Space Quest is a series of six sci-fi themed adventure games made by Mark Crowe and Scott Murphy (collectively, the "Two Guys from Andromeda"). Published by Sierra in the late 1980s and early-to-mid 1990s, the protagonist is not a grizzled Space Marine or brilliant scientist but one Roger Wilco — a space janitor. And not even a particularly almighty one.Stronger than a Betegeusian Puddle Monster, faster than a Xenon Space Weevil, and better with a mop than a blaster, the unwilling Roger finds it his fate, time and again, to Save the Galaxy.His arch-nemesis — Sludge Vohaul, a grotesque parody of an alien mastermind, who first encounters Roger face-to-face in the second game as Vohaul monologues about his plan to flood Roger's home planet of Xenon with an army of pushy insurance salesmen.The games extensively parody most of modern science fiction, and Star Trek in particular.In addition to the official six games, there are several fan-made games and a graphical update to the second title on the level of the official update to the first. There had been talks of a Space Quest Seven but as of now it looks like there will be no more official installments in the series. However, the Two Guys eventually reunited and are looking to make a new "SpaceVenture" that's totally nota new Space Quest. Totally.
Almighty Janitor: Roger Wilco, sorta. When you're controlling him, he has these huge insights that allow him to save the galaxy (when you're not sending him to many humorous deaths). Unfortunately, when you're not controlling him, Roger is heavily implied to be a lazy, clumsy, marginally competent, mooching, unfunny, obnoxious, selfish, annoying jerk of a janitor, who also seems to have pissed off people in high places. The first game, you survive the initial Sarien onslaught because you were asleep in the closet. The second, you lose your third broom of the week while sweeping the deck because someone beeped you (for taking too long sweeping, no less) and people complain about how you owe them money. In the third game, you still owe people money and now they're openly sending violent androids after you to collect on it. In the fourth game, thanks to Time Travel, people you haven't even met yet are trying to kill you for things you apparently will do to them, but haven't actually done yet. In the fifth game, Roger slept and skipped through most of his classes to become a ship captain, crashed multiple vessels, only passed his aptitude test by cheating, and only got a ship due to divine intervention from a rodent getting fried in the testing computer. Plus, the people you owe money to have now decided to just openly kill you. Roger improves though, as by the sixth game, your supreme capability to get rid of stubborn mildew stains and black heel marks allows you to keep your old post as janitor second class. Ironically, the people trying to kill you for the money you owe are doing so for a free whistle.
Author Avatar: The Two Guys from Andromeda, this even seeps into Quest for Glory 1, in which The Two Guys from Andromeda are mentioned having slayed an Antwerp which is virtually impossible for the hero in that game to do regardless of skill.
Apocalyptic Log: Used several times, most notably in Space Quest 4 (Dr. Lloyd's message about the Vohaul-corrupted computer), and twice in Space Quest 5 (from the point of view of a pukoid-infected colonist, and a second from the geneticist who created the toxic waste).
Bag of Spilling: Averted in the sixth game, where it turns out that Roger's been stockpiling a lot of his old junk from his previous adventures (like a good adventure game hero ought to), and has them all strewn about his room.
and the third, where he still has the glowing gem. Where the rest of his inventory went, however, is a mystery.
Even the dialect translator from the first game is used as well in the second but it's never stated to be in your inventory and turns on automatically.
Turned into a frustrating Luck-Based Mission due to the fact that you could randomly get three skulls, which kills you. You are literally required to Save Scum to get past this part. There's a device you can use to cheat it in the VGA remake.
Big Screwed-Up Family: The semi-official Space Quest Compendium reveals that every Big Bad of the series was a member of the Vohaul family. Elmo and Captain Quark were Sludge's nephews, while Sharpei had unspecified ties to him (most likely either his sister or ex-wife.) However, none of them were actually allied with Sludge at any time.
White Sheep: Slash Vohaul might have been the only decent member of that family.
