Space Quest III: The Pirates of Pestulon

aka: SQ3, Space Quest 3, Space Quest III: Die Piraten von Pestulon
Moby ID: 142
DOS Specs

Description official descriptions

Narrowly escaping the events of Space Quest II: Vohaul's Revenge, Roger Wilco's escape pod floats through space. As just another metallic item of junk, it's soon picked up by an interstellar garbage hauler. Waking up in a pile of trash, quite familiar for this janitor-turned-hero, Roger Wilco must somehow escape. Once given access to the rest of the galaxy, he'll soon find himself having to avoid a collections cyborg for payments overdue, dealing with the corporate prison of software company Scummsoft, and having to digest the greasy food from the galaxy's finest hamburger joint.

Space Quest 3 is a graphical adventure. The mouse is functional for movement and inventory access, however the game primarily relies on a text parser for specific commands and manipulation of objects on screen. In addition to the regular gameplay, there are also various mini-games, such as a simple non-scrolling arcade game Astro Chicken, as well as a radar screen representation for ship-to-ship space combat.

Spellings

  • מסע בחלל III שודדי החלל של פסטלון - Hebrew spelling
  • שודדי החלל של פסטלון :III מסע בחלל - Hebrew spelling

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Credits (DOS version)

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Reviews

Critics

Average score: 81% (based on 26 ratings)

Players

Average score: 4.0 out of 5 (based on 126 ratings with 12 reviews)

Have a Monolith Burger before Arnoid catches you!

The Good
The first Space Quest pretty much defined the whole series with its lighthearted, amusing space tale about an extraordinary janitor who keeps surviving against all odds. The second installment was less funny and focused more on various hazards. Space Quest III goes back to the template of the first game, but enhances it with more humor and personality. Filled with all kinds of wacky situations, weird encounters, and silly fun, Space Quest III is perhaps the most typical game of the series, its most "pure" representative. Together with its sequel, it is also the one fans of the series usually remember most fondly.

Gameplay-wise, Space Quest III has decidedly more to offer than the previous games. The new text parser allows you to choose more concrete verbs and some very specific actions. There is an excellent variety of different situations and actions you could perform in the game. From traditional exploration and item-gathering to playing funny minigames, navigating a spaceship, or infiltrating a company building disguised as a janitor (what a disguise, indeed...), there is always plenty of things to do, keeping the game fresh and exciting. There is not a bit of repetitive gameplay in Space Quest III, and it is amusing and diverse from the beginning to the end.

The humor is also much more evident in this title than in the two previous games. There are more weird characters, all sorts of funny situations, plus the traditional death scenes that were the trademark of Sierra's adventures at that time. Pop culture references, movie spoofs (a terminator called "Arnoid"? Really?..), and situations far surpassing the earlier installments in comedic entertainment value (such as a mecha fight against a dorky office boss) are much more prominent. The game is more verbose and descriptive, having somewhat warmer, eloquent writing. Also, while in the two previous games you were still a nameless "player" (although the hero's real name was mentioned in documentation), this is the first game where Roger Wilco acts under his own name. In this game particularly, the charming "loser" personality of Roger comes to life. Later Space Quest installments added more character development, but Space Quest III made a step in that direction.

Technically, this game is a noticeable step forwards compared to its immediate predecessor; with a new, updated version of classic Sierra text-based interface, the game's interaction became richer, more intelligent and satisfying. The graphics are also much more impressive than in the first two installments; until now, Space Quest III is remembered as one of the finest examples of late EGA art. Even compared to other Sierra games made with the same engine, those visuals have something that make them stand out.

The game presents a good variety of locations, classical Space Quest-style planet-hopping that was lacking in the second game. From a spaceship graveyard to an intergalactic burger restaurant, from a mysterious planet with a purple surface and a shop that sells tourist souvenirs to the headquarters of an evil corporation, the locations of Space Quest III always keep the player interested, pressing him to continue playing and see where he would be taken next.

