped and stuck in a basement. If you saved the rat he’ll untie your bonds, but if not Oh well! When you enter a temple, you’re only given a few seconds to get in, grab the stuff you need and get out before the door closes, trapping you inside. One item is obvious, the other is a mere pixel in size. You can only open that door once, so if you leave without grabbing it, it’s gone for good. After you leave Serenia, you must climb through a series of snowy mountains and cross a small lake until you get to Mordack’s castle. This section is far more linear than the first pawno error 017 undefined symbol playertopoint of the game, but it also requires that you’ve picked up everything from earlier on. If you’ve missed a single one well, after a certain point you can’t pawno error 017 undefined symbol playertopoint back to retrieve any of them, pawno error 017 undefined symbol playertopoint. Perhaps the most aggravating instance involves a pie you get from a baker. If you eat it, it’s gone forever. When crossing the mountains, you’re told that Graham is hungry, so eating the pie seems logical, pg real estate server error Or when you find a starving eagle, the pie might seem like a good choice? The game lets you take both of these courses of action, but they both make the game unwinnable. You’re meant to munch on a leg of lamb which you hopefully stole from the inn 27

while being kidnapped earlier on. Instead, you’re supposed to save the pie in order to (get this) throw it in the face of a ferocious yeti, besting him Three Stooges-style. Solving this particular puzzle is rather comical, but the multiple ways the game sets you up to fail is just remarkably cruel. Walking around Mordack’s castle is hair-pulling, because he can randomly transport around and kill you, without recourse. There’s the usual maze sequence, made more frustrating because the viewpoint changes when Graham walks in a different direction, making it more disorienting than it needs to be.

These statues outside of Mordack’s castle shoot deadly lightning from their eyes. And then there’s Cedric the owl. He accompanies you through most of the game, and was probably meant to act as a foil for Graham, providing some accompaniment or at the very least some comic relief, but he only succeeds in being both incredibly useless and astoundingly annoying. He abstains from following you into dangerous situations, excusing himself for his start error javax.microedition.media. He doesn’t offer any useful advice, outside of warning Graham to “look out!” when it’s entirely too late to prevent anything. The absolute best – or worst, attitude depending – is when you get into a boat and sail out into a lake. A short way into your journey, Cedric remarks “Watch out, there’s a hole in the boat”, wherein you both immediately sink and die. You were supposed to have realized there was a hole, even though the game never tells you this until you sink, and patch it up before you set off. (This might also be another reference to Wizard and the Princess, where you need to make a similar journey and patch up a boat with a blanket, although at least that game was kind enough pawno error 017 undefined symbol playertopoint let you know beforehand!) Cedric also manages to get in trouble no less than twice, and while it’s mandatory to save him the first time, you can leave him for dead the second time around. However tempting this may be, it also prevents you from winning the game, because the finale is the only – ONLY – time he does anything useful, and even then it’s unintentional. Cedric’s pointless interjections aren’t a huge issue in the disk version, where the text boxes can be clicked away without much thought. They are maddening in the CD version though, since Cedric’s voice is spoken by a man in an extraordinarily high pitched voice with error 1904 modle horrifyingly unidentifiable accent. His constant scolding, meaningless warnings, perpetual whining and more-obnoxious-than-usual puns are just about enough to earn him the honor as being one of the worst characters in all of adventure gaming. But to be fair, pawno error 017 undefined symbol playertopoint, it’s not like the rest of the voice acting is much better. With all of the money Sierra sunk into the artwork and CDROM technology, they neglected to allocate pawno error 017 undefined symbol playertopoint funds for actual voice acting, instead relying entirely on regular staff members around the office. Not all of them are terrible – writer Josh Mandel takes on the role of Graham and does an alright job – but even at their best moments most of it sounds quite amateurish. All of the recording seems to have happened in a bathroom, with each voice sample possessing a distinguishable echo, which is further exacerbated by the 28

extreme audio downsampling. And then there are all of the talking animal characters (Beetrice the Queen Bee, King Antony the Ant) whose voices are run through modulations, making them almost impossible to understand. There’s not even an option to disable voice acting in favor of text in the CD-ROM version, forcing all of the pain on you. You could play the disk version, but even that has issues. At various points throughout the adventure you’re given copy protection quizzes, proclaiming that Graham has become weak and needs pawno error 017 undefined symbol playertopoint to be recharged. These are sudden, persistent, and annoying. Its interface is also overly busy, containing two different walk icons. The standard “Walk” action is much like the one in the older SCI games – that is, you’ll walk in a straight line, but if there’s anything that gets in the way, you’ll stop. The “Travel” icon features actual pathfinding, so you’ll walk around any obstacles to your destination, rendering the other one almost completely obsolete. The “Save” and “Quit” options are also present on the main item bar. In the CD-ROM version, the first “Walk” was removed, and all of the game management functions were condensed into a single secondary screen, which Sierra used for all of its successive SCI games. The CD version also changes some of the death quips, for some reason or another. There’s no doubt that King’s Quest V brings a lot to the table, as the background artwork is really quite excellent, and the full screen cutscenes were leagues ahead of anything else released in The interface is substantially more user-friendly, and areas that probably would’ve been arcade sequences if done in the older games – navigating the mountain paths, for one – barely require any effort here, and the game’s much better off for it. But, like KQIV, for all of the effort put into storytelling, the actual plot is only passable, and the characters only exist briefly to present puzzles, give you new items and move on. Combined with the overtly frustrating design, King’s Quest V is a game that, despite its popularity at the time, has aged quite poorly. King’s Quest V was released for the PC, Macintosh, Amiga and FM Towns computers. The PC version supports EGA graphics, although it dithers the backgrounds so much to almost totally ruin their impact. Other than some differences in color palette, pawno error 017 undefined symbol playertopoint, most of these versions are the same, although the CD-ROM version is only available on the PC.

The NES version has some ruthlessly appalling graphics. Oh God, what’s going on in this picture! Beyond the computer version, it was also ported to the Nintendo Entertainment System. The development duties were handled by Novotrade, and the game was published in North America by Konami. The NES saw successful ports on a few adventure games, like LucasArts’ Maniac Mansion and ICOM’s Shadowgate, but those were both fairly old games at the time, and the NES could easily handle them. On the other hand, King’s Quest V is substantially more advanced and a lot needed to be cut back, both in order to fit the system’s visual limitations and its ROM 29

size. The disk version is nearly 9 megabytes – the NES version is almost 5% of that, with a mere k (or megabytes) of space. The size and color depth of the backgrounds were simply not going to work on the NES at all, so they were completely redrawn. They all look horrendous. Each is constructed out of several small tiles, per most 8-bit console games, rather than single bitmaps, and nearly every one looks like a terribly glitchy mess. The color choices are also poor, reducing what was previously a gorgeous game to a total artistic disaster, sometimes almost comically so, pawno error 017 undefined symbol playertopoint. In some areas, the clouds are actually green! The full screen cinemas are gone, reduced entirely to text, rendered in the old system font that the AGI-era Sierra games used. Most of the important text remains, although some flavor text is gone, and certain parts are abridged slightly. The two movement options serve a point here – the first “Walk” icon will allow you control Graham directly, while the second will allow you to point-and-click. Looking at or interacting with items is also handled through the cursor, but it’s extremely slow, and almost painful to use. There’s almost no music at all either, barring some bits of incidental music. It’s a painful game to play, not counting all of the other design issues it inherits from the PC version, and exists only to be mocked or feared. King’s Quest VI: Heir Today, Gone Tomorrow Initial Release Date: Platforms: IBM PC / Amiga / Macintosh Designer(s): Roberta Williams, Jane Jensen Developer: Sierra On-Line

King’s Quest V is one of those games that was really only terrible in hindsight – everyone at the time marveled at its visuals and storytelling and overlooked its many, many dead ends. Still, someone at Sierra must’ve felt something was wrong, because King’s Quest VI is a remarkable improvement in almost every possible manner. The subtitle is a play on the phrase “Here today, gone tomorrow”. The hero this time is Alexander once again. It hasn’t been long since he and the rest of the Graham family were rescued in King’s Shadow system/video bios error V, 1012704 essbase error he can’t forget the face of Cassima, the scullery maid and slave of Mordack. She, like him, was also was captured royalty, and is actually princess of the Land of Green Isles. After inviting Alexander to visit her one day, she returns home, never to be heard from again. As it turns out, no one in Daventry has even heard of the place. When looking into the magic mirror, Alexander sees a vision of the lovely girl crying for help. Memorizing the night sky from his vision, he uses the positioning of the stars to set sail pawno error 017 undefined symbol playertopoint find her. Naturally, a storm rolls in and leaves Alexander shipwrecked conveniently enough, right in the Land of the Green Isles. Here he learns that Cassima has been imprisoned by the Vizier Abdul Alhazred and is being forced into marriage, with Alexander being the only hope of rescue. The Land of the Green Isles is, predictably, an assemblage of five islands in close vicinity of each other and each inspired by a different theme. Alexander lands on the Isle of the Crown, the capital, whose castle and surrounding town have a flavor similar to Arabian Nights. The Isle of Wonder is full of bizarre characters, vaguely similar to Alice in Wonderland. The Isle of the Sacred Mountain is inspired by classic Greek and Roman mythology, complete with system error code 193 own labyrinth and Minotaur, as depicted on the game’s cover. The Isle of the Beast is a small forest and home to a ferocious monster who desperately wishes for love, not unlike Beauty and the Beast. And the 30

Isle of the Mist, initially kept hidden, is inhabited by a cult of blood thirsty druids. The ferry running between the islands is out of commission, so Alexander warps between them with a magic map, although he needs to be at the islands’ shores for it to work.

Alexander feels a strange pulling sensation as his map teleports him across the isles. Each island is pretty small, usually consisting of no more than half a dozen screens (not including the labyrinth or the castle on the Isle of the Crown), but Alexander needs to travel between all of them constantly throughout the whole game. As in King’s Quest III, many of the quests revolve around finding items for a pawno error 017 undefined symbol playertopoint handful of magic spells which are, thankfully, much easier to cast due to the icon-based interface – pawno error 017 undefined symbol playertopoint combine the items, turn to the proper page of the spell book, click the “Cast” icon, and you’re set. It’s also a nice modern update to the structure of the old games, as each of the islands has its own unique identity that keeps everything from blending together. Having learned from some fairly significant mistakes, King’s Quest VI is a far, far better designed game than its predecessor. Some puzzles have multiple solutions, depending on what previous actions you’ve undertaken, and there’s a whole long pawno error 017 undefined symbol playertopoint subquest that involves rescuing Cassima’s deceased parents from the Realm of the Dead. The back of the box claims that over half the game is optional – this is a pretty big exaggeration, but it’s still a relatively significant chunk for something you don’t need to do. There are two different endings, with a handful of minor variations on each, depending on whether you take on this particular quest. Skipping it does not yield a bad ending in any way, but completing it definitely rewards you with an even better one. There are still ways to get stuck in unwinnable situations, but nowhere near the level of the previous game. You can find yourself stranded in the Minotaur’s labyrinth or the Realm of the Dead without the items you need, since you can’t leave at will. It’s also possible to forget items in places where you can’t return to. The writing is substantially stronger this time around, largely the result of Roberta Williams’ collaboration with Jane Jensen, who later went on to create the Gabriel Knight series. The script to KQVI is reportedly four times the size of KQV, which enriches the game world in ways that are immediately evident. Jensen also wrote the “Guidebook to the Land of the Green Isles”, included in the packaging, which delves further into detail about the game world, and is also required for use in some puzzles on the Cliffs of Logic. Alexander, like his father before him, is still a bit dry, with his only real trait being his remarkable drive to chase after Cassima. The supporting characters, including a friendly pawn shop owner, and a gossipy clown, show far more range than in previous games, acting more as personalities to chat with rather than mere devices for puzzles. This most clearly shines through on the Isle of Wonder, where grammatical concepts (Oxymoron, Dangling Participle and Diphthong) are represented by cute and furry animals, and you find yourself in a middle of a 31

sibling rivalry between a literal stick-in-the-mud and a bump-on-a-log. Although Abdul Alhazred is the usual sneering villain of these types of stories, his underling is a rather incompetent genie who gets drunk on peppermints and stages several stupidly transparent attempts to trick Alexander into killing himself. As a cheeky reminder of King’s Quest’s rather frustrating lineage, you can browse the pawn shop and find a number of items that would’ve helped in the previous games, including a bridge repair kit (KQII), cat cookie mix (KQIII), a golden bridle finder and tongue climbing gear (KQIV), a hull hole detector for boats (KQV) and stair traction pads (pretty much any AGI-era Sierra game).