Bling Bling Bang: In his fantasies as a macho space ranger in the Space Quest Companion Roger always carries a pair of pearl-handled laser guns.
Body Horror - The poor souls wandering the streets of Xenon in Space Quest 4, given a lobotomy and fixed with headgear that keeps their eyes permanatly wired open. All they can manage for speech is a scream. A second example is the pukoid mutation of Space Quest 5.
Butterfly of Doom: Thanks to time recursion, if Bea dies in Space Quest V, Roger Wilco ceases to exist because it results in the breaking of the Stable Time Loop where Roger Wilco Jr, Roger's Kid from the Future, would have went back in time to save Roger Wilco Sr. from the Sequel Police. If Bea ceases to exist, so does Roger Wilco Jr, which means so does Roger Wilco Sr.
Butt Monkey: Despite being a pan-galactic hero, everyone still treats Roger like a second-rate janitor (granted, he kinda is a second-rate janitor). Even after becoming a starship captain, he's still treated like crap, by both his crew (at first) and his superiors. And after stopping the Pukoid threat, he's promptly court-martialed upon return with a bunch of trumped up charges and busted back down to janitor again. The sad thing is, he's not even court-martialed for the crimes he actually committed and weren't justified at the time.
Narrator: Eventually, the cerebral fireworks begin, and you pass out. [...] You dream you're a man named Leisure Suit Larry...
Chekhov's Gun: Among them are some of the hypothetical questions posed in the Starcon Academy Test in Space Quest V: For example, one question asks "you are stranded on an alien planet being stalked by a killer robot. What do you do?" This same situation occurs later in the game, and two of the answers to the SAT question are, in fact, the solution to the puzzle.
There's also the dead fish in Space Quest 6, which even the narrator starts to wonder why people keep giving it to Roger as it progressively decays over the course of the game. He ultimately uses it to defeat Sharpei.
Clothing Damage: In Space Quest IV, Roger's shoes and pant legs get vaporized by the Latex Babes of Estros in preparation for leg-shaving based torture. Shortly after, you must get replacement clothes in order to enter Monolith Burger, which has a "No Shirt, No Shoes, No Service" policy.
Copy Protection. Lampshaded in 4 ("Okay, here's the dumb copy protection"). In all cases, the answers were All There in the Manual. The CD version did away with the copy protection entirely, instead letting a random guess take you where you needed to go.
Was supposed to be averted in Space Quest VI if the game's head writer hadn't quit halfway through designing the game. By the time his replacement realized the mistake, they had to include the hints that were supposed to be programmed into the game with the manual as feelies.
The Cameo: At least one in each installment, most were Sci-Fi related, but occasionally even members of the development crew would make an appearance. It should be noted that the Space Quest series was the most heavily sued of Sierra's products.
Space Quest I: Several famous robots appeared in the Droids-B-Us store, including the Daleks from Doctor Who, Robbie from Lost in Space and even the ones from Castle in the Sky, along with a reference to the Rifleman, buying such results in it coming in separate boxes and trying to assemble it leads to one of the boxes exploding, killing you.
Among the musicians performing at the bar are The Blues Brothers, a nasty Madonna parody, and originally ZZ Top.
Darker and Edgier: Unlike the rest of the series, Space Quest 5 is much darker and contains some more mature themes and nightmare fuel then all the previous games combined.
Death World: Labion from Space Quest II, where both flora and fauna are carnivorous, Ortega from Space Quest III, and Thrakkas, a fungal planet where you rescue Beatrice in the fifth game (poison atmosphere, deadly drops, pukoid ambushes...).
Deliberately Monochrome: The Monochrome Boys in Space Quest IV. They make fun of Roger for his "fancy VGA graphics".
Earth-Shattering Kaboom: The Star Generator in the first game, in itself a subtle take on the more famous Death Star. Of course, as originally envisioned, the Star Generator would do just that: generate stars. It was designed ( actually cribbed from a weapon designed by Vohaul) to save Xenon, as the planet's sun was burning out.