The Bad
Space Quest III has its weaknesses. Firstly, while it does expand the game world and increases diversity, it is still a rather short and fairly straightforward game. There is hardly any exploration of a continuous world in the sense of King's Quest. In fact, most of the locations are very small and there isn't much you can do there besides performing the necessary actions to advance the plot. The only exception is the initial junkyard - which is, frankly, not a particularly thrilling area to begin with. It is also disproportionally long, occupying about a third of the entire game. And while you can visit several planets afterwards, the whole thing is over a bit too soon, with only the tightly scripted hazards creating the illusion of a longer adventure.

In terms of storytelling, Space Quest III is a disappointment. The two earlier games were hardly groundbreaking works of fiction, but at least they had overarching goals and objectives that made sense within a larger context. In this installment, you escape from the lengthy junkyard sequence only to travel to the few available planets without any compelling reason. The actual plot information is handed to you almost by accident, and by that time you might have already completed areas you had no idea were crucial for your quest.

The Bottom Line
Amusing characters, all kinds of weird deaths to avoid, funny locations - the classic Space Quest ingredients are all there. Space Quest III feels a bit too simple at times and suffers from traditional Sierra-style strange logic; but it is also a dynamic, entertaining game that stays in your memory with all its silliness and charm.

DOS · by Unicorn Lynx (181780) · 2014

Representative of a lost era-one of the best

The Good
This game was the first computer game I ever played. It came out in 1988, but I didn't play it until about 1990, when I was 9. Its mix of space adventure and incredibly funny humor immediately appealed to me, and for years the Space Quest series was my favorite series of computer games. In this game you pick up the story of Roger Wilco where he left off at the end of the second game, drifting through space in an escape pod. Roger gets the first ship that is completely his in this game, which gives him the ability to planet-hop at will, and you get to zip from place to place at will for most of the game (a neat kind of perk for a kid whose bedtime was still 9 PM). It has a rich plot compared to the first two games, as well as improved graphics. When I finally finished it, I just sat in front of the screen with a feeling of accomplishment, and immediately felt like playing the next one. A true pinnacle of early adventure gaming.

The Bad
Not many bad things, in my opinion. It was a challenging game, which would have been good, but my version of the game had a little glitch that didn't let me save the game. Whenever I died, I had to start at the beginning again. This allowed me to get REALLY good at navigating around the trash freighter at the beginning of the game, and increased the feeling of joy when I finally finished it. The arcade-like sequence at the end when you have to destroy Elmo's Scumsoft fighters to get away was kind of repetitive, and seemed really hard to me. Could have done without it, but what are you gonna do? The Astrochicken game at Monolith Burger was also kind of monotonous, but was too hilarious to complain much about.

The Bottom Line
If you don't mind the not-that-great graphics (by today's standards), and have an interest in classic text-parser adventure gaming, go to E-bay and pick a copy of this up for a couple bucks. You have to start it from a DOS prompt, but it still works on today's computers. In my opinion, this kind of adventure gaming went out with the text window. I can't describe it (I don't know if anybody can), but there's a certain something about these kinds of games that I absolutely love. Sierra's different "Quest" games (Space, King's, Police) were about all the games I played for a few years, and they kind of drifted away once spoken voiceovers on CD came in. So while you're enjoying today's adventure games, look back at these incredibly fun pioneers of the genre.

DOS · by Stephen Atkinz (7) · 2001

Roger's back, with a vengeance

The Good
While Space Quest II didn't really deliver something as interesting as the first of the series, the third installment came back with new ideas and a better storyline overall, but it was on the technical side that is was the most astonishing.

Let's start with the storyline. Not everything was explicit on-screen; sometimes you really had to "look around" to find objects, and looking around every new room quickly became a habit. Some references to the previous episodes were interesting, such as a Terminator which comes to take care of you since you never paid for the whistle you ordered from Gippazoid Novelty (sic) in Space Quest II. It also looks like being sued by Toys 'R Us didn't scare Mark & Scott as they didn't hesitate to put a McDonald's parody within the game. Although I don't remember the whole storyline, it involved space travels as usual and less time spent walking around in solo on a lonely planet as it was the case in the first two episodes. More encounters meant more fun.

