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Difference between revisions of "Return to Ringworld"

173 bytes removed ,  21:58, 12 November 2013
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.
* Some popping noise are audible when the logo is displayed
====Playthrough 12/nov/'13====
* There's some percussion a while into the intro that sounds horrendously wrong in ScummVM
* When pressing Esc during the intro, the palette gets corrupted
* 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 ===