Easter Egg: There is at least one hidden in most of the games.
Extreme Omnivore: Stellar. Just look at all the random junk you come across while running around inside her body.
Most of the fauna (and quite a bit of the flora) on Labion doesn't particularly seem to care that you're not a planetary native. They eat you anyway. Some of them get indigestion though!
Fake Action Prologue: The beginning of the fifth game, where Captain Roger Wilco commands an intense battle on the bridge of his ship...until his viewscreen is suddenly filled with the giant image of Captain Quirk, who tells Cadet Wilco to get out of the training simulator. The introductions to the novelized walkthroughs in The Space Quest Companion do this too, even though you well know these are just Roger's macho fantasies a few pages into the first one.
Fan Translation: In the early 90's, Russian programmers translated Space Quest V. Notable because unlike other Russian fan translations at the time, which only translated the text in the game files and leaving everything which would require extensive graphical editing alone, they translated almost everything, like the miscellaneous words on the walls and animated graphic text, leaving only the Sierra logo and the Main title untranslated. They weren't above putting jokes where it was harmless though, like translating the Space Bar as Bar "Probel", as in the Russian name for the spacebar on the keyboard.
Gorn: Not much the deaths themselves, but a few of the death images in the VGA version of I and in III are pretty graphic (like Roger's body melting into acid or lava).
Grand Theft Me: shows up as a plot point in both Space Quest IV and Space Quest VI.
Guide Dang It: a Sierra adventure game staple. Each game has one specific thing that is extremely obtuse, while every other puzzle is either clever or straightforward. Became less of a problem after the original trilogy, though.
In Space Quest 1, you need to get the Astral Bodies cartridge to beat the game. The only way you find out about it is to go into the Arcadia's library twice, and wait the second time until the dying scientist arrives to give you the hint. Notwithstanding the fact that you're on a severe time limit to escape, the scientist's appearance is almost random, and there's seemingly no reason to go to the library more than once.
In Space Quest 2, the solutions for bypassing the traps leading to Vohaul's room are, at best, non-obvious. Sticking the plunger to the wall is something you might get after a while, but putting the toilet paper in the wastebasket and lighting the paper to trigger the sprinklers and burn out the robots is likely to defy conventional reasoning, since the sprinklers are not pointed out, and not in any other room in the space station.
In Space Quest 3, you have to play the excruciatingly dull Astro Chicken game and be good at it to get the plot started. While dying will always give you a hint on how to avoid the thing that killed you, this doesn't result in death, and as a result, there's no clue that you need to do it.
Have a Nice Death: Most deaths in the series, as is wont in a Sierra adventure series.
The Two Guys from Andromeda mentioned specifically in an interview that if the player was going to die a lot, at least they could provide a laugh to go along with it.
Help Help Trapped In Title Factory: The main plot of Space Quest III kicks off with Roger discovering a secret message from the Two Guys from Andromeda calling for help while playing a game of "Astro Chicken".
Heroic Mime: Roger in the first three games (Except when he orders a Keronian Ale or three in Space Quest I). Starting with Space Quest IV, he gets regular dialogue.
Hilariously, when you buy the right ship off him (naturally it's the most expensive) and figure out how to get it to take off, you then find out that he sold you some other guy's ship.
Even MORE hilariously, if you pay close attention during the takeoff, the guy who comes screaming at you for taking his ship is also a man who will mug you if you follow him earlier. Enjoy some intergalactic karma!
Hints Are For Losers: The hint books have several fake hints and berate the player for spoiling the game by looking ahead.
In the in-game hint book in IV, most of the hints have absolutely nothing to do with the game, except for two that give vital codes. Makes a certain amount of sense, since the hints are for Space Quest IV, and the game you're playing in is technically Space Quest XII.
In 6, solving a particular puzzle before you get the in-game hint that lets you do it earns you a berating by the narrator, followed by losing nearly all of your points. The narrator then apparently decides that's just too mean and gives them back to you.