One thing that was great was the fact that the game wasn't as hard as the previous ones. I was actually able to get through it in a few weeks without a hint book. Some might have disliked the fact that it was easy, but I preferred that style of gameplay.

Technically, it was the first to use the Script Interpreter with its 16 color 320x200 resolution and full sound card support. Sierra was slow to upgrade their graphics engine, but they finally did it. The artists used enough dithering techniques to make the overall graphics pleasing. As for the sound, it even supported the digital output of the Tandy 1000TL series to squeak occasional digital sound effects. That was great!

1988 can be remembered as the year when video game producers started using professionals instead of programmers to make music. The producers hired a once-star member of Supertramp to make the music and while I can't say he had an extraordinary talent for composing video game music, he was good enough with percussions to make it sound good.

The Bad
[spoilers] The ending was so lame!

Bringing back the two guys to earth was okay but landing in Sierra's parking lot and seeing Ken Williams hiring them wasn't funny. Fantasy must remain just that: fantasy. What was the pertinence of going back to the real world? It's like if DOOM ended with the hero falling in a timewarp, showing up to ID software's office, cleaning off the blood on his hands in the executive bathroom and receiving a medal from John Carmack. Give me a break.

The Bottom Line
a) A sequel that is better than Space Quest II. b) The last SQ adventure before the point-and-click interface. c) Humorous as usual. :) d) Never mind the ending.

DOS · by Olivier Masse (443) · 2001

[ View all 12 player reviews ]

Trivia

Advertisement

The "Two Guys from Andromeda" (Scott Murphy and Mark Crowe) made a special video-appearence in a humorous (and quite a bit silly) Space Quest III promotion film. The short clip was allegedly recovered in the year 2000, and is now downloadable from several sources on the internet.

Astro Chicken

The irritatingly awkward Astro Chicken game features a irritatingly catchy, dubbed by fans "the Astro Chicken theme" (imaginative, huh). But this piece of music wasn't actually created for this game; it first appeared in the first Police Quest game, when someone planted a chicken on Sergeant Dooley's desk.

After winning the Astro Chicken, you are given a hidden message, written in the Galactic Alphabet. For those of you who can't be bothered to decode it, here's what the message says.

``` HELP US! WE ARE BEING HELD CAPTIVE BY SCUMSOFT ON THE SMALL MOON OF PESTULON. AN INPENETRABLE FORCE FIELD SURROUNDS THE MOON. IT MUST FIRST BE DEACTIVATED. IT'S ORIGIN IS UNKNOWN TO US. SCUMSOFT SECURITY IS ARMED WITH JELLO PISTOLS. WE'RE COUNTING ON YOU WHOEVER YOU ARE.

                       TWO GUYS IN TROUBLE

```

When you retrieve the decoder ring and use it to decode the message, one would think that the game would automatically decode it for you.

Death

Very early on in the game, in fact on only the second screen you come to (depending in which direction you walk), there is a piece of metal that, if you try and pick it up, causes you to cut yourself open and bleed to death, without any warning what-so-ever! This classic over-the-top death seemed to be nodded too in the literature to several LucasArts releases, with wording along the lines of "we don't believe you should die every two minutes for merely trying to pick up an object".

DOS version

The PC version of Space Quest III features digitized sound effects in the Sound Blaster or Tandy DAC (TL/SL) sound modes. The majority of these sound effects were actually recorded from the Roland MT-32 version (with a few exceptions such as the the brief speech in the opening sequence).

Supported music devices

The original version supports various music devices, with the most unusual being the Casiotone MT-540 and CT-460 MIDI keyboards. Space Quest III may well be the only game that ever used them. The keyboards feature MIDI input and output ports and can be connected to the PC just like other external synthesizers. The setup program for the game also contains instructions on how to set them up for playback. Support for these keyboards and some other devices was removed in later versions of the game.

