Difference between revisions of "Return to Ringworld"
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* When pressing Esc during the intro, the palette gets corrupted | * When pressing Esc during the intro, the palette gets corrupted | ||
* Pressing Esc to try and bypass a console startup animation causes a corrupted screen for the rest of the jingle. | * Pressing Esc to try and bypass a console startup animation causes a corrupted screen for the rest of the jingle. | ||
* When travelling backward, the palette explodes (scene 1750) | |||
* After entering the control module, the icon is broken in the GUI and ScummVM crashes on exit. | |||
=== Blocking === | === Blocking === |
Revision as of 06:53, 18 November 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
- 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.
Known bugs
Glitch
- (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.
- Scene 1100 - When discussing with the Canyon people chief, seeker seems to jump a pixel right and left when he starts/stops speaking
- When pressing Esc during the intro, the palette gets corrupted
- Pressing Esc to try and bypass a console startup animation causes a corrupted screen for the rest of the jingle.
- When travelling backward, the palette explodes (scene 1750)
- After entering the control module, the icon is broken in the GUI and ScummVM crashes on exit.
Blocking
- Saving or loading a game whilst a conversation dialog is active shouldn't be allowed - it currently screws up the game and causes a crash.
- Scene 300 - After the visit of Canyon people, assert when saving (not reproducible)
- Savegame in scene 1700 is missing exits, thus is not playable (not reproducible)