Difference between revisions of "Return to Ringworld"

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{{GameDescription|
{{GameDescription|
name=Return to Ringworld|
name=Return to Ringworld|
        image=N/A|
image=https://www.scummvm.org/data/screenshots/tsunami/ringworld2/ringworld2_dos_en_1_4.jpg|
release=1994|
release=1994|
alternateNames=|
alternateNames=|
developer=[[Tsunami Games|Tsunami Media]]|
publisher=[[Tsunami Games|Tsunami Media]]|
publisher=[[Tsunami Games|Tsunami Media]]|
developer=[[Tsunami Games|Tsunami Media]]|
distributor=[[Time Warner Interactive]]|
platforms=DOS|
platforms=DOS|
resolution=320x200, 256 colors (DOS, VGA)|
engine=[[TsAGE]]|
engine=[[TsAGE]]|
support=Not yet|
support=Since ScummVM 1.7.0|
resolution=320x200, 256 colors (DOS, VGA)|
purchase=No
purchase=No
}}
}}
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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.
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 Game ==
* 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 ==
== 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.
* 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.
* 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.


== Known bugs ==
== Known bugs ==
=== Glitch ===
=== 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.
* 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)
* The slider behavior looks a bit weird, to be verified (scene 1750)
* After entering the control module, the icon is broken in the GUI and ScummVM crashes on exit. (scene 1850)
* Scene 2450: Chosing "walk" gives a "use" action
* 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)
* 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)
* Several glitches in the ending screens: characters with broken zoom (sometimes for a very very short time only), priority glitch on the floor large ring, palette flickering after a movie is displayed: all the scenes after entering the base have to be rechecked.
=== 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.
* Saving in the last maze (Flup Tube) is broken.


== External links ==
== External links ==
*[http://www.mobygames.com/game/return-to-ringworld Moby Games article]
*[https://www.mobygames.com/game/return-to-ringworld MobyGames entry for Return to Ringworld]


[[Category:TsAGE Games]]
[[Category:TsAGE Games]]
[[Category:Unsupported Games]]
[[Category:Supported Games]]

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