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Re: [freesci-develop] Mobile SCI


From: Christoph Reichenbach
Subject: Re: [freesci-develop] Mobile SCI
Date: Mon, 25 Nov 2002 19:55:43 +0100
User-agent: Mutt/1.3.16i

Hi,

> I personally think adventure games lost a lot of their charme when the
> "point & click" got introduced. As of then, one could take a systematic
> approach to solving the game. Simply "roll" your mouse over the screen,
> find all "hotspots", apply all pre-set actions on the hotspots, and you'll
> find what you need to do.

Well, that's what I did in a couple of places in some of these, actually.
I guess one could interpret it as a safeguard against game designer
madness... still, the text parser interface only increases the search
space (although by a rather considerable amount, in practice).

[...]

> So the question is: was there ever a version of (Free)SCI that supported:
> 1- text input (in the form of a popup box), &
> 2- a resolution of 320x200x255?

I'm not aware of any Sierra SCI versions that do. IIRC, both things were
changed at the same time, shortly after QfG2 was released.
LSL7, however, includes a notion of allowing you to add verbs "by hand" to
the list of things you can do, although (a) it's 640x480xsomething, and
(b) I'm not sure if this was required to solve the game.

IIRC, Sierra SCI disabled their parser code when they went to SCI1-- the
kernel call is still there, but it'll trigger an error if you try to call
it.

I see no reason for doing the same in FreeSCI, though, as it seems unlikely
that any SCI1/SCI1.1 game relies on the parser _not_ being present ;-)

-- Christoph




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