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Deltaur (SQ1)


The Deltaur

"Before you lies the Sarien battle cruiser, Deltaur. An imposingly massive ship. Now you understand why the Arcada was so easily overtaken. Your first instinct is to turn the ship around and head for home. But, then you realize that unless you do something to try to stop the Sariens, there will be no home."

Room ID#(s): 43, 45 - 63, 65
Bugs & Glitches: Yes
Odd Coding: Yes
For Fun: Yes

The Deltaur is a location in Space Quest I. It is accessible after the player manages to escape from Ulence Flats on the planet Kerona.

Notes


Room 63 does not have it's own picture. It uses the one for Room 42.

logic.61 Deltaur, airlock v31 controls the status of the maintenance bot going through the airlock. The value loops around and appears to have no limit on how many times this will execute.

When the value is set to 1 or 3, v30 will be set to 250 and count down at a rate of 9 frames per second (on normal).
  • 1 - Cooldown, waiting for v30 to reach 1.
  • 2 - Bot travels from storage to outside.
  • 3 - Cooldown, waiting for v30 to reach 1.
  • 4 - Bot travels from outside to storage.
logic.53 Deltaur, storage v37 starts counting down from 60 seconds. At 1, f36 is set, v37 is reset to 60 and a warning is issued that "Roger can hear footsteps". When this reaches 1 a second time, the player gets a message that they are merely walking away. v37 is set to 0 and no other action takes place.

If the player enters the room while v31 is set to 4 from the previous room (Maint bot is coming back to storage while in the airlock), the bot will walk through the room and out the exit along the right side of the screen.

This timer is reset every time the player enters the room.

Bugs


i
The guy (obviously) looks boring.

An Uninteresting Sarien

Credit: Kuro-chan

If the player comes across a Sarien before he comes to a complete stop and tries to look at him, the game will tell the player there is no one there.

i
A trunk is more important than Roger. That is why Roger has to stand in the background.

Clippy the Trunk

Category: Priority Mishap
Credit: Kuro-chan

After pushing the trunk, there is a priority issue along the trunk where it clips in front of Roger, even though the angle and Roger's position would imply that Roger should be in front. Does not affect 1.0x. Does affect 2.2(2.917)

i
Death makes you gassy.

Floating Death

Credit: Kuro-chan

drop grenade, then walk off the edge. This will cause Roger to die before the fall is complete, leaving Roger hanging over the ledge, but quite dead.

i
The ghost of Roger haunts the ship... and he somehow manages to screw that up.

Ghost Fire

Category:
Credit: Kuro-chan

While Roger is repeatedly dying on the screen, if the player attempts to fire the gun, this will cause the game to crash (because the normal Roger sprite set was not loaded into memory)

See Premature Detonation for more details on how to cause the death animation glitch.

i
Take two Rigelian Amnicin... and call no one in the morning because it was a fatal overdose.

Headache Time

Category: Priority Mishap
Credit: Kuro-chan

Roger's head will appear over the corridor doorway, rather than under it.

i
Roger makes the walls look... Well, less Wally...

Paper-Thin Walls

Category: Out of Bounds
Credit: Kuro-chan

There is a one-pixel high gap in the wall. It is possible to position Roger in the right spot to move out of bounds, it accomplishes very little, since all the player can to is walk to the far right.

i
Roger does not have an explosive temper, though his body can be a bit gaseous.

Premature Detonation

Credit: Gage Holston
Additional Research: Kuro-chan

drop grenade while the player is leaving is screen. If timed perfectly as his animation is changed to dying, the player will continue to repeat the dying animation was moving across the screen.
  • If the grenade is dropped too soon, Roger's animation will not change and will carry on as normal.
  • This can be performed while using the elevator.
  • This animation can be interrupted by performing other acts, like dying or firing the pistol (which causes the game to crash)

i
Nobody told us Roger was a ghost!

Spooky and Pushy!

Credit: Kuro-chan

push trunk while close to the wall results in Roger clipping through the trunk to push it. Player can clearly see the foot alignment is roughly in the middle of the top bottom of the trunk, showing that Roger went through the trunk before pushing it. This happens in 1.0x and 2.2 (2.917).

i
Robots obviously like overkill...

One Kill was Not Enough?!

Credit: Kuro-chan

If the players enters the armory (no helmet), drops the grenade (death), and drops dead to the ground, after the textbox disappears, the disintegration animation will partly show up, as though the robot also tried to kill... a dead Roger.

i
Roger does not have an explosive temper, though his body can be a bit gaseous.

Rolling Helmet

Credit: Gage Holston

drop grenade immediately after the helmet starts rolling towards the elevator. This will kill Roger and lock the helmet in an endless animation in front of the elevator door.

i
Roger wanted bonus points! :(

Variable Overflow

Category: Out of Bounds
Credit: Kuro-chan

While there is a tracker for getting a Sarien kill, nothing tracks how many points a player loses while the Sarien helmet is still on. The player will gain +3 points for a Sarien kill and -5 points for each kill while helmeted. Since nothing is tracking the negative score kills and there is no bottom end check for the score, the variable can overflow and end up near 255 points if enough kills are achieved.

Odd Coding


i

But It Looks Stopped...

Credit: Kuro-chan

For about 2 or 3 frames, it is possible between when the parser arrow shows up and the ship comes to a complete stop the player can attempt to exit the ship to get a special message.

i
Did it roll? Did it bounce? Like, how did it work?!
i
You chucked it BEHIND THE WALL?! UH-OH!

Grenade Clipper

Category: Priority Mishap
Credit: Kuro-chan

The game is focused on the player's X-position when dropping the grenade on the Star Generator Guard that it neglects to see what the Y-position is and how it affects the appearance of the grenade. As a result, when dropping the grenade from the top of the catwalk (most players would probably drop it along the bottom edge of the catwalk), it shows the grenade going through the catwalk before landing by the guard.

Also, doesn't it look like he dropped it from somewhere highly inappropriate?

Alternatively, the player can drop it along the very far edges of the screen and it will appear to detonate behind the wall.

i
That robot always had it in for me. I could tell! He had evil eyes painted on his... head-like thing!

Lots of Time... TO KILL YOU

Credit: Kuro-chan

Upon entering this room, the player starts a good chunk of the way into the room (22 pixels in). Given the exit is set at 0, it will take a couple seconds to leave the room (on normal speed), more than enough time to expose and kill Roger before he can escape.

Because there is no additional dialogue when the robot incinerates the player, it can create an even more confusing situation.

i
Maybe it was a poker game...?

Relax! False Alarm!

Credit: Kuro-chan

Upon entering the room, v37 starts counting down from 60 seconds. At 1, a flag is set, the counter is reset to 60 and a warning is issued that "Roger can hear footsteps". When this reaches 1 a second time, the player gets a message that they are merely walking away.

Talk about a false alarm...!

i
The door thought you gave a rather pitiful performance. No, really, it was terrible. Try better, next time.

Roger Does Not Have Extendo Arms

Credit: Kuro-chan

open door can be applied to anywhere in the room, not just a nearby door.

i
The helmet! It does nothing!

Roger's Mysterious Helmet

Credit: Kuro-chan
Additional Research: Gage Holston

Starting with version 1.1A, all gas death animations no longer have Roger wearing a helmet. Instead, the head was edited and replaced with an incomplete face (the first frame in particular is bad; it is a red blob, instead of a face).

OK. I have mucho paperwork to finish.

There is content that has been found since the page was last updated and needs to be included.



Category: Locations | Variable Overflow | Out of Bounds | Priority Mishap
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Website concept and scripts created by: Kuro-chan
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