Human Popsicle: Beatrice in the fifth game. The Eureka crew also uses it against the Goliath.
Also the end of the second game, though the sleep chamber doesn't explicitly freeze people. Since your escape pod is running out of oxygen from a leak and getting in the sleep chamber saves you despite the lack of air, however, it can be implied that this is what the end result is.
Then taken to extremes as Roger is stripped of his uniform, his gloves and boots, a set of prosthetic muscles, and his jockstrap.
Interactive Narrator: Roger ends up bickering with the narrator a few times, and at the end of the sixth game, he threatens to mess him up good. Stellar, meanwhile, wonders who the heck Roger is talking to.
Jerk with a Heart of Gold: He puts his life in danger constantly to save the day, the galaxy, or just his friends, but the way he deals with the random NPCs in a lot of the games, you can see why most people treat him like crap.
Kid from the Future: Space Quest IV, also mentioned a number of times in various death messages in Space Quest V. That is, the ones where his future mother dies before he's born, and you die because he never came back to save you.
Bea is dead. In an alternate future, she would have borne your son. In the future past of Space Quest IV, your son would have saved your life. But she didn't... so he couldn't... therefore, you aren't.
Last Lousy Point: As per Sierra standards, there's always some tiny task, easily overlooked, that will deny you a perfect score if neglected.
In Space Quest 1, killing the Orat one way instead of another will net you less points.
In Space Quest 2, failure to silence the emergency beacon, which otherwise has no effectnote Well, it does have an effect, in that when you proceed to the next screen, the hovercraft that will kill you if it sees you shows up much sooner, but it shows up inevitably anyway, will miss you one point.
In Space Quest 3, killing the collector android in one way instead of two others will get you less points (the creators prefer cleverness over practicality, making this one difficult).
Also, forgetting to look under the pilot's seat in your spacecraft for spare change will cost you some points.
In Space Quest 5, not beating Captain Quirk at Space Battleship (mostly a Luck-Based Mission) will prevent you from getting 50 points (out of 5000).
Subversion in the Fan Sequel Space Quest 0 - you can get about 115/101 points if you know where the EasterEggs are hidden.
Edge Gravity: A rather odd example in the Space Quest I remake in which attempting to walk off a cliff after getting out of the escape pod on Kerona results in the game warning you about it before Roger automatically walks away from it. This is odd because Sierra games are notorious for their lack of Edge Gravity.
Loser Protagonist: Again, Roger Wilco. Generally incompetent and lazy, and frequently so unlucky that it seems everyone in the galaxy is out to get him. Just about his only asset is that he's implied to have a fair amount of cleverness, given all the convoluted situations he solves.
Magikarp Power: The fish. Only, instead of leveling up and gaining power until it becomes the ultimate weapon, it rots and decays its way into it.
Man Child: Roger has shades of this coloring his bizarre hyper-competence. For example, after taking control of his own starship in Space Quest 5, he gives a rousing (and random) speech to his new crew members, who ignore him, before sitting in his chair and spinning around with his hands in the air.
Nitro Express: In Space Quest IV, if you take the unstable ordnance from the tank, it explodes and kills you when you go into the sewer.
No Hero to His Valet: One of the reasons Roger doesn't get much respect is because when you get past this man who has saved the day numerous times, you realize you are dealing with a guy who is lazy, annoying, rude, mooching, somewhat incompetent, and is a fair bit of a jerk.
Nonstandard Game Over: Deleting Space Quest IV from the supercomputer immediately quits to operating system, with no warning. Also, trying things the game designers didn't anticipate.
Player Nudge: Starting in Space Quest III, the death messages start giving subtle hints on how to avoid certain deaths (often mocking the player in the process). The remake of Space Quest I (and the Fan Remake of Space Quest II) give similar hints.
Probably the most common death is making Roger Wilco walk off a ledge. Although oddly enough, the Space Quest I remake had a point when you got out of your escape pod and there was a cliff. Attempting to walk off the cliff had the game warn you about it before Roger automatically walked away from it. Quite shocking considering this is a Sierra title in which Yet Another Stupid Death is easily achieved in this manner.
