Difference between revisions of "Return to Ringworld"

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(→‎Glitch: remove a not reproducible issue)
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=== Blocking ===
=== 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 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.
* Saving in the last maze (Flup Tube) is broken. (not reproducible)


== External links ==
== External links ==

Revision as of 17:02, 24 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.
  • 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.

Known bugs

Glitch

  • 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.
  • The slider behavior looks a bit weird, to be verified (scene 1750)
  • 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)
  • 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. (not reproducible)

External links