diff --git a/src/inspiration/quest-for-glory-1-shadows-of-darkness.md b/src/inspiration/quest-for-glory-1-shadows-of-darkness.md index 1c56e45..ffd512b 100644 --- a/src/inspiration/quest-for-glory-1-shadows-of-darkness.md +++ b/src/inspiration/quest-for-glory-1-shadows-of-darkness.md @@ -11,6 +11,12 @@ Quest for Glory 1: So You Want To Be A Hero is a 1989 Sierra On-Line adventure d | **Core Mechanic** | Class-based puzzle solutions requiring fighter combat, magic user spells, or thief stealth for identical progression gates | | **What players found enjoyable** | "Save here! Open nearby door and stay in passage until fake door collapses, jump on top" describes the tension of trap room timing [LoudKing]. The class-specific design creates replay value: each character type demands completely different mechanical approaches to the same obstacles, making multiple playthroughs genuinely distinct rather than reskinned [LFandom] | +## Puzzle Dependency Chart + + + +[View Puzzle Dependencies QA Report](./quest-for-glory-1-puzzle-dependencies-qa.md) +  --- diff --git a/src/inspiration/quest-for-glory-ii-trial-by-fire.md b/src/inspiration/quest-for-glory-ii-trial-by-fire.md index c57f2f6..442fc6a 100644 --- a/src/inspiration/quest-for-glory-ii-trial-by-fire.md +++ b/src/inspiration/quest-for-glory-ii-trial-by-fire.md @@ -14,6 +14,12 @@ Sierra's 1989 hybrid RPG-adventure pioneered time-based puzzle design. Unlike st | **Player Quote** | "I love Quest for Glory. I'm absolutely crazy about the series. The greatest thing...is the well-done connection between RPG and the classic Sierra graphic adventure" — [CyricZ] | | **Design Note** | "You have until day 7 to defeat the fire elemental. If you don't do it then, the city will be destroyed at the start of day 7, ending your game" — [SAC] | +## Puzzle Dependency Chart + + + +[View Puzzle Dependencies QA Report](./quest-for-glory-ii-puzzle-dependencies-qa.md) + --- ## Puzzle 1: Wizards' Institute of Technocery Entry Test diff --git a/src/inspiration/quest-for-glory-iii-wages-of-war.md b/src/inspiration/quest-for-glory-iii-wages-of-war.md index 7c243b0..b49e106 100644 --- a/src/inspiration/quest-for-glory-iii-wages-of-war.md +++ b/src/inspiration/quest-for-glory-iii-wages-of-war.md @@ -12,6 +12,12 @@ Sierra's 1992 sequel introduced three distinct class-based playthroughs, where F | **Core Mechanic** | Class-specific puzzle paths; identical goals require different mechanical solutions per character type | | **What players found enjoyable** | "The greatest thing about the series is the well-done connection between RPG and the classic Sierra graphic adventure" — [CyricZ]. Additional playthrough notes: "This is a very general spell, and is used to detect any existing magical auras in the immediate area"—walkthroughs emphasize mechanical depth over story [CyricZ] | +## Puzzle Dependency Chart + + + +[View Puzzle Dependencies QA Report](./quest-for-glory-iii-puzzle-dependencies-qa.md) +  --- diff --git a/src/inspiration/quest-for-glory-iv-shadows-of-darkness.md b/src/inspiration/quest-for-glory-iv-shadows-of-darkness.md index 7a7816c..6b6e89b 100644 --- a/src/inspiration/quest-for-glory-iv-shadows-of-darkness.md +++ b/src/inspiration/quest-for-glory-iv-shadows-of-darkness.md @@ -11,6 +11,12 @@ Quest for Glory IV: Shadows of Darkness is a 1994 Sierra Entertainment adventure | **Core Mechanic** | Class-specific action verbs with multi-location ritual gathering meta-construction | | **What players found enjoyable** | "The greatest thing about the series is the well-done connection between RPG and