The Realm of the Dead is substantially less spooky after this scene. Whenever Alexander gets killed, you’ll see a short cinema of his ghostly apparition getting a ticket and walking into the gates of the Realm of the Dead, having failed in his quest to find his true love. It’s a wholly depressing scene, largely because the design of the place is so damned creepy (although it certainly doesn’t skip on the awful puns). You can revisit this section later in the game, while still alive. Rather than falling back on the fire-and-brimstone stereotype of the biblical Hell, it’s a dank cavern with unnaturally brown textures and plainly disturbing architecture, in addition to all of the creatures that would gladly separate Alexander’s soul from his still-living flesh. And yet, when you come across the entrance gates during this segment, the ones you’ve probably seen dozens of times when you’ve died, you can play a set of bones like a xylophone, triggering a musical number that features skeletons dancing in a chorus line while the guards totally boogie down. It completely undermines the dread of the environments in pawno error 017 undefined symbol playertopoint excessively silly way, morphing an entirely dreadful moment pawno error 017 undefined symbol playertopoint a strangely memorable one. King’s Quest VI also benefits from Sierra’s experience as a multimedia studio. The voice acting is far, far better, having benefited from professional actors this time around. Alexander is played by Robbie Benson, best known as the Beast from Disney’s Beauty and the Beast, and he brings much dignity and enthusiasm to the otherwise standard role. Both versions, disk and CD, include a rendered intro depicting Alexander’s visions, his conversations with his mother, and his journey across the sea. Each version has slightly different cuts of this movie, pawno error 017 undefined symbol playertopoint, with the CD version obviously being the longest. The disk version also uses completely different (and worse) voice actors. While Sierra made a big deal about these movies at the time, they’ve aged badly, suffering from ugly characters and an extremely choppy frame rate. More interesting is the vocal song, “Girl in the Tower”, a love ballad duet clearly trying to ride the coattails of similar Disney songs from Aladdin and Beauty and the Beast. It’s bland but tolerable, and certain CD versions have it playable as a redbook audio track. The original release had a list of phone numbers of radio stations who’d been provided a copy of the song, urging customers to call it and request it for on-air play. While it was a neat marketing ploy, the song itself obviously never caught on. 32

The Windows version features high res character portraits, although the rest of the visuals are the same as the other versions. King’s Quest VI is almost in an entirely different league than its predecessors or sequels. Whereas the previous games just slapped together various themes and tropes and ran with them, this installment is a far richer, and more wondrous adventure, easily one of Sierra’s machine error 41. King’s Quest VII: The Princeless Bride Initial Release Date: Platforms: IBM PC / Macintosh Designer(s): Roberta Williams, Lorelei Shannon Developer: Sierra On-Line

After King’s Quest VI, Roberta Williams took a break from the series and attempted to push forward the gaming medium with Phantasmagoria, a live action full motion video horror game. It was a marked departure from her other games, being that it was frightfully gory in spots, in the name of making games “for adults”. When she returned to the King’s Quest series with the seventh game, she went in the total opposite direction of Phantasmagoria, instead turning her series into a Disney cartoon. It is indeed a fantastic looking game but, like King’s Quest V, the march forward in visuals meant the actual game had to suffer.

Well, at least it looks nice. Kind of. King’s Quest VII stars the women of Daventry, with Rosella returning alongside Queen Valanice, marking her first (and only) appearance as a playable character. The animated intro depicts Rosella singing a Disney-esque ballad about how she doesn’t want to get married yet, while her mother looks on sternly. The flighty princess is then distracted by a tiny flying seahorse, and both Rosella and Valanice are sucked into a pool, with both being transported to separate parts of another foreign world. The initial goal is, of course, to meet up and find their way home, but during their travels they come upon the scheme of Malacia, herself an amalgamation of various Disney villainesses, who wishes to execute a number of evil deeds. Pawno error 017 undefined symbol playertopoint 33

secondary goal is to maybe find a groom for Rosella along the way, as the title implies. (It’s a reference to the cult classic fantasy adventure movie/novel The Princess Bride.) The quest is divided up into six chapters, with the viewpoints alternating between Valanice and Rosella. Valanice starts off stranded in a desert and eventually ends up into the colorful town of Falderal. Rosella, in the meantime, gets turned into troll and is stuck getting betrothed to the troll king. Eventually she gets turned back into a human and ends up in Ooga Booga land, a Halloween-themed town that may well have been lifted from The Nightmare Before Christmas, before eventually meeting up with her mother and foiling Malacia’s plot. Like Phantasmagoria, you can start at the beginning of any of the six chapters at any time, in case you get stuck and want to see the later parts of the game. The King’s Quest series were always meant to be family games, but the animated stylings, along with the generally broad themes, makes it feel markedly less mature than King’s Quest VI. In fact, it really does feel remarkably shallow, beyond just being “kiddie”. It uses the same basic interface as Phantasmagoria, meaning it only uses a single icon for moving your character or interacting with the environment. While perhaps done to make the game easier to play for nonadventure fans, without a “Look” icon, it completely removes the details of your surroundings. The dialogue, too, is incredibly sparse. Like the rest of the series, it features a number of strange and memorable characters, like an oddly friendly grave digger with a penchant for absurd machinery, a hilariously sexist troll, a bull who lz driver control system error a china shop (a gag most kids probably wouldn’t get), a snotty poodle named Archduke Fifi le YipYap, and a slightly obnoxious take on Chicken Little. Also amusing is the Mock Turtle who runs a faux shop, which can only be entered by (literally) taking a grain of salt. The finale also marks the return of Edgar, Rosella’s not-quite love interest from King’s Quest IV. Much of the backstory explaining his connection was excised from the final game, so his appearance only makes sense upon reading some external documentation. While these secondary characters are colorful, the script barely gives them more than a dozen lines to shine, and it makes them seem remarkably thin. The leading ladies are fairly unremarkable too – here Rosella is a whiny spoiled girl with a slight valley accent and Valanice scarcely has a personality beyond her motherly mannerisms. Although there are technically death sequences, you can pick up immediately before your fatal move. While this reduces some frustration, the save system has been cut down so you can only record one game at a time anyway. Instead of saving your progress in multiple spots, you simply move the “bookmark” to the new spot when you quit. It pawno error 017 undefined symbol playertopoint also entirely impossible to make the game error de escaner samsung scx 4300, one of the few steps KQVII makes in the right direction. However, in keeping with the spirit of the older games, in certain areas it will randomly bring a dangerous character on screen, forcing you to exit quickly or be killed. Beyond its general sparseness, King’s Quest VII is just astoundingly dull. As per standard procedures, you spend much of your quest running back and forth across the lands, gathering new items. Both of the characters move slowly, requiring roughly twenty seconds to pawno error 017 undefined symbol playertopoint across a single screen, and running a simple singular fetch quest can take several minutes of aimless walking, walking, walking. Nearly all of the Sierra games from the past decade implemented speed controls to give the pacing a kick in the rear, so why is this absent from King’s Quest VII, forcing you to watch the same tortuous animations? The pawno error 017 undefined symbol playertopoint themselves are unimaginative at their best or stupidly convoluted at their worst. During your exploration of Falderal, the moon falls out of the sky (it’s merely a piece of cheese), and into a fountain. It looks like you should pawno error 017 undefined symbol playertopoint able to reach in and grab it, but you can’t. Instead, you need to go through a roundabout series of events, starting with finding a wooden nickel randomly left in a bird’s nest, giving it to a shopkeeper to get a book, giving the book to another character (for reasons that aren’t entirely clear) to pawno error 017 undefined symbol playertopoint a shepherd’s crook, and then using that to drag the cheese out. The developers at the time probably figured no one would mind, because it looks so gorgeous. Because hey! You’re literally playing a cartoon! To its credit, the game does look pretty damn good. The backgrounds are gorgeous, now that the visuals support SVGA graphics, 34

and the paintings no longer suffer from the dithering that permeated the older SCI games. And for pawno error 017 undefined symbol playertopoint of the time you spend watching people trot along, they are remarkably well animated, to the point where each action has incredibly fluid, unique frames of restore itunes error 21. And from a distance, the character artwork looks pretty good too – not on par with Disney, pawno error 017 undefined symbol playertopoint, or even Don Bluth, but a fair bit better than the average Saturday morning cartoon. The few full motion video cutscenes don’t fare as well, though, as they’re hastily drawn, pawno error 017 undefined symbol playertopoint, badly detailed, and suffer from both a low resolution and a dismal frame rate. It’s weird that a game meant for a younger (or at pawno error 017 undefined symbol playertopoint wider) audience is so incredibly boring – its intended charms are almost all but completely lost amidst the drudgery. Unfortunately The Princeless Bride was also the last “true” King’s Quest game, before ditching the adventure game framework in favor of action gaming in its next installment. King’s Quest: Mask of Eternity Initial Release Date: Platforms: IBM PC Designer(s): Roberta Williams, Mark Seibert Developer: Sierra On-Line

Byadventure gaming was dead, or so everyone seemed to be saying. With the shift in the computer gaming marketplace targeting faster paced action games, Sierra decided to completely revamp King’s Quest, ditch nearly all of the adventure elements, and turn it into an action-RPG. The result is a game that’s almost entirely unfamiliar. The lack of a roman numeral suggests that this eighth and final installment was meant to be spinoff rather than a true sequel, but it is known as King’s Quest VIII in some European territories, negating that particular excuse. The eponymous Mask of Eternity, held in the Realm of the Sun and watched over by magical beings called Archons, has shattered and brought ruin to Daventry. It has cursed all of its inhabitants and turned them all to stone except one – a young tanner named Connor Maclyrr, pawno error 017 undefined symbol playertopoint finds a piece of the mask and is tasked with finding the others. King’s Quest has fully moved into pawno error 017 undefined symbol playertopoint with this installment, with only limited success. The blocky character models have aged terribly, pawno error 017 undefined symbol playertopoint, although they’re animated fairly well for the era. But far more offensive is the drastically limited draw distance, which puts even the most fog-ridden Nintendo 64 games to total shame. The character movements are controlled with the keyboard, pawno error 017 undefined symbol playertopoint, using the Resident Evil-style tank controls, pawno error 017 undefined symbol playertopoint up moving forward, down moving backward, and left and right turning side to side. All actions are handled with the mouse cursor, pawno error 017 undefined symbol playertopoint, including fighting – accomplished merely by clicking rapidly – and picking stuff up. Nearly all of the traditional adventure elements are gone. The land is divided up into seven different territories, with the goal simply being to explore them completely, hack some enemies to gain some levels, named error named-checkconf for $named_conf failed move onward. There are occasionally people to talk to, but interactions with them are fairly sparse. Your inventory consists entirely of weapons, potions, and other restoratives, along with a grappling hook. These items are almost never used for puzzles, which here involve the jumping or block-pushing variety. There’s barely anything here that could signify this as a King’s Quest game – sure, pawno error 017 undefined symbol playertopoint, the hokey intro movie refers to the king as “King Graham” and the opening level is “Daventry”, bearing absolutely no resemblance to how it appeared in the first game. One of the levels, the Dimension of Death, even seems redundant after the Realm of the Dead in King’s Quest VI. (Apparently they’re different, being legends particular to each land’s mythology.) There’s no 35

trace of any fairy tales or classic mythology or even any sense of humor. About the only laughs come from how comically bloody it is, as enemies’ heads will fall right off after being punched a few times, or cough up streams of blood before pawno error 017 undefined symbol playertopoint face first into the dirt. You can also walk in on a goblin farting in an outhouse. This game is not exactly a class act.