Space Quest IV: Trying to "use" the change machine will give you a warning that if you bang on it, the self-defense mechanism will activate. If you "use" it again, you die.
Space Quest V: You can set your ship to self-destruct or pull the plug on the life support system / power system. Though the former is actually required at the very end of the game.
Product Placement: The Sprint logo in communication transmissions in Space Quest V. Not so surprising since Next Mutation was one of several Sierra games people could get as a reward for signing up for service.
Reality Ensues: Roger may have saved the galaxy in Space Quest V, but he is punished for all the damage he caused while saving it by being demoted back to a lowly janitor in Space Quest VI.
Red Herring: In the fourth game and the VGA remake of the first, you get the "Lick" and "Smell" commands, in addition to the standard "Walk", "Look" and "Use". They serve no purpose but to add flavor and make Roger seem crazy as he goes around licking and smelling everything.
Red Shirt: Parodied in Space Quest V because Roger, now a starship captain, is the one wearing the red shirt.
Eventually lampshaded by Droole, who says it is bad luck.
Roger can't die in the fifth game until he gets the red shirt - it is only possible to lose in some ways that do not involve death.
Remember the New Guy: Stellar Santiago is introduced as an old friend (and potential romantic interest) of Roger's without any prior evidence of her existence.
Ret Gone: What happens to both Jr. and Roger if Beatrice dies.
Retraux: Space Quest V in the Eureka's maintenance tunnel, you can pull a fuse that will change the graphics to EGA (Space Quest III) style.
Space Quest IV has you travelling to Eulence Flats in Space Quest I and it's possible to get to Ortega in Space Quest III though stepping outside of your time pod in the latter results in you melting very quickly.
Ridiculous Future Sequelisation: Space Quest IV, with its Time Travel theme, labelled its various time periods using sequel numbers. The post-apocalyptic future into which Roger was initially thrown is identified as "Space Quest XII"; the galactic mall in the "Space Quest X" period also tosses a reference to King's Quest XXXXVIII: The Quest For More Disk Space (back in the days before CD-ROM drives) stated to be by "Roberta Williams III".
Self-Destruct Mechanism: The SCS Eureka of SQ5 is equipped with one of those. It's needed towards the end of the game. Ditto for the Arcada in the first game, where it is activated just before the start of the game.
Series Continuity Error: Whether it's deliberate is debatable, but the Terminator-style robots in 3 and 5 are out to kill Roger because he forgot to pay for a mail-order whistle he received for free in the second game. With compounded interest (and the fact that Roger went into cryogenic sleep between games 2 and 3), the bounty on Roger's head is stated to be over 400,000 buckazoids.
The Space Quest CompanionHand Waved the coupon as a gift for a public television pledge which Roger (obviously) never followed through on. The Gippazoid Novelty Company which advertises the whistles also makes the "death slot machines" which the player was required to beat in the first game; not exactly the most trustworthy company in the galaxy....
The Fan Remake of Space Quest II patches the plothole by removing the phrase "pre-paid" from the description of the order form.
Another one involves the introduction from Space Quest VI, in which they commend Roger for returning the SCS Eureka. The same SCS Eureka he blew up to kill the Big Bad in the previous game, it was the SCS Goliath he managed to save. Considering it happens during a clearly humiliating and one-sided court martial, this could be waved as proof that The Federation is just another hopelessly corrupt and incompetence-riddled entity in Roger's life.
Shout-Out: Blatantly on multiple occasions; the SQ1 remake features one of "The Unseen", a Starfleet shuttle, an opening cutscene similar to the capture of the Blockade Runner in Star Wars: A New Hope, a Krayt Dragon Ribcage Ridge from the latter, and a Romulan Warbird. It's a wonder Sierra didn't get sued over it all.