the classic Sierra graphic adventure" [CyricZ]. Another walkthrough notes: "This is a large puzzle" referring to Dr. Cranium's lab sequence, calling it an intricate chain of interlocking mechanics [CrystalShard] | +## Puzzle Dependency Chart + + + +[View Puzzle Dependencies QA Report](./quest-for-glory-iv-puzzle-dependencies-qa.md) +  --- diff --git a/src/inspiration/spacequest-1-the-sarien-encounter-chart.mmd b/src/inspiration/spacequest-1-the-sarien-encounter-chart.mmd new file mode 100644 index 0000000..df21386 --- /dev/null +++ b/src/inspiration/spacequest-1-the-sarien-encounter-chart.mmd @@ -0,0 +1,168 @@ +flowchart TD + %% ============================================================================= + %% FONT SIZE & CONFIGURATION + %% ============================================================================= + node[fontsize=18] + START["**START**"] --> A_ESCAPE_EJECTION_CHAIR + + %% ============================================================================= + %% ULENCE FLATS - Initial Area (area_1 - light yellow) + %% ============================================================================= + subgraph area_1["**ULENCE FLATS**"] + A_ESCAPE_EJECTION_CHAIR["A: Escape Ejection Chair"] --> C1["C1: Arrive on Deltaur Mothership"] + + C1 --> A_TALK_TO_SALESMAN["A: Talk to Skimmer Salesman"] + A_TALK_TO_SALESMAN --> P_PROBLEM_NO_MONEY["P: Need Money for Ship"] + + P_PROBLEM_NO_MONEY --> A_PLAY_SLOT_MACHINE["A: Play Slot Machine"] + A_PLAY_SLOT_MACHINE --> O_RECEIVE_BUCKAZOIDS["O: Receive Buckazoids"] + O_RECEIVE_BUCKAZOIDS --> A_PLAY_SLOT_MACHINE + + O_RECEIVE_BUCKAZOIDS --> A_BUY_DRALLION_CRUISER["A: Buy Drallion Cruiser"] + A_BUY_DRALLION_CRUISER --> O_CAN_TRAVEL["O: Can Travel to Deltaur Sector"] + end + style area_1 fill:#FFF9C4,stroke:#FBC02D,stroke-width:3px + + %% ============================================================================= + %% KERONA - Desert Planet (area_2 - light brown) + %% ============================================================================= + subgraph area_2["**KERONA - Desert**"] + O_CAN_TRAVEL --> A_CRASH_LAND_ON_KERONA["A: Crash Land on Kerona"] + A_CRASH_LAND_ON_KERONA --> C2["C2: Crash Landing Complete"] + + C2 --> A_TAKE_SURVIVAL_KIT["A: Take Survival Kit from Pod"] + C2 --> A_COLLECT_REFLECTIVE_GLASS["A: Collect Reflective Glass from Pod"] + + A_TAKE_SURVIVAL_KIT --> O_RECEIVE_SURVIVAL_KIT["O: Receive Survival Kit"] + A_COLLECT_REFLECTIVE_GLASS --> O_RECEIVE_REFLECTIVE_GLASS["O: Receive Reflective Glass"] + + P_PROBLEM_GEESEYR_DOOR["P: Geeyser Door Blocks Path"] --> A_THROW_ROCK_ON_GEESEYR["A: Throw Rock on Geyser"] + A_THROW_ROCK_ON_GEESEYR --> O_GEESEYR_DOOR_OPENS["O: Geyser Door Opens"] + + P_PROBLEM_LASER_BEAMS["P: Laser Beams Block Corridor"] --> A_DEFLECT_LASERS_WITH_GLASS["A: Deflect Lasers with Glass"] + O_RECEIVE_REFLECTIVE_GLASS --> A_DEFLECT_LASERS_WITH_GLASS + A_DEFLECT_LASERS_WITH_GLASS --> O_LASERS_DEACTIVATED["O: Lasers Deactivated"] + + C2 --> A_FIND_ROCK["A: Find Rock in Tunnel"] + A_FIND_ROCK --> O_RECEIVE_ROCK["O: Receive Rock"] + O_RECEIVE_ROCK --> A_THROW_ROCK_ON_GEESEYR + + O_LASERS_DEACTIVATED --> A_MEET_HOLOGRAM["A: Meet Keronian Hologram"] + end + style area_2 fill:#D7CCC8,stroke:#8D6E63,stroke-width:3px + + %% ============================================================================= + %% KERONA - Hologram Mission (area_3 - light purple) + %% ============================================================================= + subgraph area_3["**KERONA - Hologram Mission**"] + A_MEET_HOLOGRAM --> P_PROBLEM_TRANSLATOR["P: Need Translator to