Life bars? Swordfighting? This is only barely related to the rest of the series. It’s hard to see who Mask of Eternity is really aimed at. Action fans will be bored by its slow pace and simple combat. RPG fans will find it too stripped down and straightforward compared to purer experiences like Baldur’s Gate. And, as established, adventure fans will find none of the puzzle solving, storytelling, or atmosphere that they would come to expect. It’s not unplayable by any means; it just barely succeeds in any real way. Fan Game: The Silver Lining Initial Release Date: Platforms: IBM PC Designer(s): César Bittar Developer: Phoenix Online Studios

The AGD-developed King’s Quest games were fantastic and all, but ultimately, they were just remakes. A group of fans called Phoenix Online Studios, unhappy with the way the series ended with Mask of Eternity, decided to create a whole new game more in line with the series tradition. Over the course of development though, they hit numerous legal speed bumps. The first came with Vivendi Universal, the company that had purchased Sierra’s intellectual properties. While they seemingly had no problems with the fan remakes, they didn’t like the concept of a brand new game, as it could potentially be seen as competing with one of their own, if they chose to make one. They had no plans to, but eventually they hashed out an agreement with Phoenix that the game could be released if it removed the King’s Quest name. And so, King’s Quest IX: Every Cloak Has a Silver Lining simply became The Silver Lining. 36

Development then proceeded on and off up until By this point Sierra’s properties had been transferred to Activision which, in light of their exploitation of the Guitar Hero and Call of Duty franchises, had earned them a reputation of being something of a huge corporate bully. Despite Phoenix’s previous agreement with Vivendi, Activision demanded that development be stopped once again, putting a total halt to the project. It wasn’t until that a deal was worked out again, and The Silver Lining was finally able to be released. Taking a note from Telltale’s episodic distribution model, The Silver Lining is divided into five episodes: What is Decreed Must Be; Two Households; My Only Love Sprung from My Only Hate; Tis In My Memory Locked. And You Yourself Shall Hold the Key Of It; and A Thousand Times Goodnight. The gap between chapter releases have varied, but all are free to download from the Phoenix Online website. (Only the first three were available at the time of this writing.) The Silver Lining takes place some years after Mask of Eternity. Alexander has now wed Cassima, pawno error 017 undefined symbol playertopoint together they rule the Land of the Green Isles. The entire family has joined them for Rosella and Edgar’s wedding, before the twins are struck with a mysterious illness. The very fabric of the world also seems to be falling apart, with maps and scrolls simply losing information. And so, King Graham comes out of retirement to not only save his childrens’ lives, but save the entire world.

Much of the joy here comes from exploring locations from KQVI in 3D. The game is incredibly ambitious for an amateur project. The graphics are pawno error 017 undefined symbol playertopoint in 3D, with many locations viewed from a static angle, although the camera moves in some areas to follow Graham, pawno error 017 undefined symbol playertopoint. The graphics are outdated by modern standards, looking roughly like an early PlayStation 2 title. While there are some occasional bits of awkwardness to note, like some character models that just don’t look quite right, or animations that seem a bit off, overall it looks decent, especially since most fan games stick to using the 2D AGS system. It uses an interface similar to the SCI1-era Sierra games, and Graham will even run if you double click on a location. It also features full voice acting, although the quality is mixed. Newcomer Jason Michael Victor does an excellent job as King Graham, but most of the other voices, including the narrator, don’t sound quite right. From a storytelling standpoint, The Silver Lining definitely feels like fan fiction, although that isn’t meant pejoratively. All of the previous King’s Quest games (save for the first two) all felt unique from each other, starring different protagonists in different lands. Here, most of the story takes place in the Land of the Green Isles, the locale of King’s Quest VI and the most popular game in the series. On one hand it feels like you’re just treading over some of the same ground, but it actually expands on the country respectfully, allowing you to visit previously inaccessible places. For example, back when you were playing as Alexander, you weren’t let into 37

the chess kingdom on the Isle of Wonder, but Graham can sneak into the castle with the right equipment. Previously the only purpose of the Isle of Mists was to get captured by druids, but here you actually talk to them. The town square on the Village of the Crown has been greatly expanded beyond just the pawn store and book shop. There are also most of the familiar characters, like Saladin the canine guard, Jollo the clown, Shamir the genie and so forth. You can also talk to Edgar, and even though he mostly just sits around and mourns Rosella, at least he’s more of an entity here than he was in King’s Quest VII. There’s actually quite a bit more conversation here than normal, even offering various topics of conversation (which few Sierra games outside of Gabriel Knight could claim) and most of the writing is pretty decent. Some of the new characters prove amusing too, like the black widow who uses her spider underlings to weave The Four Winds, the newsletter of the Green Isles. The rest of the plot is equally rewarding for longtime fans of the series. Graham eventually learns of the Black Cloak Society, a collection of evil wizards who sought to resurrect a higher evil. In ages past, pawno error 017 undefined symbol playertopoint were opposed by the equally mysterious Silver Cloak Society, which is where the title comes from. The Black Cloak Society serves as a convenient way to bring in villains from past games, including Hagatha (KQII), Manannan (KQIII), and Lolotte (KQIV). They are looking for Pandora’s Box, an item Rosella found back in KQIV. There’s even a flashback to Valanice’s imprisonment, back in her younger years in KQII. From a puzzle design standpoint, it’s merely acceptable. Many chapters literally give you a shopping list of things, pawno error 017 undefined symbol playertopoint, and all too often important items are just strewn about in arbitrary places. However, the puzzles themselves are rarely difficult or illogical. There are no dead ends, and while there are still sudden deaths, you can resurrect right before them. While in many ways it feels more like King’s Quest VI Part II rather than the true King’s Quest IX it started out as, it does a fantastic job of expanding one of the most memorable locations in adventure gaming. While it clearly shows its amateur roots, especially in the glitch-ridden programming, it’s a far more worthy successor than the seventh and eighth installments. While Activision has all but abandoned adventure games, pawno error 017 undefined symbol playertopoint, the license has officially changed hands to Telltale Games, who worked on several LucasArts properties. If there’s anyone to trust with the property, it’s them. The King’s Quest Companion / King’s Quest Novels While Sierra often published its own hint books, more interesting were the Companion books. Rather than just having standard walkthroughs, they contained novelizations of the games, allowing the reader to experience the story and events without having to play them, although it obviously gave useful hints. This was not unique amongst King’s Quest, but this particular book is far better written than the rest. Many others told the events from the first person view of the characters, which read terribly. Here, the viewpoint is told from the third person. The author, Peter Spear, made up a character named Derek Karlavagen, a historian, and all of the stories are meant to be interviews told from the viewpoint of the hero. They’re actually quite enjoyable and worth reading alongside the games. There are also three novels based on the series, each with original stories. The Floating Castle stars Alexander as he reclaims the stolen soul of pawno error 017 undefined symbol playertopoint father; The Kingdom of Sorrow stars Graham as he saves the personification of spring to prevent an endless winter; and See No Weevil stars Rosella, whose snootiness causes a plague of weevils to cover the land.

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Space Quest When Sierra released King’s Quest init took the computer gaming world by storm. Sierra the branched out by developing adventure games with other themes, including Police Quest, Leisure Suit Larry, and Space Quest. Space Quest is more than just King’s Quest with a sci-fi theme. Helmed by two Sierra employees who called themselves The Two Guys from Andromeda – Scott Murphy, the programmer, and Mark Crowe, the pawno error 017 undefined symbol playertopoint – Space Quest featured a slightly more off-kilter sense of humor. Instead of a great king-to-be, the hero (whom the player can name in the first game, although he was officially named Roger Wilco in later installments) is little more than a janitor, and a fairly incompetent one at that. (This premise may have been borrowed from Infocom’s Planetfall.) At the beginning of the first game, he survives an attack on his ship only because he decided to take a nap in the closet when he should’ve been on duty. Most of the games involve poor Roger simply stumbling from incredulous situation to incredulous situation, somehow saving the day in spite of his general ineptitude. Or not. Sierra games are known to be particularly punishing to the player, especially when it comes to death scenes. Space Quest takes this and runs with it, with a number of amusingly sardonic ways for Roger to die. At least if you do something wrong, it tends to garner a chuckle. The narrator is often the most amusing “character”, offering sarcastic commentary on Roger’s every action.

Our hero, Roger Wilco, in another embarrassing predicament. Space Quest is also full of references to and parodies of various works of science fiction. Part of the fun is trying to pick out the most witty ones, because there are some pretty obscure entries throughout the series. Starting around Space Quest III, the series also became amusingly self-referential, featuring the real-life creators of the series as captives to be rescued, pawno error 017 undefined symbol playertopoint, and goes even further with Space Quest IV, with Roger time traveling through his own (non-existent, sadly) sequels. It’s prototypical of the style pawno error 017 undefined symbol playertopoint humor found in Futurama. Like most adventure games and works of science fiction, Space Quest also excels by creating an entertaining universe filled with unique characters and locations, some of which recur throughout the series. Some of these include Monolith Burger, the interstellar version of McDonalds; Astro Chicken, a series of playable arcade games made by evil software development house ScumSoft, Inc; the mega villain Sludge Vohaul, Roger’s accidental arch-nemesis; and the Gippazoid novelty company, who refuse to forgive Roger for a minor incident committed in Space Quest II.

