The primary action all takes place within the bar itself, where you walk via point to point movement (with animated transitions) through the numerous rooms, including the bathrooms, each with toilets designed for the needs of various alien races. A 360-degree rotating view (spacebar clicker) at each stop point lends the game a greater sense of realism than the Myst-style slideshow. Alias' pop-up PDA has numerous necessary tools, and an onscreen click calls up context-sensitive menus for interacting with objects and people: take, examine, stash, greet, or "ask about" options that can lead into numerous dialogue trees. Veteran adventurers will appreciate the breadth of options here, which is so much wider than more contemporary autopilot interfaces. There are so many odd characters to meet, so many leads, data, and objects to investigate, yet Space Bar refuses to offer that familiar crutch of even the better contemporary adventures: an obvious next step to take. It is wholly nonlinear, and there is very little time - which advances with each mouse click, a device that creates a nice artificial sense of tension and punishes mere sightseeing.