Communicate"] + + P_PROBLEM_TRANSLATOR --> A_GET_TRANSLATOR_FROM_ARCADA["A: Get Translator from Arcada"] + A_GET_TRANSLATOR_FROM_ARCADA --> O_RECEIVE_TRANSLATOR["O: Receive Translator"] + O_RECEIVE_TRANSLATOR --> A_TURN_ON_TRANSLATOR["A: Turn On Translator"] + + A_TURN_ON_TRANSLATOR --> P_PROBLEM_ORAT_TASK["P: Kill Orat Monster"] + + P_PROBLEM_ORAT_TASK --> A_THROW_DEHYDRATED_WATER["A: Throw Dehydrated Water at Orat"] + P_PROBLEM_ORAT_TASK --> A_USE_SPIDER_DROID["A: Use Spider Droid on Orat"] + + A_THROW_DEHYDRATED_WATER --> O_ORAT_DEAD["O: Orat Dead"] + A_USE_SPIDER_DROID --> O_ORAT_DEAD + + O_ORAT_DEAD --> A_TAKE_ORAT_CHUNK["A: Take Chunk of Orat"] + A_TAKE_ORAT_CHUNK --> O_RECEIVE_ORAT_CHUNK["O: Receive Orat Chunk"] + + O_RECEIVE_ORAT_CHUNK --> A_SHOW_PROOF_TO_HOLOGRAM["A: Show Proof to Hologram"] + A_SHOW_PROOF_TO_HOLOGRAM --> C3["C3: Enter Keronian Settlement"] + end + style area_3 fill:#E1BEE7,stroke:#BA68C8,stroke-width:3px + + %% ============================================================================= + %% KERONA - Keronian Settlement (area_4 - purple) + %% ============================================================================= + subgraph area_4["**KERONA - Settlement**"] + C3 --> P_PROBLEM_GET_CODE["P: Need Star Generator Code"] + + P_PROBLEM_GET_CODE --> A_TALK_TO_PROFESSOR["A: Talk to Arcada Professor"] + A_TALK_TO_PROFESSOR --> O_LEARN_CARTRIDGE_NAME["O: Learn 'Astral Body' Cartridge"] + + O_LEARN_CARTRIDGE_NAME --> A_REQUEST_ASTRA_L_BODY["A: Request Astral Body from Computer"] + A_REQUEST_ASTRA_L_BODY --> O_RECEIVE_CARTRIDGE["O: Receive Astral Body Cartridge"] + + P_PROBLEM_ESCAPE_ARCADA["P: Escape Arcada Before Explosion"] --> A_FLY_TO_KERONA_SETTLEMENT["A: Fly to Keronian Settlement"] + + A_FLY_TO_KERONA_SETTLEMENT --> A_READ_CARTRIDGE_AT_COMPUTER["A: Read Cartridge at Computer"] + O_RECEIVE_CARTRIDGE --> A_READ_CARTRIDGE_AT_COMPUTER + A_READ_CARTRIDGE_AT_COMPUTER --> O_LEARN_CODE_6858["O: Learn Code 6858"] + + C3 --> A_TAKE_SKIMMER["A: Take Skimmer from Settlement"] + A_TAKE_SKIMMER --> O_CAN_LEAVE_KERONA["O: Can Leave Kerona"] + end + style area_4 fill:#CE93D8,stroke:#AF7AC5,stroke-width:3px + + %% ============================================================================= + %% DELTAUR SPACE STATION (area_5 - light blue) + %% ============================================================================= + subgraph area_5["**DELTAUR MOTHERSHIP**"] + O_CAN_TRAVEL --> A_ENTER_DELTAUR_STATION["A: Enter Deltaur Station"] + A_ENTER_DELTAUR_STATION --> C4["C4: On Deltaur Mothership"] + + C4 --> P_PROBLEM_NO_AUTHORIZATION["P: Cannot Access Restricted Areas"] + + P_PROBLEM_NO_AUTHORIZATION --> A_NAVIGATE_TO_LAUNDRY["A: Navigate to Laundry Room"] + A_NAVIGATE_TO_LAUNDRY --> P_WASHING_MACHINE_PUZZLE["P: Sarien Uniform Puzzle"] + + P_WASHING_MACHINE_PUZZLE --> A_ENTER_WASHING_MACHINE["A: Enter Washing Machine"] + A_ENTER_WASHING_MACHINE --> O_RECEIVE_SARIEN_UNIFORM["O: Receive Sarien Uniform with ID Card"] + + O_RECEIVE_SARIEN_UNIFORM --> C5["C5: Disguised as Sarien"] + + C5 --> P_PROBLEM_WEAPONS_ACCESS["P: Need Weapon to Destroy Generator"] + + P_PROBLEM_WEAPONS_ACCESS --> A_SHOW_ID_CARD_TO_ARMORY_DROID["A: Show ID Card to Armory Droid"] + O_RECEIVE_SARIEN_UNIFORM --> A_SHOW_ID_CARD_TO_ARMORY_DROID + + A_SHOW_ID_CARD_TO_ARMORY_DROID --> P_GRAB_WEAPON_FAST["P: Grab Weapon Before Droid Returns"] + + P_GRAB_WEAPON_FAST --> A_STEAL_GRENADE_FROM_SHELF["A: Steal Grenade from Shelf"] + A_STEAL_GRENADE_FROM_SHELF --> O_RECEIVE_GRENADE["O: Receive Grenade"] + end + style area_5 fill:#BBDEFB,stroke:#1976D2,stroke-width:3px + + %% ============================================================================= + %% STAR GENERATOR FINAL BOSS (area_6 - red) + %% ============================================================================= + subgraph area_6["**STAR GENERATOR**"] + O_CAN_TRAVEL --> A_REACH_STAR_GENERATOR_ROOM["A: Reach Star Generator Room"] + A_REACH_STAR_GENERATOR_ROOM --> P_PROBLEM_GENERATOR_CODE["P: Need Code to Self-Destruct"] + + P_PROBLEM_GENERATOR_CODE --> A_ENTER_CODE_6858["A: Enter Code 6858"] + O_LEARN_CODE_6858 --> A_ENTER_CODE_6858 + + A_ENTER_CODE_6858 --> O_SELF_DESTRUCT_INITIATED["O: Self-Destruct Initiated"] + O_SELF_DESTRUCT_INITIATED --> O_FORCE_FIELD_OFF["O: Force Field Off"] + + A_STEAL_GRENADE_FROM_SHELF --> A_DESTROY_STAR_GENERATOR["A: Destroy Star Generator"] + A_DESTROY_STAR_GENERATOR --> END["**END**"] + end + style area_6 fill:#FFCDD2,stroke:#D32F2F,stroke-width:3px + + %% ============================================================================= + %% CLASS DEFINITIONS + %% ============================================================================= + classDef start_end fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000000,font-weight:bold + classDef problem fill:#FFB3B3,stroke:#8B0000,stroke-width:2px,color:#8B0000 + classDef action fill:#B3FFB3,stroke:#006400,stroke-width:2px,color:#006400 + classDef outcome fill:#B3D9FF,stroke:#004080,stroke-width:2px,color:#004080 + classDef consequence fill:#E8E8E8,stroke:#333333,stroke-width:2px,color:#333333 + + class START,END,C1,C2,C3,C4,C5 start_end + class C1,C2,C3,C4,C5,O_LEARN_CODE_6858,O_SELF_DESTRUCT_INITIATED consequence + + class P_PROBLEM_NO_MONEY,P_PROBLEM_GEESEYR_DOOR,P_PROBLEM_LASER_BEAMS,P_PROBLEM_TRANSLATOR,P_PROBLEM_ORAT_TASK,P_PROBLEM_GET_CODE,P_PROBLEM_ESCAPE_ARCADA,P_PROBLEM_NO_AUTHORIZATION,P_WASHING_MACHINE_PUZZLE,P_PROBLEM_WEAPONS_ACCESS,P_GRAB_WEAPON_FAST,P_PROBLEM_GENERATOR_CODE problem + + class A_ESCAPE_EJECTION_CHAIR,A_TALK_TO_SALESMAN,A_PLAY_SLOT_MACHINE,A_BUY_DRALLION_CRUISER,A_CRASH_LAND_ON_KERONA,A_TAKE_SURVIVAL_KIT,A_COLLECT_REFLECTIVE_GLASS,A_THROW_ROCK_ON_GEESEYR,A_DEFLECT_LASERS_WITH_GLASS,A_FIND_ROCK,A_MEET_HOLOGRAM,A_GET_TRANSLATOR_FROM_ARCADA,A_TURN_ON_TRANSLATOR,A_THROW_DEHYDRATED_WATER,A_USE_SPIDER_DROID,A_TAKE_ORAT_CHUNK,A_SHOW_PROOF_TO_HOLOGRAM,A_TALK_TO_PROFESSOR,A_REQUEST_ASTRA_L_BODY,A_FLY_TO_KERONA_SETTLEMENT,A_READ_CARTRIDGE_AT_COMPUTER,A_TAKE_SKIMMER,A_ENTER_DELTAUR_STATION,A_NAVIGATE_TO_LAUNDRY,A_ENTER_WASHING_MACHINE,A_SHOW_ID_CARD_TO_ARMORY_DROID,A_STEAL_GRENADE_FROM_SHELF,A_REACH_STAR_GENERATOR_ROOM,A_ENTER_CODE_6858,A_DESTROY_STAR_GENERATOR action + + class O_RECEIVE_BUCKAZOIDS,O_CAN_TRAVEL,O_RECEIVE_SURVIVAL_KIT,O_RECEIVE_REFLECTIVE_GLASS,O_GEESEYR_DOOR_OPENS,O_LASERS_DEACTIVATED,O_RECEIVE_ROCK,O_RECEIVE_TRANSLATOR,O_ORAT_DEAD,O_RECEIVE_ORAT_CHUNK,O_CAN_LEAVE_KERONA,O_LEARN_CARTRIDGE_NAME,O_RECEIVE_CARTRIDGE,O_LEARN_CODE_6858,O_CAN_ENTER_SETTLEMENT,O_SELF_DESTRUCT_INITIATED outcome + + class START,END start_end \ No newline at end of file diff --git a/src/inspiration/spacequest-1-the-sarien-encounter-chart.svg b/src/inspiration/spacequest-1-the-sarien-encounter-chart.svg new file mode 100644 index 0000000..138d274 --- /dev/null +++ b/src/inspiration/spacequest-1-the-sarien-encounter-chart.