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There are pawno error 017 undefined symbol playertopoint games in the Space Quest series, as well as a VGA remake of the first game, which was typical treatment for many of the more popular Sierra franchises. Other than Mark Crowe and Scott Murphy, one of the key members included Josh Mandel, who contributed some writing and developed much of Space Quest VI. Space Quest: Chapter I: The Sarien Encounter (Original Release) / Space Quest I: Roger Wilco in The Sarien Encounter (Remake) Initial Release Date: Platforms: IBM PC / Amiga / Atari ST / Apple II pawno error 017 undefined symbol playertopoint Macintosh Designer(s): Scott Murphy, Mark Crowe Developer: Sierra On-Line The first Space Quest error 5899 metadata missing or damaged begins with our hero, Roger Wilco, taking a nap on the closet. This act of severe laziness ends up saving his hide, as the rest of the entire active qm fsm error asa 8.3 of his spaceship, the Arcada, has been killed by the Sariens, who have invaded the ship and stolen the powerful Star Generator. After sneaking error 2108 borland database engine and hijacking an escape pod, Roger ends up on the desert planet Kerona, where he must evade numerous dangerous creatures, including pawno error 017 undefined symbol playertopoint spiderlike robot sent by the Sariens. Upon discovering a Wizard of Oz-like scientist who lives under the surface, Roger takes his speeder to Ulence Flats (reverse those two words for an almost-clever gag), one of the only establishments on pawno error 017 undefined symbol playertopoint planet. After winning it big at the Slots of Death (getting triple skulls results in being vaporized) and overhearing the location of the Sariens, Roger affords himself the luxury of a navigational robot and spaceship, and heads off to disable the Star Generator himself.

Roger disguises himself to infiltrate the Sarien ship. (EGA version). Space Quest I comes in two flavors: The original EGA version, released inpawno error 017 undefined symbol playertopoint, and the updated VGA version, released in The EGA version uses the AGI engine found in all of Sierra’s early graphic adventures, which means low res x, blocky, 16 color graphics, keyboard/joystick movement, full text input, and in the DOS version, PC speaker sound. The VGA version uses the SCI1 interpreter, which means color graphics with painted backgrounds, a fully icon-based interface with mouse control, and support for sound cards. 40

The plot remains unchanged in the remake, and only a few of the puzzles have been slightly altered due to new interface. In some ways, though, more could’ve been done to fix it up pawno error 017 undefined symbol playertopoint the re-release. Compared to the free roaming worlds of King’s Quest and Leisure Suit Larry, Space Quest is awfully short and linear. This is actually a blessing in disguise, since there are quite a few instances where you can miss a vital item and find yourself in an unwinnable situation. Before pawno error 017 undefined symbol playertopoint escape from the Arcada, you’d better make sure to grab the gadget by the spacesuit, which will translate the gibberish spoken by the hologram you find underground in Kerona. And whatever you do, don’t accept the first offer from the spaceship salesman in Ulence Flats. You’re supposed to reject the first offer, so that way he throws in a jetpack as a free bonus when he tries a second time. You obviously need this jetpack for the final sequence – it’s a right old bit of Sierra-style trickery. The graphics in the remake have the feel of a cheesy sci-fi B-movie, which suits the game perfectly. The VGA version features the usual “Walk”, “Use” and “Talk” icons, pawno error 017 undefined symbol playertopoint introduces the “Smell” and “Taste” icons. These don’t have any real use other than provoking a few humorous responses, although they’re (slightly) better utilized in Space Quest IV. The VGA remake includes a magnet item which helps you rig a slot machine at the bar. In the original EGA game, pawno error 017 undefined symbol playertopoint, you needed to play your luck – a bit tough, considering that you’re killed if you happen to get three skull and crossbones. The VGA version also lets you skip the arcade sequence, where you pilot a skimmer across a desert, although it chastises you for doing so. One of the jokes has also been changed. In the EGA version, if you pushed the “Do Not Press” button in the escape pod, you end up transporting to Daventry Castle in the first King’s Quest. In the VGA version, you end up outside of Nottingham Castle from Conquests of the Longbow, which was a more contemporary game at the time the remake was released.

Roger in the space bar. (VGA version). Given that it’s the first game in the series, Space Quest hadn’t exactly found its voice yet. It’s certainly funny, but other than a slightly sarcastic narrator and some mildly amusing death scenes (including one in the VGA version where the Two Guys pop up and announce an instant replay of one of Roger’s particularly stupid moments), it’s not really as hilarious as its sequels. The VGA version adds a lot more location and event descriptions, at least. Most of the humor comes from references to pop culture and other sci-fi series. The bar in Ulence Flats features alien versions of the Blues Brothers and ZZ Top, although the latter was changed in the VGA version due to a complaint from the musicians themselves. The EGA version features PC speaker renditions of the Blues Brother’s theme and ZZ Top’s “Sharp Dressed Man”, while the VGA version features different but similarly styled pieces of music. When shopping for robots in the VGA version, you’ll find a number of classics, including the Robot from Lost in Space, Robby the Robot from The Forbidden Planet, and a creature that looked 41

like it stepped out of Laputa: Castle in the Sky called Hay-A-O, a reference to the film’s director, Hayao Miyazaki. The arms dealer on the Sarien ship also sounds suspiciously like Marvin the Paranoid Android from Douglas Adam’s The Hitchhiker’s Guide to the Galaxy series. The robot shop itself was named Droids R Us in the EGA version, but changed to Droids B Us in both future revisions and the VGA version due to a lawsuit from the toy retailer. Strangely, the VGA version goes one step further and features a green giraffe that looks suspiciously like Jeffrey, the Toys “R” Us mascot. Space Quest II: Chapter II: Vohaul’s Revenge Initial Release Date: Platforms: IBM PC / Amiga / Explay gps pn-375 load dill error ST / Apple II / Macintosh Designer(s): Scott Murphy, Mark Crowe Developer: Sierra On-Line

It seems like Roger just can’t catch a break. Ever after saving the galaxy from the Sariens, he’s once again reassigned to his old janitorial position on a space station. Things just get worse when he’s kidnapped by Sludge Vohaul, the secret mastermind behind the Sarien attack, pawno error 017 undefined symbol playertopoint. Sludge was none too happy to have his plans foiled, and he’s at it again – his next plan consists of flooding the population of Earth with cloned insurance salesman. Of course, he doesn’t want Roger mucking it up, so he sentences him to a life of slavery, working in the cruel mines of Labion. In the course of being transported, the incompetent guards end up crashing their vehicle, leaving Roger free from their grasp, but trapped in a deadly jungle.

These insurance salesmen are set to wreak havoc throughout the galaxy. The planet of Labion is infested with all kinds of flora and fauna that would be happy to have Roger for lunch. In one aggravating section, you need to carefully navigate through the tentacles of a particularly ravenous beast. It’s an extremely narrow path, and if one of your feet so much as touches one of its pixels, you’ll be devoured. Just be prepared to save every few steps. Later, you need to crawl through a series of tunnels, almost completely in the dark, within a time limit, only aided by a glowing gem that illuminates your immediate area. (Assuming, of course, that you had explored the swamp enough to find that one tiny area that was deeper than the others, and had the foresight to dive underwater and find said gem.) Also, you had better 42

made sure that you’d searched the locker right at the beginning of the game, or else you’ll miss the Rubik’s Cube-like puzzle and jockstrap that are necessary in the later stages. And remember to order the Labion Terror Beast Mating Whistle in the jungle, a pivotal moment in Space Quest canon. (In successive games, the manufacturer of this whistle tries to hunt down Roger, since he didn’t pay for it. This is particularly odd because the mail order form specifically mentions that it’s free. Whether this is commentary on the entangled bureaucracy of the corporate world or simply an oversight by the developers, is up to you to decide. The Two Guys have admitted to the mistake, but the former explanation is funnier.)

You need to navigate through these tentacles precisely, or be devoured. If you manage to do all of this properly, you’ll find yourself on Vohaul’s secret base inside an asteroid. The only way to beat him is by raiding all of the janitor’s closets (and the bathroom) for various household items, then using them to scheme your way through Vohaul’s devious traps. Along the way, you encounter an Alien-like creature whom you briefly make out with (against your will), essentially putting an invisible timer on the final stages of the game. (Assuming you’ve seen the movies, you can probably guess what happens if you take too long.) Space Quest II really isn’t much of an improvement of the original – it uses the same AGI engine, and the puzzles are just as aggravating, if not more so. It does, however, have some pretty creative death messages, which halfway excuses the huge amount of pain you’ll have to put Roger through. It’s a bit comforting to know that the monster that just ate you will have gastrointestinal distress for rest of the evening and make itself unpopular amongst the rest of its friends. Space Quest III: The Pirates of Pestulon Initial Release Date: Platforms: IBM PC / Amiga / Atari ST / Macintosh Designer(s): Scott Murphy, Mark Crowe Developer: Sierra On-Line

Space Quest III begins right where its predecessor left off, with Roger floating around space in hypersleep. As luck would have it, he’s “rescued” by a junk barge, but needs to dig himself out of the scrap heap and reactivate an old spaceship to escape. Once free, Roger is stalked by a 43

Terminator-esque bounty hunter, Arnoid The Annihilator, who’s seeking restitution for the mating whistle that Roger “stole” back in Space Quest II. After adventuring to the hostile desert/tourist trap planet of Phleebut and taking care of the Arnoid, the plot kinda comes to a halt as Roger stops to enjoy a meal at Monolith Burger.

PROTIP: Don’t get the Big Belcher Combo at Monolith Burger. From here, it’s not entirely apparent what to do, unless you spend your time mastering the arcade-style minigame Astro Chicken, which is a bit like the classic arcade title Lunar Lander. If you get a high score, you learn that the Two Guys from Andromeda have been kidnapped by the evil Pirates of Pestulon who are forcing them to create diabolical software. (This is the only mention of it in-game, which is technically an optional “puzzle”. However, it’s also plastered all over the game’s packaging.) After deactivating the shield on the volcanic planet of Ortega, Roger infiltrates the Pestulon base, dressed as – surprise! – a janitor. The Pirates of Pestulon are actually software pirates, so their secret base resembles a modern cubicle farm. The enterprise, dubbed ScumSoft, is run by a diabolical fourteen year old named Elmo Pug, who challenges Roger to a real life game of Rock’Em Sock’Em Robots in the climactic battle.

