Return to Ringworld
|Return to Ringworld|
|Also known as|
|Developed by||Tsunami Media|
|Published by||Tsunami Media|
|Distributed by||Time Warner Interactive|
|Resolution||320x200, 256 colors (DOS, VGA)|
|Support||Since ScummVM 1.7.0|
Return to Ringworld is the sequel to the previous game based on Larry Niven's "Known Space" series of novels (Ringworld). Once again this game is a point and click adventure/puzzle solving game.
After saving the puppeteer race from extermination and uncovering some powerful ancient technology on the first game, Quinn, Seeker of Vengeance and Miranda Rees find themselves searched as fugitives by all three major species, so they go to Ringworld to hide. Once in Ringworld they'll try to uncover some evidence to clear their names, but they stumble across another universe-threatening plot. This time U.N. general Carson Teal is out to rule the universe by uncovering Ringworld's secrets, and you must stop him.
This game is way, WAY bigger than it's predecessor, with hundreds of screens, mazes, etc. Plus you get to play as all three characters throughout the game, a la Day of the Tentacle.
- When Quinn wakes up after first arriving at the Spill Mountains, it specifically prevents you from walking. You can still talk and use items, though.
- In the endgame when you first meet General Teal (scene 3400), there is a large ring around the room that you briefly appear behind when you first enter. Although this may look a bit weird, this is how the original looks.
Original bugs fixed
- When Miranda gets captured by General Teal, Quinn & Seeker's subtitles on-screen (over the COM) come up distorted, with the text being stretched vertically with blank lines. Strangerke has suggested that this might have been intentional to indicate that the two aren't actually present, but I consider it weird enough that for consistency, I've set the text to display as normal.
- In Scene 1800, when Seeker fails force-opening the elevator doors, the original game was missing a whole block of logic, plus a broken animation. Some code has been added in the engine to restore those animations.
- Scene 50 (close up of Quinn on the floating bed) wasn't used. We added it where it was supposed to be, at the beginning of the game.
- The messages displayed when using the passive short scan geographical and astronomical were swapped, leading to a weird information concerning the star as a result of the geographical scan. Those messages have been switched back.
- Frequency tones on Quinn's scanner device don't loop properly, sounding like a series of beeps rather than a continuous tone. Likely as a side effect of this, one of the secondary sounds played in the drive room when the stasis field is removed isn't actually played until you retrieve the scanner and turn off the tone.
- I spent some time randomly going here and there in the icy maze. At some point, Seeker used the crank while Quinn was look at the hieroglyph. When I switched back to Quinn, I had a crash. (Strangerke)