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Difference between revisions of "Return to Ringworld"

132 bytes removed ,  18:30, 27 October 2013
m
original game does pause during the intro if you have subtitles enabled.
m (original game does pause during the intro if you have subtitles enabled.)
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* (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) 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.
* (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
* 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
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