The junk freighter at the beginning has some cool scrap. Space Quest III is the first game in the series to utilize Sierra’s enhanced SCI0 engine, which features a much higher resolution, as well as mouse control for movement. (You still need to type in commands, however.) In general, there’s a lot more detail to the game, both in the 44

writing and the visuals. The previous Space Quest games were kinda funny, but here, the sarcasm of the narrator is much more evident. The junkyard in the beginning is filled with a giant Transformers head, the pod from A Space Odyssey, and a (bow) TIE Fighter from Star Wars, amongst other craft. The store on Phleebut is filled with postcards referencing Aliens and Dune. The enhanced graphics also allow for some cool cinematics, like the seedy pawno error 017 undefined symbol playertopoint owner on Phleebut and the Arnoid droid. The SCI engine also allows for music from a variety of sound devices, ranging from Adlib FM to General MIDI. If you play on a Tandy or Mac, or enable SoundBlaster support, there’s even a cool little sound clip of Roger saying “Where am I?” right at the beginning of the game. The soundtrack is composed by Bob Siebenberg of Supertramp, who supplies a catchy riff of the Space Quest theme for the opening, as well as a handful of other memorable themes, although the vast majority of the game is still played in silence. Even though the interface is better than its predecessor, there are still some annoying problems. Some of the scenes are a bit too arcadey, especially the one where you need to kill the bounty hunter, and the parser is extremely fussy with your positioning. Near the end of the game in the ScumSoft office, you need to zap bins of trash or else you’ll set off an alarm. It’s extremely hard to get in just the right spot for it to work, pawno error 017 undefined symbol playertopoint. God forbid you miss too many times or you accidentally walk too far past it, because you’ll set off an alarm and end up encased in gelatin, leading to a Game Over. Pawno error 017 undefined symbol playertopoint least the action now pauses when you bring up a text entry window, which is handy in the few instances where you’re being chased. The minigames are also both extremely clumsy. Despite some rather difficult puzzles, the game’s also ruthlessly short. Once you break out of the garbage scow and get control of your own spaceship, you get full command, requiring that you turn on your radar, set your course, zap into hyperspace, pawno error 017 undefined symbol playertopoint, and so forth. But it’s a bit disappointing that, in the whole galaxy, there are only three locations to visit (four, once you uncover Pestulon). In spite of this, it’s still a clever, immensely likable game overall. Space Quest IV: Roger Wilco and the Time Rippers Initial Release Date: Platforms: IBM PC / Amiga / PC / Macintosh Designer(s): Scott Murphy, Mark Crowe Developer: Sierra On-Line

Space Quest III already fudged quite a bit with the fourth wall, what with you having to rescue the Two Guys, and meeting up with Ken Williams at the end. Space Quest IV goes several steps further with its self awareness by sending Roger through his own sequels. The game begins with Roger taking a break at a seedy bar, where he’s accosted by mysterious policemen, pawno error 017 undefined symbol playertopoint, who are working for a seemingly resurrected Sludge Vohaul. Before he can be executed, Roger is saved by another figure, this time friendly, who creates a rip in the space-time continuum and tells Roger to jump in. With no time to ask questions, our hero stumbles through time, ends up in a post-apocalyptic nightmare, reads the title bar at the top of the screen, and pawno error 017 undefined symbol playertopoint that he’s now in Space Quest XII: Vohaul’s Revenge II. After escaping with another time pod, Roger is teleported to yet another sequel: Space Quest X: Latex Babes of Estros (probably a reference to the Infocom text adventure Leather Goddesses of Phobos). Now in a prehistoric wasteland, he’s captured by the titular babes, pawno error 017 undefined symbol playertopoint leader of which had apparently been jilted by Roger at some undefined point in the future, much to his own surprise. After proving his worthiness, the girls decide to go shopping and abandon Roger at a mall, where he’s chased 45

by the same policemen that accosted him at the beginning. Once again zipping through time, he tossed back to the EGA version of Space Internal error 2753 I. Roger is a fully colored sprite in a blocky, 16color world, and some of the bar denizens will actually make fun of him for being pretentious. The game finally ends back in Space Quest XII, as Roger meets up with his son – the one who sent him through the time portal at the beginning – and wipes Sludge Vohaul (once again) from all existence.

Roger flirts briefly (and awkwardly) with crossdressing at the mall. Space Quest IV uses the SCI1 engine introduced with King’s Quest V, utilizing color graphics and a fully icon-based interface, including the “Smell” and “Lick” icons from the VGA remake of SQI. They’re still mostly useless, but provide for some even more amusing commentary. The best? Try using your tongue on the ridiculous looking robot in the electronics store. (“I know you’re lonely, but licking a robot’s ear?”) Far and away the best aspect is the voice acting, featured in the CD-ROM release. Like King’s Quest V, most of the voices are provided by Sierra’s own untrained staff, to underwhelming results, but the narrator is played by Gary Owens, known as the announcer from the TV series Laugh-In, as well as the original voice of Space Ghost. The narrator in Space Quest has always been its strongest points, and it takes on a whole new life when even the most mundane lines are delivered with a sense of sarcastic gravitas. (“Thank you for playing Space Quest IV! As usual, you’ve been a real pantload.”) If the sequel hopping and awesome narrating weren’t enough, Space Quest IV throws in all kinds of other self-references. There’s a hidden sequence where you can teleport back to Ortega from Space Quest III – using exactly the same color backdrop, like the SQI segment – although since you can’t find any thermal underwear, you’ll melt instantly if you leave your timepod. You also come across a futuristic software shop, filled with parodies of famous computer software titles, including SimSim (simulate your own simulator), Cluck Egger’s Advanced Chicken Simulator (fly rubber chickens), and Boom (the description mentions no interface, no puzzles and no conflict, a pretty accurate description of Loom, the LucasArts game it’s parodying). You’ll also find an Pawno error 017 undefined symbol playertopoint hint book for Space Quest IV, (complete with a marker to slowly reveal answers for puzzles.) It’s mostly filled with red herrings and made-up puzzles that have nothing to do with the game, but in a brilliantly Spaceballs-esque moment, there actually is some essential info in there. There’s also a new Astro Chicken game, pawno error 017 undefined symbol playertopoint, this time dubbed Ms. Astro Chicken, which is a typical side scrolling shooter and is thankfully less annoying than its predecessor. (This, along with the original Astro Chicken and the speeder scene from SQI were packaged together in a release called Nick’s Picks, which also included pawno error 017 undefined symbol playertopoint minigames from Sierra titles.) Near the end of the game, you stumble upon a computer interface that has icons for King’s Quest XVIII and the mystical 46

LSL4 (which, as Sierra fans know, doesn’t technically exist). There’s also an SQIV icon – if you delete it, pawno error 017 undefined symbol playertopoint, you’re unceremonious kicked out of the game without warning, leaving you at the cold, hard command prompt if you’re playing in DOS. It would’ve been even more cruelly hilarious if the game actually deleted itself, although that perhaps would’ve been going too far.

The VGA-era Roger Wilco in EGA-era Ulence Flats, pawno error 017 undefined symbol playertopoint. Unfortunately, despite its enhancements and even more ridiculous sense of humor, Space Quest IV is plagued with many of the same problems as its pawno error 017 undefined symbol playertopoint. There are too many action based segments, which are still clumsy and frustrating. The opening segment in Space Quest XII error c3861 ansistring filled with Invasions of the Body Snatchers-style sub-humans, which will screech and summon death robots, instantly killing you if you’re unlucky. It’s a completely terrible way to begin an otherwise hilarious game. The random Energizer Bunny running around for no discernable reason is pretty amusing, although trying to catch it to steal its batteries is more difficult than it should be. Another action segment, where you escape from the Time Police in the mall, is similarly aggravating, requiring that you perform a very specific set of actions, lest you get fried. The speed of your computer (or cycles in DOSBox) can also cause havoc with these areas, pawno error 017 undefined symbol playertopoint. Sections such as these, littered with needless deaths, make it seem like the developers were once again trying to compensate for the extremely short game length. At least some of the death scenes – and their associated commentary – are still pretty funny. Earlier Sierra games always let terroryzm w historii walk off cliffs if you’re not careful, and Space Quest IV has some of the best lines to accommodate these accidents. (“Serious damage to important body parts pretty much screws up any future plans you had for living.”) There aren’t too many skippable items, at least. The only things you need to watch out 5200 error canon pixma are time codes, which control which era you’ll travel to. When you come across the first time pod, the disk version uses these as copy protection, although you can randomly hit buttons in the CD version. However, it’s incredibly important that you write down the time code on the panel before you press anything, since these are important for switching between locations later in the game. Naturally, the game doesn’t tell you this, so if you don’t take notes, you end up stranded. Thankfully the code is the same every time, pawno error 017 undefined symbol playertopoint, so it’s not too hard to temporarily save your game, replay the opening segment, and then hop back to your original game. Space Quest IV presents an interesting dichotomy. It’s frustrating and poorly designed at spots – although much better than the remake of Space Quest I – but at the same time, its premise is astoundingly brilliant, and still remains one of the funniest games ever made, even years after it release. The Two Guys from Andromeda have also noted in interviews that it’s their favorite of the series. In addition to the voice acting, the CD-ROM version makes a few minor graphical changes. In the mall, the electronics store was originally called Radio Shock, but after being legally 47

hounded by Radio Shack, the revised version changed it to Hz. So Good, a parody of another, lesser known store. The black and white bikers in SQ I now ride black and white bikes (correcting an inconsistency from the disk version), the huge building in the background of Space Quest XII looks a bit different, and there’s an extra Easter egg featuring one of the game’s developers shopping for pants at the mall. There’s also a secret room hidden in the game’s resource files, filled with references to all of the legal issues that Sierra’s adventure games have run into over the years. This includes the ZZ Top members and Droids R Us sign from Space Quest I, the Radio Shock sign, the Hero’s Quest logo (the series was renamed Quest for Glory due to legal issues) and Earl, the father from the TV series Dinosaurs, who made a random cameo in the VGA release of the first Quest for Glory game. Space Quest V: Roger Wilco: The Next Mutation Initial Release Date: Platforms: IBM PC Designer(s): Mark Crowe Developer: Dynamix

It took him a total of three games, but Roger finally found his way home to Xenon after the conclusion of Space Quest II. Apparently finding little purpose in being a janitor, he enrolls in the StarCon Academy, where he still spends most of his spare time napping in the closet. After attempting to take his final exam, a freak glitch in the computer grading system promotes him to Captain and awards him his own vessel. It’s technically just a garbage scow, pawno error 017 undefined symbol playertopoint, complete with a crew that more or less hates his guts, but it’s a step up from mopping floors, right?

Roger tries desperately to get his crew to respect him. The trouble begins when Roger intercepts a transmission from Commander Raemes T. Quirk and Ambassador Beatrice Wankmeister, the woman whom, according to Roger’s son back in Space Quest IV, will eventually bear him children. Their ship has been attacked by a militant group of deformed mutants called Pukoids, who wish to inflict their own terrible fate on the rest of humanity. Naturally, it’s up to Roger and crew to not only save the galaxy, but woo Miss Wankmeister and prove that he’s more than just a lowly screw-up. 48

Like Space Quest III, you get to take control of the starship from the commander’s chair, which makes a rude noise every time you sit on it. There’s a bit more freedom here, with a slightly larger galaxy, although navigation requires referencing the faux tabloid included with the game, acting as copy protection. Space Quest V introduces the “Command” icon – a speech bubble with an exclamation point – used for issuing orders, sql syntax error in from clause they’re mostly restricted to your crewmembers and the teleporter. The “Smell” and “Taste” icons are sadly absent. Space Quest V feels remarkably different from its predecessors, for a number of reasons, pawno error 017 undefined symbol playertopoint. For starters, it was pawno error 017 undefined symbol playertopoint by the team known as Dynamix, who had been acquired by Sierra a few years before. They were known for other adventure games like Heart of China, Rise of the Dragon, and The Adventures of Willy Beamish, but it was their first (and only) title using the SCI engine. The difference is most notable in the art style, which has changed from the other VGA games. It has more of a retro comic book feel, which fits in with the cheesy sci-fi theme. Additionally, the design rested solely on Mark Crowe. Scott Murphy and Josh Mandel also had little to do with the game, and their absence definitely makes an impact. Space Quest V is still funny, but it’s lacking much of the error 1062 duplicate entry sarcasm – and freakishly dark deaths – that made the previous games so amusing. But the biggest bummer is that Space Quest V was never released on CD, so there’s no voice acting, outside of a few brief sound clips stolen from The Simpsons. Even though it’s not quite as funny, Space Quest V almost makes up for it in other areas. The narrative is much more focused, and it feels less like Roger is simply stumbling through various situations until the game decides to end. Speaking of which, Roger is now a much more fleshed out character. In the previous games, Roger only spoke a few lines, with much of the humor coming from the narrator, but here, our hero comes off as a clumsy, yet well meaning and likable guy. The secondary characters – sarcastic pilot Droole, man-hating Flo, and cranky engineer Cliffy, and even nemesis Captain Quirk – all have more personality than is typical of the series.

