Space Quest IV: Roger Wilco and the Time Rippers floppy version was the original release of of Space Quest IV. It contains a number of differences to the later release, as the latter changed several of the puzzles.
- The alien who vomits survives his own vomit in this version.
- Xenon is a bit darker, and artwork details are different.
- The CD-rom changes the script in a number of places replacing the original games text.
- There are a few screens in which Roger can hide from the zombie/droid of death by hiding under the eaves of the buildings (and he will be hidden as long as no part of his body is showing). Two options include the screen where Roger can catch the bunny or the screen where the ruined speeder is. In both instances if Roger is hiding, the player loses control of the character; In the floppy version the Droid o' Death always follows a few minutes behind the zombie. The droid will pass by the hiding place, and you will score points for having hidden from it.
- In the CD-ROM version, the Droid o' Death can appear at any moment, heralded only by a change in the background music; the zombie won't necessarily appear to give you a visual warning. On the other hand, it still can appear. This situation isn't as bad as it at first seems: you will still have control of Roger (unlike in the disk version), and can attempt to walk him behind cover or off the screen. You won't have much time to do this, but you'll usually have enough time to succeed. Still, it's never a sure thing. Either of these actions counts as hiding from the Droid o' Death as far as scoring is concerned.
- The slime puzzle works differently in both versions. It apparently comes out of only one vent in the sewer, if you pass by it. Heading south from the entrance from maintenance hatch.
- The death by slime reacts differently, and gives a different message.
- In the CD-ROM version, especially if you're playing directly off of the compact disk itself, the problem can be a bit trickier. You use the same solution but you have to be much faster in scooping with the bottle, much closer to the slime, faster in stepping away from the slime, and much, much luckier. However, there are five grates from which the slime will ooze: the others are spaced around in the various screens of the sewers, and the slime will flow out if Roger walks past the grates in a downhill direction. lf you save the game when Roger enters the sewers, and keep trying, you will eventually load up on the green stuff. You have to be quick to leave the manhole to reach the SP shuttle (especially in the CD-ROM version) or Roger will get shot.
- Before you can continue with the game you must deal with SQIV's copy protection. Follow the directions on the screen. The copy protection is located on pages 8 and 9 of the Space Piston Magazine that came with the game. The "x" coordinate letters are displayed across the top of the graph on those two pages, while the "y" coordinates are displayed vertically along the side of the graph. Enter the "x" coordinate first and the "y" coordinate second for each of the symbols on the screen. When finished, press the ENTER key or click on the Done button with your mouse. The program will then turn control of the game back over to you.
- In the CD-ROM version, the copy protection is omitted. Sierra On-Line assumed that few people would want to copy all 175 megabytes of the game onto their hard drives (or onto floppies, for that matter). When the CD-ROM version of the game is installed to disk, only about six megabytes are copied to disk, with the rest remaining on the CD. This has changed with digital releases of the game.
- ATM machine (is a "Buckmaster 2000" in the CD-ROM version).
- Radio Shock (called "Hz. So Good" in the CD-ROM version. Hz. is pronounced "hertz")
- The escape from the Galaxy Galleria occurs differently, with slightly different puzzle.
- At the base of the stairs is the Zero-G Skate-o-Rama. Walk Roger inside and immediately begin moving him straight upward. A Sequel Policeman will appear on the stairs behind him and start shooting. If Roger isn't moving, he'll die. If you move Roger 9ff screen to the east, he'll be on the other side of the Skate-o-Rama and he'll have the other Sequel Policeman shooting at him from the other set of stairs. Moving Roger up takes him into the dome of the Skate-o-Rama, but the Sequel Police won't let him escape that easily. Shortly after Roger arrives in the dome, so do both of Vohaul's minions. When they show up, move Roger back down to the bottom of the skating rink and onto the stairs. Take the stairs back up to the moving walkway and follow it back to the arcade.
- In the CD-rom: At the base of the stairs is the Zero-G Skate-o-Rama. Walk Roger inside and immediately begin moving him straight down. A Sequel Policeman will appear on the stairs behind him and start shooting. If Roger isn't moving, he'll die. The Wait icon will appear. Start clicking this (and the Walk icon when it reappears) at the very bottom of the screen, even if the icon partially disappears. Keep clicking. Don't stop; you must be very fast here-very fast. The trick is to move Roger to the right edge of the screen, but not into the lower-right corner. If he survives to the right edge, move him straight up. Dodge left just a bit to avoid the top-right comer, then move up and into the dome above. Shortly after Roger arrives in the dome, so do both of Vohaul's minions. When they show up, move Roger back down to the bottom of the skating rink and onto the stairs. Keep moving. If they don't show up in the dome, move Roger a bit higher in the screen, and then down. Don't dawdle. Once down, take the stairs back up to the moving walkway and follow it back to the arcade. NOTE: The Skate-o-Rama problem can also be solved if Roger enters it on its far side. Just move him the same way, relative to the Sequel Policeman, only here you are avoiding the bottom-and top-left corners. Again, the trick to this problem is to move at once, never stop, keep clicking the mouse, and stay out of corners. Also, have a "save game" position for the start of the sequence, be patient, and maintain your cool. This one may take a lot of tries to finish.
Behind the scenesEdit
The Space Quest Companion explains the differences between flopp and cd versions as being alternate histories caused by the influence of Sludge Vohaul's time travel (or later time travel) and multiple attempts at revenge.
- Since the first edition of this book was published, Sierra On-Line has released Space Quest TV: Roger Wilco and the Time Rippers in a CD-ROM version for IBM-compatible computers. Both the CD-ROM and the disk-based versions of the game are ail but identical in nearly every respect. However, because of technical reasons beyond the understanding of we puny humans, the solutions to a few problems are different in the CD-ROM version. We are told that this is because of how certain timing routines behave, but we think it might be just another of Sludge Vohaul's petty revenges. Even if you install the CD-ROM version of the game onto your hard drive (which Sierra On-Line recommends for better performance), the solutions will still differ. We will cover these changes when we get to them in this walkthrough, so don't sweat it if you are one of the lucky folks playing Space Quest IV on CD-ROM.