Gags

If you eat the "Big Belcher Combo" at Monolith Burger, when you go to leave Roger will come back in, green in the face, and bring it back up.

Glitch

Before performing this trick, be sure to save your game. Now, this is a neat little thing that I discovered. After you've killed the Terminator, go back into Fester's shop on Phleebut and WEAR HAT after buying it. After leaving his shop, before the computer automatically takes the hat off, begin walking in another direction. By doing this, you're stuck on this screen and can walk anywhere. For instance, attempt to walk off the right side of the screen. Once you disappear, go up and around Mog's foot. You should be able to walk on the sky, through the leg and on the roof of the shop. I'm guessing that this is just a glitch in the game. I've never been able to fix it once it happens.

Plot hole

The terminators in SQ3 and SQ5 come after you for not paying for the Labion Terror Beast Whistle. However, those of us who bought the game when it first came out know that the included coupon specified that the Whistle was free.

Soundtrack

The soundtrack for Space Quest III was composed and arranged by Bob Siebenberg, former drummer for the popular band Supertramp.

Speech

This is the first Space Quest game to make use of digitized speech, although it's only in one small part of the game. During the game's introduction you can hear Roger say "Where I am?"

References

  • When you first arrive to Monolith Burger, the USS Enterprise (from the original series) warps out of there.
  • There's a TIE fighter (from Star Wars) in the garbage ship. However, it's been renamed to a bow-tie fighter from the cologne wars (the original movie mentions the Clone Wars).
  • Also in the garbage ship, the ship Jupiter 2 is from the old Lost in Space series.
  • Fester has a postcard from Arrakis in his shop. Arrakis is the planet from the movie Dune.
  • There's a small signature hiding in the introduction sequence. The pic where the droid is monitoring the escape pod - in the right lower corner, there's a signature reading "Crowe" (as in graphic artist, Mark Crowe).
  • "Monolith Burger" is also one of the places in Socket City, where you can work and eat, in Sierra's Jones in the Fast Lane.
  • Near the start try typing in "put gem in mouth" and you'll get a message that says "That's only helpful in SQ II" In Space Quest II, you needed to put a gem in your mouth in order to get through a certain section in the game.
  • The logo for Scum Soft is a spoof of the logo for Strategic Simulations Inc, which was a popular software company back at the time that Space Quest III was released.

Awards

  • Computer Gaming World
    • October 1989 (Issue #64) – Special Award for Achievement in Sound
    • November 1996 (15th anniversary issue) – #2 Best Way To Die In Computer Gaming (the own body parts will be sold by a butcher after death)
  • ST Format
    • January 1990 (issue #06) – Included in the list 50 Games of the Year
    • January 1991 (Issue #18) – #5 Best Adventure Game in 1990

Information also contributed by B14ck W01f, Erik Niklas, Jayson Firestorm, Mickey Gabel, Philip Kuhn, Ricky Derocher, Stargazer, William Shawn McDonie, WizardX and theclue

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Related Sites +

  • Hints for SQ3
    These questions and answers will help you solve the game without spoiling it for you.
  • ScumSoft HQ
    The ScumSoft Headquarters
  • Space Quest Network
    One of the largest Space Quest pages in existance - with lots of trivia, tips, downloads and very much anything else you can ever find about Space Quest on the internet!

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  • MobyGames ID: 142
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Contributors to this Entry

Game added by Andy Roark.

Amiga added by POMAH. Atari ST, Macintosh added by Terok Nor.

Additional contributors: OlEnglish, nullnullnull, Mirrorshades2k, Servo, Jeanne, Jayson Firestorm, Shoddyan, Stargazer, Crawly, 6⅞ of Nine, Patrick Bregger, Ingsoc, Jo ST, theclue.

Game added May 27, 1999. Last modified January 20, 2024.