Difference between revisions of "Return to Ringworld"

From ScummVM :: Wiki
Jump to navigation Jump to search
Line 28: Line 28:
* Some popping noise are audible when the logo is displayed
* Some popping noise are audible when the logo is displayed
* There's some percussion a while into the intro that sounds horrendously wrong in ScummVM
* There's some percussion a while into the intro that sounds horrendously wrong in ScummVM
* There's a palette glitch in the intro when it goes from showing the ship's exterior to showing the ship's interior.


=== Blocking ===
=== Blocking ===

Revision as of 21:01, 26 October 2013

Return to Ringworld
N/A
First release 1994
Also known as
Developed by Tsunami Media
Published by Tsunami Media
Distributed by (unknown)
Platforms DOS
Resolution 320x200, 256 colors (DOS, VGA)
Engine TsAGE
Support Not yet
Available for
Purchase
No

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.

Original Game

Original bugs fixed

Known bugs

Glitch

  • (to be rechecked) Glitch at the bottom on the screen when the hero walks near the bar. Visible when grabbing the objects in the first room
  • (to be rechecked) 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.
  • During the intro, there's a pause after each first sentence, which requires the user to click. It's not like that in the original
  • Some popping noise are audible when the logo is displayed
  • There's some percussion a while into the intro that sounds horrendously wrong in ScummVM
  • There's a palette glitch in the intro when it goes from showing the ship's exterior to showing the ship's interior.

Blocking

  • None

External links