Ironically, in Space Quest V, the captain is the one that wears a red shirt. The whole game is obviously a pretty huge Star Trek parody, mostly because The Next Generation was popular at the time. The first task is to pass the academy final exam (which Roger hasn’t studied a bit for, of course) and some of the multiple choice questions are quite chuckleworthy, even if it’s not pawno error 017 undefined symbol playertopoint hilarious as the bargain bin from Space Quest IV. If you wander through the halls of the academy long enough, you can find Obi-Wan and Darth Vader dueling in the distance. If you pay attention to various screens, you can find animated versions of classic arcade games like Missile Command and Pong. It also features some outdated references to telecommunications company Sprint, who sponsored the game. You overhear some sql server error talking about switching telephone plans, and all communications aboard the ship end with the Sprint logo. At one point, Roger is transformed into a fly in order to infiltrate an office, pawno error 017 undefined symbol playertopoint in 49

another, he hops into the seat of a style EVA pod to rescue Cliffy, who has accidentally fallen out into space. Later still, you adopt an Alien-style facehugger whom Roger lovingly names Spike. There’s also another run-in with the killer bounty hunters from the Gippazoid Novelty Company – they’re still angry about the mating whistle from Space Quest II, and further infuriated by the destruction of the Arnoid from Space Quest III. This time, though, it’s a female, unintentionally foreshadowing the third Terminator movie. This move is either halfway clever or creatively lazy, depending on your viewpoint, but at least defeating her is less frustrating than the similar encounter way back in the earlier game, and after being reprogrammed, she becomes part of your crew. The action segments are generally minimal, and even the minigame – an overly long game of Battleship against Captain Quirk – is optional. Overall, it’s a much better designed game than its predecessors, and while though it’s not nearly as off-the-wall as some of the others, Space Quest V is still another fine adventure. Space Quest 6: Roger Wilco in The Spinal Frontier Initial Release Date: Platforms: IBM PC / Macintosh Designer(s): Josh Mandel, Scott Murphy Developer: Sierra On-Line

Even though Roger saved the galaxy (again) at the end of Space Quest V, his violation of several StarCon regulations leaves him to be stripped (literally) of his rank. Furthermore, there seems to be some kind of conspiracy to kill Roger, as he’s kidnapped while on shore leave. He’s saved by his companion, Corpsman Stellar Santiago, who seems to have a thing for him, but Roger insists on remaining loyal to Beatrice, who doesn’t actually appear in this game. Roger begins to question these feelings after Santiago sacrifices herself to save him during another attempt on his life. Eventually he discovers that she’s still alive, somewhere, pawno error 017 undefined symbol playertopoint, and sets off on an adventure to rescue her. When he finds her, he can only save her by miniaturizing himself and diving inside her body. The Incredible Journey-style setting of the final chapter is where the game gets its subtitle, The Spinal Frontier, although the working title was Where in Corpsman Santiago is Roger Wilco? The sixth and final Space Quest game features SVGA graphics, with cleaner visuals and the occasional computer rendered animation. That being said, neither the artwork nor the animation quality compares with King’s Quest VII. While the backgrounds are crisp, they’re too sterile compared to the hand painted visuals of the previous VGA games, and while they may work as a sci-fi setting, they’re a bit dreary for something that’s supposed to be a comedy. Some of the character artwork is decent, but the artwork for Roger and Stellar are pretty ugly. Other than a few close-ups in key cutscenes, the portraits during dialogue are missing, which creates a disconnect between the characters and the player. The interface now takes up the bottom quarter of the screen, leaving the view a bit more cramped than usual. There are still a bunch of amusing parodies and throwbacks to previous games. You’ll find a drunken ET sleeping in a liquor store, who will happily show you his glowing finger, if you try to talk to him. (You can also pull his finger for expected results.) You’ll come across a shady Blade Runner-style character who’s too lazy to do his own job, and an Alien-like creature stalking a lone female spacefarer, pawno error 017 undefined symbol playertopoint. There’s a minigame called Stooge Fighter 3, featuring Lar Man, Coiley Joe, and Big Mo. And unlike other Sierra minigames, it realizes that it plays poorly, and the only way to win is through cheating. One of the most amusing screens is the theater marquees that 50

change every time you re-enter the screen, which consist of over several dozen parody titles. And “cyberspace” in the Space Quest universe apparently consists of little more than a variation on Windows You’ll run into a drunken Elmo Pug, the wiener kid from ScumSoft, as well as Fester Blatz the shopkeeper, both from Space Quest III. Roger even keeps some of his mementos from previous games in his quarters, and there are some amusing references to both that stupid owl Cedric from King’s Quest V and the cheesy love ballad from King’s Quest VI. Roger’s commander, the anthropomorphic lion Kielbasa, may as well be a Kilrathi – albeit a friendly one – from Wing Commander. And your ship, the Deepship 86, looks like a giant flying jockstrap.

Roger’s quarters is a treasure haven for the stuff he’s stored since the first game. These moments are amusing, but the plot is a bit on the dark side and more dramatic than the previous games, which never took themselves seriously. The writing style, too, while very funny, isn’t nearly as biting. Gary Owens returns as the narrator, but he’s not quite as condescending, so his lines just don’t sparkle the way they used to. There aren’t any particularly amusing death scenes, either, although you’re now given the option to “Try Again” after dying. It also doesn’t help that the puzzles are some of the most convoluted of anything in the series. Many of them feature numerous tedious steps and involve picking at nearly everything in the scenery to see if you can interact with it. Some of the usable items are so small or so hidden that you can often get stumped just because you couldn’t even see it. This is particularly bad at the beginning, where you’re not given any real direction. One of your first tasks is to capture an escaped android, who’s hiding at the bottom of a bar. You need to freeze him with a blast of nitrogen, like the T in Terminator 2. You can’t just go up to him and use it though. Instead, there’s a tedious series of steps to run the ice blast through a series of pipes. At one point, you need to solve a puzzle by taking apart an electronic device, replacing some chips, and flipping some switches. There was supposed to be a comic book strip in-game to tell you how to do this, but it was removed from the final product. Instead, it was printed in the manual leaving many ber bit error rate believe it was copy protection. Furthermore, some copies of the game, including many of the compilations, don’t come with the necessary documentation, requiring that you use a FAQ to complete it. And this is just in the first area of the game! The final sections in Stellar’s body are just as frustratingly designed. Space Quest VI is a decent but not outstanding game, one that probably could’ve used some polish. Perhaps this is due to a result of management issues – a large majority of the game was designed by Josh Mandel, who left the project before completion, leaving Scott Murphy to pick up the pieces.

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Anyone else kinda miss Windows ? Before Space Quest VI was released, Sierra created a demo for distribution on promo CDs. Unlike most of pawno error 017 undefined symbol playertopoint demos, this one is not only playable, but consists of a storyline that didn’t exist in the full game. The evil Bjorn (parodies of the Borg from Star Trek) have invaded the Deepship 86 and turned everyone, except Roger, into piles of sorbet, pawno error 017 undefined symbol playertopoint. Fan Games: Space Quest: The Lost Chapter and Space Quest: Replicated Sierra games have inspired a whole slew of would-be game developers to try their hand at their own adventure titles, including Space Quest: The Lost Chapter and Space Quest 0: Replicated. Both run on the AGI engine. Space Quest: The Lost Chapter takes place between Space Quest II and III, as Roger’s escape pod crashes on the surface of another jungle planet. Although some of the sprites show improvement over Sierra’s games, the puzzles are absolutely infuriating, and the writing could’ve used some serious polishing, as it’s filled with spelling errors and grammatical issues. It’s an amateur effort, and it shows. On the other hand, Space Quest 0 shows quite a bit more professionalism. It begins much like the first Space Quest game, with Roger being the lone survivor of a brutal invasion, and escaping with his life. In his adventures, he needs to track down the mysterious blue skinned alien chick that he sees at the beginning. The puzzles are much more logical than even Sierra’s better games of the era, and the plot and locales, while hardly original, are still pretty decent. Comic Book Roger Wilco was briefly the star of his own comic book series, published by Adventure Comics. The three issue series is vaguely based on the first game, although the events are drastically reinterpreted. The first issue is in color, but pawno error 017 undefined symbol playertopoint other two are only in black and white. Cancelled Space Quest Games One of the Space Quest compilations promised an exclusive look at Space Quest VII, which was intended to be a multiplayer game. Alas, according to various financial and management issues, the game was cancelled before it got very far off the ground. Years later, after Vivendi Universal bought Sierra, the new management attempted to resurrect some of their old properties. The only game that was released was Leisure Suit Larry: Magna Cum Laude, which was underwhelming. Looking at this example, it’s a good thing that the intended Space Quest game was cancelled, because it probably would’ve been a bastardization of the original series. 52

The Black Cauldron Initial Release Date: Platforms: IBM PC / Amiga / Apple II / Apple IIGS / Atari ST Designer(s): Al Lowe Developer: Sierra On-Line

The Black Cauldron seems to be one of the few animated films Disney wants to forget. Based on the Chronicles of Prydain fantasy novels by Lloyd Alexander, it told the story of a young Assistant Pig-Keeper named Taran, a typical peasant with a unique destiny. Unlike many heroes, he is not fated to save the land. Instead, that prophecy is bestowed upon one of his pigs, a cute little porker named Hen Wen. He faithfully takes up this duty and swears to protect the world from the frightening Horned King, who is seeking the Black Cauldron in order to take over the world. Taran is obviously not a born warrior and gets himself into lots of trouble, but like in most fantasy stories, he meets up with a variety of interesting characters to take on evil, including the beautiful Princess Eilonwy and a minstrel named Fflewddur. The film was a box office disappointment, during that dark time in Disney animation before it was revitalized by The Little Mermaid. It’s not a bad film, and if it had been released in the wake of something like the Lord of the Rings trilogy, it probably would have fared better.

The Horned King’s castle is suitable spooky. At any rate, Sierra developed a computer game based on the movie, employing Al Lowe, who had previously worked on some Disney properties. It looks and feels very much like a King’s Quest game, using the same AGI engine and even featuring a landscape which loops vertically, but it’s a smaller, more focused game. The major landscape is four screens wide by four screens tall, with a handful of other locations familiar to those in the books, like the Witches’ hut and the Horned King’s castle. Based on the number of locations, pawno error 017 undefined symbol playertopoint, it’s about half the size of the average King’s Quest title. That’s not exactly to its detriment, as The Black Cauldron is one of the few Sierra games with branching events and different endings. Taran’s first task is to escort Hen Wen to a fairy village, which is hidden away roughly three screens from your starting point. The sky is filled with 53

monsters who will randomly attack and steal Hen Wen, but unlike the enemies of King’s Quest, this theft does not end the game. Instead, it just means you need to go through some extra steps to rescue her when you mysql error message access denied for user the Horned King’s castle.

