Contact me

Here are a few ways you can get in touch with me.

Twitter

Toss me a tweet @sqhistorian. I’m also co-manager of the SpaceQuest.net Twitter account, @spacequestnet, if you want to reach other Space Quest fans besides me. Twitter, incidentally, is probably the best and quickest way of getting in touch with me.

Tumblr

Check out my Tumblr blog I Dream of Berries, which is chock full of nerdy stuff — and has a “Ask me anything” thingy! Go on, do ask me anything.

Ask.fm

If you wanna ask me something in public, give my Ask.fm profile a shot.

Email

Go on, shoot me an email at troels@pleimert.dk. It works, really.

Write a comment

Write a comment right here on this page and I will get back to you.

4 thoughts on “Contact me

  1. Space Quest Historian, long time fan of the series here and a guy that’s done a bit of fandom work on the series as well (though not enough recently). I’m also a backer of Space Venture and can’t wait to see what it looks like when it is done.
    Long story short, I have a SQ universe question that has always bugged me and thought you’d be the guy to know (or get the right answer). What is the canon on Slash Vohaul and Sludge Vohaul. I could never quite figure it out, and even tried to explain it away with some alternate universe stuff in some fan fic that only the first part was published on the amazing (and sadly defunct) Wilco Domain (now hosted by the Virtual Broomcloset if I remember correctly).
    Slash Vohaul surely dies on the Arcada, though hey, you never know. A man keels over and you never take his pulse. The ship exploded, but he could have escaped. Is that what happened? And then he changed his name and got some bionic implants and has had a taste for vengeance forever?
    I also heard tell that perhaps the two were brothers? That seems a bit contradicted by the Space Quest II chatter that Vohaul has in the game, but it just doesn’t seem like there is a definitive explanation.
    Did any of the wonderful fan games touch on this issue already? Shout out to all the fan game makers out there who kept SQ going, especially the three games we saw recently in the last year or so!!
    Anyway, SQH, what say you? Can you shake down the Two Guys and make them give you an answer (preferably without them looking up from their art assets and coding on SV!!)? Thanks a lot in advance and thanks as well for all the tireless work the whole team of you guys do, including Pope and obviously Mark and Scott. Well wishes.

    1. Hi, Dan! I’m really sorry it’s taken me so long to reply. I totally remember you from the old days! Jess’ fan fiction library on the old Virtual Broomcloset still has a couple of stories bearing your name, and I recall you ardently contributing to the Space Quest FAQ as well. Glad to see you back. 🙂

      Okay, the canon on Slash/Sludge Vohaul. Well, to be honest, none has ever been officially established beyond what currently exists in Scott Murphy’s head. Slash and Sludge were brothers, and while they were both part of the scientific community on Xenon, Sludge was ocstracized for having some pretty weird ideas about what they should be focusing their energies on (e.g. blowing up other planets for fun). Sludge came up with the idea for the Star Generator, but he also had weird ideas about using it as a weapon, and once he was thrown out of the good society, his bitterness increased to the point where he decided to steal the damn thing and destroy Xenon for being such asswads to him. It didn’t help that, apparently, Slash and Sludge were twins, but that there were some complications in their infancy that required some organ transplantation, and Slash ended up with all the good organs – leaving Sludge in a somewhat organically fragile state. And testing his inventions on himself as time went on didn’t seem to help matters.

      So, long story short: Slash and Sludge are brothers. Slash wasn’t necessarily on the Arcada when it blew up; for all we know, he’s still on Xenon at the end of Space Quest I.

      “Vohaul Strikes Back,” the fan game, goes into some detail about Sludge Vohaul, particularly in a very funny sequence where you interlope inside the dude’s mind and poke around his memories. Being fan-made, of course, makes none of it canon in the slightest way. But it doesn’t make it any less entertaining. 🙂

      Again, my apologies for the long-ass wait. Thank you for getting back in touch and please don’t be a stranger. Believe it or not, my phone actually goes off and notifies me any time someone comments here, so I’m not really sure what happened.

  2. I do have some perspective on the interface thing.

    Way back in the days of text adventures, such as Zork or Colossal Cave, the parser interface was all we had. These days we talk about first person games or third person perspective, but those old text adventures could be described as second person games. the game would say something like, “you are in a room”, and you would give it orders like, “turn around”, and it would say, “ok”.

    To tell the truth, that was never an appealing way to play. It was sort of like playing a game by giving instructions by instant message. To a not very bright player who didn’t understand half of what you said. Some of the better ones would give you a list of verbs it actually understood, rather than have me stumble through half the english language looking for something the remote player can understand.

    There was a short intermediary of “Graphic Adventures”, which were text adventures with a picture attached which changed periodically. This advanced from playing by text message to playing by text message with pictures. And finally we came to the adventure game as we know it, which allowed some actual direct control of the character, transitioning from second person to third person play.

    But I always saw the parser interface as being an unnecessary holdover from second person play. After all, the programmers did not actually make replies for every verb on all occasions, so the freedom is the same as with an icon driven interface.

    In my own experience, I played Space Quest at someone’s house on, if you can believe it, an Atari computer in 1987. I found it to be hilarious and interesting, but I felt the standard frustration of knowing what I wanted to try to do, and not being able to figure out how to tell the game to do it. And these Sierra games don’t encourage experimentation, since something is likely to come along and kill you while you’re trying to find the right verb. Part of the frustration was not knowing if what I was trying to do simply wasn’t something possible in the game, or I just hadn’t found the right verb to try it with. When, decades later, I discovered Space Quest I VGA, I thought that was a far superior way to play.

    A funny story from playing back in 1987. I was a missionary at the time, and so had little time for gaming, but some people would let me play with their computer when I was over at their place for dinner or something. A few months after that first experience, I was at someone’s house with an IBM PC, and they were showing off their new game, King’s Quest IV: The Perils Of Rosella. I asked about Space Quest, and they had it and loaded it up. Much more convenient with their hard drive. Then they asked me if I wanted to see how the game ended. One of their family had made it through, but he had started over using an obscenity for his name. So I loaded up the save, and looked through all the cool stuff in the inventory before jumping in the shuttle and watching the endgame sequence. then comes the screen with the cheering crowd and the wall of text which starts, “congratulations “. Right as that screen appeared, the mom walked in the room and flew across the room to cover the screen, protecting my eyes from bad words. She moved so quickly, she knocked the monitor off the table.

    Anyway, as you can see, I am not a fan of the parser interface. However, I can see the disadvantage of the increasingly minimalist interface also. My personal favorite is a combination between the two as used in the SCUMM interface in Secret Of Monkey Island. That game used a list of available verbs, but the list of available verbs would sometimes morph depending on the situation.

    Anyway, that’s my perspective on the interface.

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