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Space Quest III: The Pirates of Pestulon

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Title Screen

Space Quest III: The Pirates of Pestulon

Developer: Sierra On-Line
Publisher: Sierra On-Line
Platforms: DOS, Atari ST, Amiga, Mac OS Classic
Released in US: March 24, 1989

GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.

PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

The first Space Quest game in Sierra's then brand new SCI engine.

To do:
A couple of unused graphics.

Debug Mode

SCI Internal Debugger

Space Quest III EGA-debug.png

At any point during the game, hold down both Shift keys and press the - key on the numpad. To exit this mode, press Shift and D.

Key(s) Action
Q Quit.
B Set Breakpoint.
O Show objects in heap.
Shift + O Show objects with address.
A Inspect ID in accumulator.
C Inspect Current Set of Objects

Press C to see all of the objects within that
set. Press I to inspect the selector.
Press E to edit that selector.

I Inspect Object/Memory - The player can

also press Up/Down to go up/down through
the memory by 16 bytes and Left/Right
to go up/down the memory by 2 bytes.

F Show Free Heap.
S Show sends.
G Change Global Variable.
L Change Local Variable.
T Change Temporary Variable.
Enter Single Step through Script.
Tab Step across Send.
C Show objects in heap.
R Show resources loaded.
Shift + S Shock stack usage.
Shift + / Show an incomplete list of shortcuts.

(Source: HWM, ScummVM Wiki)

In-game Debug Actions

At any point during the game, open up the text prompt and enter backstage pass or pump shark. The player can now enter TP in the parser to teleport to any room in the game.

These controls also become available in the game:

Keys Action
Alt + E Get stats on the player character.
Alt + R Get the current room number.
Alt + H Show free heap.
Alt + Z Quits.
Alt + Y Give an inventory item to an actor (usually ego).
Alt + V,
Alt + P,
Alt + C
Show layers of a room (Visual, Priority and Control, respectively).

(Source: HWM, ScummVM Wiki)

Unused Graphics

SpaceQuest3 v029.png
A ladder at an unusual angle. Possibly was going to be used for another puzzle.

SpaceQuest3 v035.png
The frames for Roger getting ground up by the shredder are present. Either they remain unused or are covered up by the large censor block.

SpaceQuest3 v038.png
One of the text boxes for the Monolith Burger employee close-up.

SpaceQuest3 v043.png
A couple Monolith Burger patrons have animation frames, but they do not appear to be used.

SpaceQuest3 v048.png
Several frames for the Scumsoft Pirate ships attacking are left out, including a wing of ships flying away from Roger's ship and a more colourful explosion.

SpaceQuest3 v051.png
Colour version of the fighter combat game.

SpaceQuest3 v076.png
Roger has frames for when he is killed in the distance by a Scorpazoid. Since they only appear in the closer parts of the map, this remains unused.

SpaceQuest3 v108.png
Arnoid has a sprite sheet for when he appears and first engages his invisibility belt. This was replaced with a more detailed cutscene.

SpaceQuest3 v134.png
Roger turning on his invisibility belt. This remains unused because a text box shows up saying the belt is low on power and should be saved for when it is needed. It can only be turned on during a cutscene of Roger outside Scumsoft HQ.

SpaceQuest3 v138.png
Roger with his Astro Chicken hat has walking frames for all directions. Only the front ones are used in the final game.

SpaceQuest3 v141.png
Alternate version of the computer buttons.

SpaceQuest3 v146.png
Alternate version of the combat buttons.

SpaceQuest3 v149.png
Alternate version of the navigation buttons.

SpaceQuest3 v194.png
A couple unused frames for Roger as he gets ready to play Nukem Dukem Robots.

SpaceQuest3 v212.png
These sprites of Mark Crowe turning to the player technically are not unused (along with the dialogue "Just between you and me, I think Ol' Wilco's been in space too long"), but it is impossible to trigger without using the debug mode: there is a conversation loop for the Two Guys while you're in space being attacked by Skull Fighters that continues even while you're in the control panel and can't see it. If you avoid using the control panel, the trigger for this last line is set after your ship is destroyed due to inaction. You can see this by activating the in-game debug, teleporting to room #23 (overlay of the Two Guys sitting in the Aluminum Mallard), and waiting.

(Source: The Space Quest Historian)

SpaceQuest3 v852.png
Roger being disintegrated by the monitor robot's gun. In the final version, a "ZOT!" effect replaces Roger's sprite.