If you recruited Gurgi, the ending plays out much like the movie. Similarly, there’s a subquest where you can befriend Gurgi, the cute little “munchies and crunchies” monster, by giving him an apple. If you become buddies, he’ll sacrifice himself by jumping into the Black Cauldron pawno error 017 undefined symbol playertopoint the end of the game, much like the film. If this was any other Sierra game, failing to accomplish this task would’ve resulted in an unwinnable situation, but instead you just have to find another solution. And at the end, when the witches offer you various rewards, you’re supposed to get them to resurrect your little buddy, but you can choose one of the treasures they offer, if you’re a jerk. There are a handful of variations on splwow64.exe error windows 7 end, depending on the actions you took over the course of the quest. It’s still a fairly compact quest – you need to infiltrate the castle, get the sword (and rescue Hen Wen if necessary), find some magical creatures so you can reach the witches that possess the Black Cauldron, then head back to the castle for the climactic encounter. If you know what you’re doing, you can probably beat it within an hour. You’ll also run into most of the other major characters, but they just hang around for a bit or give you an item, then disappear. This simplicity was probably intentional though, because the game was obviously developed for kids. In keeping with this, it’s one of the only AGI games outside of Mixed-Up Mother Goose and the Manhunter series which doesn’t use text input. While it otherwise controls like King’s Quest, the actions are handled via the function keys. F3 will bring up the inventory and allow you to equip an item, F4 will use it, and F6 acts as a general “interact” verb. It’s confusing to get these memorized at first, but this bit of user-friendliness is quite uncanny for the game’s e ra. The only other holdover from the archaic design mentality is how you deal with your hunger and thirst. There’s an in-game timer which will prompt you to eat or drink something. If you ignore the prompts, soon enough, you’ll keel over dead. Water is easy enough to come by, 10.0001 supply error food is limited, unless you find the endless food wallet hidden under the bridge. It’s annoying, but it’s easily addressable, so it’s not much of a concern. Many adventure gamers have dismissed The Black Cauldron as a kid’s game, but the simpler interface, slightly more structured approach, and generally lowered difficulty – even the arcade segments are pretty simple – actually make it more approachable for the modern gamer than most other games of the time. In that way, it may actually best the King’s Quest games, even though it’s not quite as groundbreaking.

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Leisure Suit Larry If pawno error 017 undefined symbol playertopoint could create your own little computer people on your monitor, what would the first thing that you’d have them do? Well, probably you’d have them run around a bit. Then maybe you’d punch them around or create silly scenes of violence. And then maybe strip them of their clothes and make them do each other. (If you doubt this theory, dig up any old Mario Paint SNES cartridge and take a look at any saved animations, provided they haven’t been long deleted.) Sierra, purveyor of the first animated graphic adventures back in the early ‘80s, operated mostly on the same philosophy – take a little stick figure, have them traipse around the scenery, and think of all of the funny ways to get them killed. Of course, developers mostly stayed away from the “sex” part, for fear of creating a controversy. That was, until Leisure Suit Larry. Leisure Suit Larry was born out of an earlier Sierra text-only adventure game called Softporn Adventure. When Ken Williams, president of the company, wanted to do a graphical remake, he put Al Lowe in charge, a programmer who had previously pawno error 017 undefined symbol playertopoint on The Black Cauldron, King’s Quest III, and others. Along with Mark Crowe, one of the creators of Space Quest, they came up with Larry Laffer, a fat, balding, perpetually out-of-style loser who just moved out of his basement and wants to experience the womanly touch for the first time in his life. In other words, he may as well be the original 40 year old virgin. His adventures often begin with his famous theme song, which is remarkably catchy even coming from the blippy old PC speaker. Al Lowe, who also sql logic error missing database sqlite the theme, pawno error 017 undefined symbol playertopoint, is an accomplished jazz musician, and mysqli error handling of his works also appear in later games. Through most of Leisure Suit Larry, the goal is simple – to chat up girls and hopefully convince them to sleep with you, although there’s usually some humiliating circumstances that gum up the works. (Some of the games also try to introduce more stringent plots that just happen to have you hooking up with women.) Al Lowe himself has confessed that Larry is sort of a fantasy figure to live the life he never could, the kind that could try to pick up girls in the most shameless way imaginable, but at the same time, he acts as a narrator to mock his sad, sad exploits. Of course, the series is also known for its fairly juvenile sense of humor. Like many “mature” rated games, Leisure Suit Larry is best experienced (a) if you put yourself in the mind of a year-old, or (b) if you are, in fact, actually a year-old, and the concept of seeing naked boobs still totally blows your mind.

Hot women, rendering in glorious 16 color EGA graphics.

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That may sound like an inappropriate recommendation for kids considering the material, but really, outside of the basic concept, they usually aren’t quite as raunchy as its reputation suggests, at least the earlier entries. In the first game, the only real nudity is a portrait of a naked woman in a bar. In the next few games, there are some pixellated boobs and other assorted body parts, but you’d really have to squint and use your imagination to fill in any details anyway. Once the series hit VGA with the fifth and sixth games, it added a few Easter eggs to get a quick glimpse of nudity, but it got taken a bit further with the seventh game, pawno error 017 undefined symbol playertopoint, featuring more numerous and slightly more explicit secrets, and the eighth game features a mode that strips the female characters of all of their clothes, in addition to some out-and-out softcore scenes. In general, the games are far more often about laughter than titillation. The humor occasionally goes beyond just dick and fart jokes, too. Much like other Sierra games like Space Quest, it has a tendency to break the fourth wall, bringing in characters from other games just for the fun of it. Ken Williams makes several appearances in the games – first, as an annoying drunk at the bar, and later, at the end of the first game, as a spokesperson for potential sequels. He also appears in the second and third installments as the leader of an island tribe. Al Lowe himself even cameos a few times. The series also tried for a politically correct angle with the introduction of Passionate Patti, a gorgeous bombshell who falls for Larry, whom players could control in the third and fifth games. At any rate, there are technically eight Larry games in the series, although it completely skips over Leisure Suit Larry 4 for reasons that may seem strange, but make sense in context. The “true” series essentially stopped after Sierra closed up their adventure game shop and fired everyone, although Vivendi kept the Larry property going awhile longer, with the non-adventure game installments Magna Cum Laude and Box Office Bust, as well as a few other mobile and promotional titles. Softporn Adventure Initial Release Date: Platforms: Atari 8-bit / Apple II / PC DOS Designer(s): Chuck Benton Developer: On-Line Systems

Softporn Adventure is a pioneer, in many ways, as one of the first skype 1603 installation error released adult themed computer games. It’s also a bit of a step backward for the company – Sierra made a name for itself developing text adventures with graphics (starting with Mystery House and expanding out into Wizard and the Princess, Time Zone, and more) yet Softporn Adventure is completely text-based. This was perhaps how the game was able to be released, since there’s obviously no actual nudity. (Note that Roberta Williams, one of the founders of Sierra and creator of the King’s Quest series, posed for the cover photograph.) Anyway, you start the game next to a bar, with only one goal in mind – to get laid. Compared to Infocom text adventures, pawno error 017 undefined symbol playertopoint, the parser is extremely poor, and the writing is routinely awful. Both written and programmed by Chuck Benton, it’s clear that he’s more of a computer engineer than a steamy fiction writer. Everything’s very straightforward and completely lacking in both sensuality and personality. When Al Lowe came in to convert the game to graphical format, he took the basic plot, structure, locations and puzzles, but invented the Larry character and expanded greatly on its sense of humor, which is how we got the first true game, Leisure Suit Larry in the Land of the Lounge Lizards. Softporn Adventure is included in many of the compilations as a bit of history. 56

Leisure Suit Larry in The Land of the Lounge Lizards Pawno error 017 undefined symbol playertopoint Release Date: Platforms: IBM PC / Amiga / Atari ST / Apple II / Macintosh Designer(s): Al Lowe Developer: Sierra On-Line

The first Leisure Suit Larry begins in the city of Lost Wages, outside of a shifty bar, with only one goal in mind – to help Larry lose his virginity before the night is over. There’s a clock in the game that runs in real time – if you take too long, Larry blows his brains out. Kind of dark, that! Before you can even get started, though, you need to answer five questions to prove that you’re over Of course, this mostly revolves around American trivia from the ‘70s, so a lot of it is pretty outdated. But it’s easy enough to find the answers in FAQs, or just skip the sequence totally with Alt-X.

Error 1009 hasp hl enters Lefty’s Bar, preparing for a night pawno error 017 undefined symbol playertopoint debauchery. Your adventures in Lost Wages revolve around five key areas: Lefty’s Bar, the chapel next door, the hotel casino, a discotheque, and a convenience store. The only way to travel from place to place is by hailing a taxi; otherwise you’ll get squashed by traffic or beaten to death by vagrants. Traveling costs money, of course, which can only be obtained by gambling at the casino. (You need vast quantities of cash for other activities, too.) One supposes that simple blackjack and slots simulators were viewed as being “value added bonuses” to the core game but it really just slows down the pace of the adventure. Thankfully, it’s easy to beat these segments by saving, betting the maximum amount, and then reloading until you win. There is technically a hooker right at the beginning, but (A) if you choose to proceed with her, Larry comes to the conclusion that it doesn’t really count if you pay them, and (B) if you neglected to go to the convenience store and buy a “lubber” (condom), you’ll almost immediately perish from an STD. In the original EGA version, your pawno error 017 undefined symbol playertopoint starts to glow and then you fall over; in the VGA remake, your balls simply explode. In both versions, if you forget to take off the condom and wander outside, you’ll get arrested for public indecency – by Sonny Bonds from Police Quest, no less. 57

Otherwise, the only visibly available girl to woo is a pretty young blonde named Fawn at the disco, but winning her heart (i.e. convincing her to sleep with you) requires a whole bunch of gifts, the cash for a quickie wedding, and the wine to get her in the mood, pawno error 017 undefined symbol playertopoint. Things don’t quite work out when she ties Larry to their marital bed before consummating their relationship, steals his money, and takes off.