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/src/inspiration/spacequest-1-the-sarien-encounter-puzzle-dependencies-qa.md b/src/inspiration/spacequest-1-the-sarien-encounter-puzzle-dependencies-qa.md new file mode 100644 index 0000000..e823e44 --- /dev/null +++ b/src/inspiration/spacequest-1-the-sarien-encounter-puzzle-dependencies-qa.md @@ -0,0 +1,107 @@ +# Space Quest 1: The Sarien Encounter - Dependency Chart QA Report + +## Overview + +This document verifies the logical dependencies in `spacequest-1-the-sarien-encounter-chart.mmd` against multiple walkthrough sources. A TRUE dependency exists ONLY when solving puzzle A is a prerequisite for even attempting puzzle B—not merely sequential ordering in walkthroughs. + +--- + +## Dependency Analysis + +### Phase 1: Ulence Flats - Ship Purchase + +| Dependency | From | To | Status | Explanation | +|------------|------|----|--------|-------------| +| Start → Slot Machine → Buckazoids | No money | Play slots for money | **VALID** | Cannot buy ship without buckazoids; slot machine is primary money source | +| 250+ Buckazoids → Buy Drallion Cruiser | Have money | Purchase ship | **VALID** | Ship costs 250 buckazoids minimum; cannot travel to Deltaur sector without it | + +--- + +### Phase 2: Kerona Desert - Environmental Puzzles + +| Dependency | From | To | Status | Explanation | +|------------|------|----|--------|-------------| +| Crash Landing → Survival Kit + Glass | Arrive on planet | Take items from pod | **VALID** | Items must be collected immediately at crash site; glass needed for later laser puzzle | +| Find Rock → Geyser Door Opens | Have rock | Throw on pressure plate | **VALID** | Rock triggers geyser mechanism; door remains closed otherwise | +| Reflective Glass → Lasers Deactivated | Have glass | Deflect beams onto each other | **VALID** | Lasers cannot be bypassed without glass to create optical interference pattern | + +--- + +### Phase 3: Hologram Mission - Translator Chain + +| Dependency | From | To | Status | Explanation | +|------------|------|----|--------|-------------| +| Meet Hologram → Need Translator | See hologram | Cannot understand speech | **VALID** | Hologram speaks Keronian; translator is required to decode mission briefing | +| Get Translator from Arcada → Turn On Device | Retrieve item | Activate gadget | **VALID** | Translator obtained before reaching Kerona initially; must be turned on upon return | +| Killed Orat → Settlement Access | Prove monster dead | Enter Keronian base | **VALID** | Hologram grants settlement access only after Orat is eliminated as proven threat | + +--- + +### Phase 4: Star Generator Code - Information Chain + +| Dependency | From | To | Status | Explanation | +|------------|------|----|--------|-------------| +| Talk to Professor → Learn "Astral Body" | Visit Arcada library | Get filename | **VALID** | Professor provides critical cartridge name; cannot request without this knowledge | +| Request Cartridge → Receive Item | Enter correct filename | Computer ejects cartridge | **VALID** | Must specify exact file name "ASTRAL BODY"; wrong entry yields nothing | +| Escape Arcada with Cartridge → Read at Keronian Computer | Have physical item | View coded data | **VALID** | Cartridge must be transported from Arcada to Kerona; Keronian computers can read it | +| Learn Code 6858 → Can Self-Destruct | Know number | Enter at Deltaur | **VALID** | Four-digit code is required; cannot guess without retrieving cartridge data | + +--- + +### Phase 5: Deltaur Mothership - Infiltration + +| Dependency | From | To | Status | Explanation | +|------------|------|----|--------|-------------| +| Enter Deltaur → No Authorization | Arrive as janitor | Blocked from restricted areas | **VALID** | Security checks prevent Roger Wilco from accessing armory, control rooms | +| Enter Washing Machine → Receive Sarien Uniform | Use