Legal action forced them to change "Droids-R-Us" in the first game to "Droids-B-Us", and to change "Radio Shock" in the fourth to "Hertz So Good". They also got in trouble from ZZ Top's management for having an Expy of the band in the VGA remake. The latter were still Dummied Out in the code, so they could be restored by hacking.
That didn't stop them from making a joke out of it, as can be seen here.
Squick: In Space Quest 6, how does Roger escape Stellar's body? Why, no other than by flashing his ship's headlight through a large zit on her nose, which then gets popped so that Roger shoots out in a dollop of pus.
True Companions: Oddly enough, there seems to be one on the Eureka with Flo, Cliffy, and Droole. It's only later that the three of them accept Roger.
Unexpected Gameplay Change: Many, many examples — the hoverbike obstacle course and the slot machine in SQ1, Astro Chicken and Ms. Astro Chicken...
In the remake of Space Quest 1, the slot machine and the hoverbike become optional. In Space Quest 4, Ms. Astro Chicken, unlike the previous game, serves absolutely no purpose, but there's no indication it serves no purpose. Conversely, Astro Chicken in Space Quest 3 serves a very important purpose (it gets the plot moving, for god's sake!), but there's no indication that it serves that purpose! Argh!
In the first game, when someone offers to buy your hovercraft, if you accept his first offer, you'll miss out on a jetpack needed to maneuver in zero-gravity later in the game. And if you forget to take the ignition key from your skimmer after declining the man's first offer, he'll simply steal it from you.
Likewise, if you forget the emergency kit from the escape pod, you won't have the water necessary to avoid dying of dehydration, or (in the VGA remake) the emergency knife needed to acquire an item. Also, that shattered windshield? Better take some glass from it. Trust me on this one.
The first two games are full of these, in fact: if you break the slot machine, it will never work again. Oh, you bought the wrong droid? Restore. Failed to take the rope after you escaped the hunter? Restore. Did you drink five beers at the bar? You'll wake up behind the bar, missing key parts of your inventory. Restore. Didn't use the order form to get the Labion Terror Beast whistle and now you're in the caves or beyond? Restore. In a lot of cases, you'll be pretty far beyond the location where you needed to get a critical item, with no way to return. Hope you've been using more than one save.
Or in the fourth game (SQ12 area), if you don't think to write down the SQ12 code before taking off in the Time Pod, you'll never have the coordinates to return there. In the CD version this code is always the same, but in the original (floppy disk) version it is generated randomly on each playthrough.
Some of the other games are a little nicer, by presenting you with (non lethal) puzzles that simply bar your passage if you don't have the required item to beat them. Space Quest 5 has a blink-and-miss-it puzzle where you have to match holes in a punch card, and if you get it wrong the game kindly resets the card so you can try again (rather than having to reload your previous save from several puzzles earlier).
And in almost every case of Have a Nice Death, there's a hint about what you should do, most notably starting in Space Quest 3, although there's usually a thinly veiled insult as well.
In the first one, you have a ship and a pilot droid. It's a ship full of mean, nasty Sarien bandits against one not-so-Almighty Janitor. The pilot droid suggests hauling tail. It's a Nonstandard Game Over if you take it.
In the second one, no one knows about Vohaul's plan. In theory, you could save your own hide instead of shutting down Vohaul's life insurance salesman invasion. Again, Nonstandard Game Over if you take it.
In the third, Roger technically didn't have to rescue those two ingrates from Andromeda.
In the fifth? Well, Star-Con was totally willing to look the other way while their golden boy dumped toxic waste on remote planets and blew off the concerns of the young female ambassador representing many of the dump sites. In fact, Roger gets punished for doing the right thing and stopping Quirk.
The sixth one? Again, he could have turned his back on Stellar and none would be the wiser. In fact, his continued existence requires he meet and marry a completely different woman and father a child with her, since said offspring comes back from the future to save Roger in the fourth game. Instead, he runs off to stop her from being body snatched by a wealthy well-connected admiral's widow.