The finale sure is steamy, if nonsensically porn-y. This is one of the only big sticking spots. Since most of the game world can be accessed at any time, there are only a few other unwinnable situations you can find yourself in – most importantly, running out cash and getting stranded. The most awkward is forgetting to grab the ribbon that you get tied up with after hooking up with Fawn – you need it for later, and the hotel room becomes inaccessible after you leave it. The narrative is also a bit meandering. The game never tells you this, but your ultimate goal is to somehow make it into the penthouse at the top of the hotel. To do this, you need to distract the woman guarding the entrance by giving her a bottle of Spanish fly. (Don’t use it on yourself, or you’ll get arrested for bestiality (!!), which pawno error 017 undefined symbol playertopoint thankfully not shown on screen.) This bottle is clearly visible at the beginning of pawno error 017 undefined symbol playertopoint game, but can only be obtained by using the rope you (hopefully) grabbed after your encounter with Fawn. Of course, the game also never tells you what this bottle is or why you need to get it – it just falls into the “pick up everything that isn’t nailed down” philosophy that tends to permeate so many adventure games. Anyway, pawno error 017 undefined symbol playertopoint, once you get through all of this, and have a brief, illicit tryst with a blow-up doll, you end up meeting Eve, an attractive woman in a Jacuzzi. The only way to woo her is, of course, by giving her the apple you bought from the strange naked man in the barrel outside the casino. (The game tells you that this is actually Steve Jobs. Hating on Apple was even cool back in the ‘80s!) At this point, Larry succeeds in his goal, pawno error 017 undefined symbol playertopoint the quest is over. It’s not a terribly long game, although this was common of very early Sierra graphics adventures. Larry’s journey is filled with other fairly humorous moments, some cruel, some not. There aren’t quite as many random deaths as other Sierra games, as long as you don’t flush the toilet in the bar anyway, which will flood the whole room. In the beginning stages, if you manage to perish, a compartment will open up beneath Larry’s body and take him to Sierra’s laboratory, where Sierra heroes are repaired and reassembled. (These are the invisible scenes that occur when you hit the “restart” button, the game tells you.) In the EGA version, you can find King Graham from King’s Quest undergoing treatment, recordset close error well as a robot from Space Quest. In the VGA version, Larry is tossed into a blender, where his remains are carried through a tube and reformed into his body. These fourth wall gags became increasingly common throughout the series, as well as other Sierra games. 58

Also noteworthy is a call to a sex line, where you’re asked for the name of a potential mate, as well as several related questions, which are used to populate a kinky Mad Libs-style scenario. When you try to buy some prophylactics from the convenience store, you’re assaulted with an increasingly inane series of options (flavor: Spearmint or peppermint?) before the clerk loudly announces your order, and everyone in the store – previously hidden behind the shelves – peers out and call you a pervert. (Amusingly, when you’re asked your size, in the VGA version you can only pick “Big”, “Huge” and “Large”. Regardless of your choice, the clerk will always announce “Small” size when he recites your order.) In spite of the theme and language, there isn’t much real nudity. Any sex acts are blocked with a big “censored” bar, and other than small bits – a server fatal error code 7 nude on the bar wall, some nipple outlines on some of the girls – are vaguely defined. It’s clear that the game is more about making you laugh than getting you aroused, elevating itself out pawno error 017 undefined symbol playertopoint porn territory. There are two versions: The original EGA version released inpawno error 017 undefined symbol playertopoint, based on the AGI engine, and the VGA version, released inwhich uses the SCI1 icon-based engine. The lack of the text parser in the VGA version does kind of hurt it. The original EGA version was thoroughly play tested, allowing the developers to see what kind of crazy things that players would try to type in, then use this data to formulate appropriate responses. Earlier Sierra games were pretty bad about this. In the first King’s Quest, if you typed in “fuck”, it would innocently say “I don’t understand ‘fuck’”. In Leisure Suit Larry, not a java runtime error eclipse is that a valid command, but it will actually elicit some responses, however limited. Many are just generic “Tsk, tsk.” And “Yeah, you probably would, too!” remarks, but you can get some funny responses. Try “masturbate” (“Larry, the whole idea was to stop doing that!”) or “look at pussy” (“Obviously, restraint is no problem for you, Larry.”) It’s far from encyclopedic – “suck cock” will respond with “Once you tasted it, you wouldn’t want it!” while “suck penis” results in “What’s a penis?”

Larry runs into some marital difficulties on his honeymoon. Ultimately, though, fooling around with the text parser grows old after a few minutes, and the icon-based interface is much easier to work with. Plus, the cartoonish, revamped graphics possess a lot of character that wasn’t there in the first place. The pimp in the EGA game is simply an overweight dude in a wifebeater, but in the VGA game, he’s clad in traditional pimp garb, and his eyes bug out Looney Tunes-style when you click on the porn channel. This attention to detail is even applied to all NPCs, and even the slightly off skew nature of the backgrounds. It’s a huge change in atmosphere, and one that’s definitely for the better, pawno error 017 undefined symbol playertopoint. The only possible issue is that none of the dialogue features close-up portraits like other Sierra VGA games, other than the women, and even those have changed from their original designs. The hooker in the EGA version looks much skankier – the acne and drooping boobs definitely seals the deal – than her VGA counterpart, who by herself is pretty darn sleazy. There are other changes too – you can 59

no longer puke in the toilet, for example, and the hooker won’t give you a blowjob. (In the VGA version, she simply refuses; in the EGA version, she bites your member off, causing you to die. This is all done out of sight, at least. A clever addition to the original EGA version is the “boss key” function. Back in the mid80s, not many people had home computers, and it was largely assumed that a lot of gameplaying went on during office hours, when people should have been doing work. The “boss key” makes the game look like a boring, business-like graph until you look closer and realize that it’s measuring different types of condoms. Also, you need to reload or restart the game when you do this, because apparently the game panics and “forgets” every time you do this. Oops. The boss key has found its way into other Sierra games as well, in addition to later Larry entries. The EGA version also features useless “calculator” and “puzzle” functions as a joke. Despite some of these hang-ups, Leisure Suit Larry still deserves applause for its unique approach to adventure gaming, not only due to its slightly more realistic setting, but also its cavalier attitude. You’re not trying to become king, or save the world/galaxy, or solve crimes – you’re just trying to get laid. Fair enough. Leisure Suit Larry goes Looking for Love (In Cossacks 2 runtime error win 7 Wrong Places) Initial Release Date: Platforms: IBM PC / Amiga / Atari ST Designer(s): Al Lowe Developer: Sierra On-Line

At the beginning of Leisure Suit Larry goes Looking for Love (In Several Wrong Places) (hereby known simply as Larry 2), we find our hero mowing the lawn of Eve, his conquest from the end of the first game, implying that the two had found their own little happily ever after. That is, until Eve pulls into the driveway with only the vaguest recollection of who this fat, balding wiener is. We learn that Larry has been a bit hung up on her, having not realized that their tryst was little more than a one night stand. Distraught, Larry wanders off and manages to both win the lottery and a free cruise, the latter for having accidentally participated in a lousy dating show. During his trip to the boat, Larry accidentally gets involved with an international espionage incident, causing him pawno error 017 undefined symbol playertopoint be trailed by KGB agents at every corner. After come crazy hijinx, Larry ends up on a tropical island, complete with a nude beach. After making his way to the airport, Larry once again runs into trouble and ends up on Nontoonyt Island, ruled by the evil Dr. Nonookee, who’s enslaved the local native villagers and has generally been doing nasty things to their ecosystem. Only Larry can bungle his way into his fortress, put a stop to this madness, and win the heart of Kalalau, the beautiful daughter of the village tribe chief. Larry 2 runs on the SCI0 engine, featuring higher resolution color EGA graphics and a mouse-based interface for movement, although it still uses a text input parser for all other actions. The engine also supports FM and General MIDI music, although it’s barely used outside of the extended Larry theme played in the opening credits, and the little jingle whenever delphi shfileoperation error solve a puzzle. The original AGI-based Larry game was too primitive to show detailed characters, but the box artwork for these games always portrayed Larry error xaml file a cartoonish look. Here, Larry is drawn in a relatively realistic manner, and it’s actually pretty scary! He’d previously been shown as being a bit of a lovable loser, but here he actually looks like a balding creep. 60

There’s also a “trite phrase” function, which lets you type in your own personalized saying, which is then repeated several times throughout the adventure. (The default is “Have a nice day.”)

Larry meets his future wife. Compared to the first Leisure Suit Larry, there’s a bit more actual adventuring going on, pawno error 017 undefined symbol playertopoint, instead of just running around a single city. It’s a much more ambitious game, but it’s also completely littered with design issues. For starters, once you win your prizes, you have a limited amount of time to crawl around the town, shop for a few essential items, and get on the boat. If you take too long, the boat leaves and you lose. If you forget to buy a certain item, you’ll find yourself stuck in the next segment. Once you get on the boat, it gets even more frustrating. What you don’t know is that you’re in a timer here, too – if you’re not quick enough, you get raped to death by the S&M loving fat woman next door. Until you die, there’s no indication of this time limit, or even how long it is, essentially requiring you to replay the whole segment, potentially multiple times. In order to avoid this, you need to grab a lifeboat and abandon ship. During this scene, you’re stranded out at sea for ten days, requiring that you use certain items to survive. For example, you need to don a wig to absorb the sun rays. The problem is, you can’t actually use them when you’re floating on the lifeboat – the game simply won’t accept any text input, leaving our hero to simply perish helplessly. You’re supposed to equip them in the short segment right after you leave the ship, but before you drift away from the cruise liner. How were you supposed to know that this is the only screen where pawno error 017 undefined symbol playertopoint can use these items, much less know which items to use to begin with, without dying first? You also need to throw away the spinach dip from the restaurant, if you grabbed it. If not, Larry will automatically eat it when he gets hungry and dies of food poisoning. (You don’t need to pick it up to begin with, but the whole process adds some extra points.) It’s ridiculous. Later on, you get stuck on an airplane. You’re supposed to get up, get to the emergency exit, and parachute out (assuming you remembered to buy the “insurance” at the airport, which is actually a parachute – pawno error 017 undefined symbol playertopoint didn’t, you’re out of luck.) If you stand up from your seat, pawno error 017 undefined symbol playertopoint, two stewardesses with drink carts immediately block your exit. To get around them, you have to give a pamphlet (which you hopefully picked up from the airport) to your chatty seatmate. This triggers the disappearance of the stewardesses. How are these events even related? Now, whenever you die, the Game Over screen gives you an option to order a hint book, giving you the number for Sierra’s order hotline. Yeah, that’s a bit of self-acknowledging humor, but in this case, it’s a bit rude! Certainly there are those who attribute these games’ difficulty to the need to sell guides, but there’s a fine line between obtuse puzzles, and situations so annoyingly designed that a walkthrough is practically a necessity. 61

Undefined symbol

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Undefined symbol is a Pawn compiler error message. The Pawn Language Guide formally defines this error as error , and explains that the error means "The symbol (variable, constant or function) is not declared".

The error will look roughly look like this:

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Cause

The error occurs when a piece of code references a variable, constant or function that the compiler cannot find. Often, this error is encountered by scripters who recklessly copy and paste code from one script to another, not realizing that the code in question depends on other code in the original script. Another, more pawno error 017 undefined symbol playertopoint mistake made by even the most experienced scripters, is misspelling symbols.

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Example with a function

This is example where a function that does not exists is referenced. A reckless copy-paster is copying a piece for code from the original script () to his or her own (). compiles without any warnings or errors.

The reckless copy-paster decides to copy this piece of code from the original script:

publicOnPlayerConnect(playerid)&#; WelcomePlayer(playerid); &#;

The reckless copy-paster replaces 's callback with the one from and then attemps to compile it. The compiler will, however, throw an error:. This is because the function does not exist the paster's own script. In other words: the piece of code that the reckless copy-paster pasted, depends on other code in. The paster will need to copy the dependent script as well.

In the original script, the function is defined.

WelcomePlayer(playerid)&#;SendClientMessage(playerid, "Welcome to Interactive Roleplay!", 0xFFAA); &#;

The reckless copy-paster will need to copy and paste this function into his own script as well to make the code compile correctly. If this function would also depend on other code, the paster will need to copy and paste that code as well. In fact, the paster would need to repeat this step until all dependencies are resolved.

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Tips for resolving this error

  • Use Ctrl + F to find the missing symbol (note that the compiler will tell you what symbol is missing after the words undefined symbol!) in the original script. If the symbol is a pawno error 017 undefined symbol playertopoint, you will have to copy all code that is relevant to its "ecosystem", that is to say, all code that modifies the variable. For beginning scripters and reckless copy-pasters, this may be hard, pawno error 017 undefined symbol playertopoint it requires a deep understanding of the code and code paths.
  • Look into the includes of the original script.
  • Make sure you are adding the right includes.
  • Make sure you are not misspelling the symbol.

Category: Scripting

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