laundry appliance | Costume transformation | **VALID** | Wash cycle transforms clothes into authentic Sarien uniform with ID card embedded | +| Have ID Card → Access Armory | Show to droid | Robot begins weapon retrieval | **VALID** | Armory automated system requires Sarien identification; janitor status rejected | +| Show ID Card → Steal Grenade | Droid leaves to get weapon | Grab item from shelf while distracted | **VALID** | Brief window when droid is away from room (classic observation replay pattern) | + +--- + +### Phase 6: Final Convergence - Star Generator Destruction + +| Dependency | From | To | Status | Explanation | +|------------|------|----|--------|-------------| +| Have Code OR Grenade → Reach Generator Room | Weapons/Method obtained | Enter final area | **VALID** | Two paths converge: code disables force field, grenade can destroy weapon | +| Enter Code 6858 → Self-Destruct Initiated | Input correct number | Trigger countdown | **VALID** | Code deactivates shields and initiates destruction sequence | +| Destroy Generator → Win Game | Final action complete | End of game state | **VALID** | Star Generator must be destroyed to complete objective; Earth saved | + +--- + +## Validated Parallel Paths + +The following puzzle chains can be completed in **any order**: + +1. **Early Kerona Desert Hazards**: Rock/geyser AND laser glass puzzles are independent obstacles on the same path +2. **Orat Elimination Methods**: Throw dehydrated water OR use spider droid (two valid approaches) +3. **Skimmer Key Timing**: Can take key before salesman appears (Timed Consequence pattern noted in walkthrough) + +--- + +## Identified Issues + +### NONE - Chart Matches Walkthrough Flow + +The dependency chart correctly represents: +- Sequential gates (translator → hologram understanding → Orat task) +- Parallel options (or at death methods, multiple item acquisitions in same area) +- Converging endgame requirements (code from Kerona settlement + weapons from Deltaur infiltration) + +--- + +## Walkthrough Source Verification + +Sources consulted: +- [GamerWalk] Gamer Walkthroughs - Space Quest 1 complete walkthrough +- [Tricky] Cheatbook.de - Detailed command-by-command walkthrough + +Both sources agree on the dependency chains documented above. The washing machine disguise puzzle is specifically noted as requiring "wait for Sarien to start wash cycle" confirming the timing dependency shown in chart. + +--- + +## Conclusion + +**Chart Status: VALIDATED** ✅ + +All dependencies in `spacequest-1-the-sarien-encounter-chart.mmd` accurately reflect true game mechanics rather than walkthrough author preferences. No corrections needed before embedding. diff --git a/src/inspiration/spacequest-1-the-sarien-encounter.md b/src/inspiration/spacequest-1-the-sarien-encounter.md index 31c5c36..8fa3845 100644 --- a/src/inspiration/spacequest-1-the-sarien-encounter.md +++ b/src/inspiration/spacequest-1-the-sarien-encounter.md @@ -11,6 +11,15 @@ Space Quest 1 is a 1986 Sierra On-Line comedy adventure designed by Scott Murphy | **Core Mechanic** | Comedy-driven mechanical puzzle chains where mundane items enable heroic outcomes through logical (if absurd) application | | **What players found enjoyable** | "It was meant to be a fun, silly game in contrast to the more serious Sierra games" [GamerWalk]. The translation gadget puzzle creates discovery: "You need to have your translator turned on to hear the alien. He'll tell you to kill the Orat and takes you back to the planets surface" [GamerWalk] | +
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