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Topics - OmerMor

Pages: [1] 2 3 4
1
I'm certain most of you are already aware of the difference in graphics between "old" and "new" SCI versions of KQ4:
The PC SCI version 1.000.106 and 1.000.111 had the original detailed graphics. For later versions (1.003.006 onwards), Sierra would simplify the background graphics to make the game fit on one 5.25 inch disk less, removing background detail and separate night pictures.

I collected the following articles on the subject for your enjoyment:

I'm also certain you're all familiar with the AGI version of KQ4 with it's own reduced graphics.

BUT - did you know there are different AGI versions as well with their own different background graphics? I certainly didn't.

Recently, Sluicebox from ScummVM added support for the Apple II AGI games (not to be confused with the Apple IIgs AGI ). I noticed that this version of KQ4 has simplified backgrounds, probably to conserve disk space.

I attached examples from picture 18. I also added the same picture 18 from both SCI versions.

2
Sierra's "The Dark Crystal" was remade by The Jim Henson Company in 2013, and is freely playable here:
https://www.darkcrystal.com/galleries/dark-crystal-galleries/play/

On my browser the toggle music button was not working because the jQuery library was blocked (mixed content). To enable it I had to change the "Insecure content" in the site's setting to "Allow".

It was implemented in javascript, and it simply wraps a large inlined xml file that encodes both the logic and text.

I cleaned up the xml and pasted it here for preservation and education purposes:

Code: (xml) [Select]
<?xml version="1.0"?><story title="Dark Crystal Adventure">
<!-- locations -->
<location key="start" caption="Intro" image="title">
  <text>
    <![CDATA[DARK CRYSTAL ADVENTURE<br/>A SIMPLE TEXT ADVENTURE. TYPE "START" OR [TAP] TO BEGIN.]]>
  </text>
  <goto location="1"/>
</location>
<location key="1" caption="1" image="DC_1">
  <text>
    <![CDATA[JEN IS IN A BEAUTIFUL MOUNTAIN VALLEY; THE MYSTICS HAVE A SPECIAL NAME FOR IT, "THE VALLEY OF THE STONES." A MYSTIC APPROACHES JEN AND SAYS, "URSU, WISEST OF OUR RACE, IS DYING; HE HAS SENT FOR YOU. COME QUICKLY!" THEN THE MYSTIC WALKS AWAY. #pause#   WHAT DO YOU WANT TO DO? "LOOK" OR "FOLLOW"]]>
  </text>
  <exits>
    <exit go="look" to="1b"/>
    <exit go="follow" to="2"/>
  </exits>
</location>
<location key="1b" caption="look" image="DC_1">
  <text>
    <![CDATA[JEN IS SURROUNDED BY VAST MOUNTAINS CALLED THE VALLEY OF STONES. THIS HAS BEEN HOME TO JEN SINCE HE WAS BORN. JEN'S PARENTS DIED WHEN HE WAS BORN AND THE MYSTICS HAVE BEEN RAISING HIM EVER SINCE. #pause#     WHAT DO YOU WANT TO DO? GO "BACK" OR "FOLLOW"]]>
  </text>
  <exits>
    <exit go="back" to="1"/>
    <exit go="follow" to="2"/>
  </exits>
</location>
<location key="2" caption="2A" image="DC_2">
  <text>
    <![CDATA[JEN IS IN A LARGE, CANDLE-LIT CAVERN. URSU, WISEST OF THE MYSTICS, LIES HERE DYING. URSU SIGHS AND SAYS, "AT THE TIME OF THE LAST CONJUNCTION, OR COMING TOGETHER, OF OUR WORLD'S THREE SUNS, THE EVIL SKEKSIS GAINED CONTROL OF THE GREAT CRYSTAL THAT RULES OUR DESTINY.  #pause# THE CRYSTAL CRACKED AND DARKENED. AND DARK IT WILL REMAIN UNTIL A PIECE THAT BROKE OFF ?THE CRYSTAL SHARD? IS RESTORED. THERE IS A PROPHECY THAT THE SHARD CAN ONLY BE REPLACED BY GELFLING HAND, AND ONLY AT THE TIME OF THE NEXT GREAT CONJUNCTION.  #pause# IF THIS PROPHECY IS NOT FULFILLED, THE SKEKSIS WILL GROW EVEN MORE POWERFUL, AND THEIR REIGN WILL LAST FOREVER. JEN, TO YOU HAS FALLEN THE TASK OF HEALING THE CRYSTAL. AND IT IS TIME FOR YOUR QUEST TO BEGIN,  #pause# FOR VERY SOON THE THREE SUNS WILL ONCE AGAIN BE JOINED IN A GREAT CONJUNCTION. YOU MUST FIND AUGHRA, KEEPER OF SECRETS AND WATCHER OF THE HEAVENS. SHE MAY HAVE THE SHARD YOU SEEK. GELFLING, I LEAVE YOU WITH THIS FINAL PUZZLE: "WHAT DO THE SUN BROTHERS QUARREL ABOUT?" #pause# FIND THE ANSWER TO THIS MYSTERY AND PRESENT IT TO AUGHRA. ONLY THEN CAN YOU GAIN ENTRANCE TO HER OBSERVATORY. AND NOW GELFLING, OUR ROADS MUST CURVE APART.  #pause#WE MAY MEET IN ANOTHER LIFE, BUT NOT AGAIN IN THIS ONE." WITH THESE WORDS, URSU DIES, AND HIS LIFELESS BODY VANISHES FROM THE SLEEP FRAME. #pause#  WHAT DO YOU WANT TO DO? "LOOK" OR "LEAVE"]]>
  </text>
  <exits>
    <exit go="look" to="2b"/>
    <exit go="leave" to="3"/>
  </exits>
</location>
<location key="2b" caption="2b - Look" image="DC_2">
  <text>
    <![CDATA[JEN LOOKS INTO A BOWL THAT IS ON THE FLOOR. HE SEES THE IMAGE OF A CRYSTAL SHARD. #pause#  WHAT DO YOU WANT TO DO? GO "BACK" OR "LEAVE"]]>
  </text>
  <exits>
    <exit go="back" to="2"/>
    <exit go="leave" to="3"/>
  </exits>
</location>
<location key="3" caption="3a" image="DC_3">
  <text>
    <![CDATA[JEN FALLS HEAD FIRST DOWN A STEEP SLOPE. JEN IS TRAVERSING A WILDERNESS OF TANGLED VINES, CHATTERING BLOSSOMS, AND WARY CREATURES. #pause#  WHAT WOULD YOU LIKE TO DO? "LOOK", "REST", OR "WALK"]]>
  </text>
  <exits>
    <exit go="look" to="3b"/>
    <exit go="rest" to="3c"/>
    <exit go="walk" to="4"/>
  </exits>
</location>
<location key="3b" caption="3b - Look" image="DC_3">
  <text>
    <![CDATA[JEN IS TRAVERSING A WILDERNESS OF TANGLED VINES, CHATTERING BLOSSOMS, AND WARY CREATURES.<br/> #pause#  WHAT DO YOU WANT TO DO? GO "BACK", OR "WALK", OR "REST"]]>
  </text>
  <exits>
    <exit go="back" to="3"/>
    <exit go="rest" to="3c"/>
    <exit go="walk" to="4"/>
  </exits>
</location>
<location key="3c" caption="3c - Rest" image="DC_Eclipse">
  <text>
    <![CDATA[A GARTHIM, WARRIOR OF THE SKEKSIS, JUMPS OUT FROM BEHIND THE TREE LINE AND GRABS YOU. IT BRINGS YOU BACK TO THE SKEKSIS CASTLE AND YOU WATCH AS THE GREAT CONJUNTION PASSES OVERHEAD. THE WORLD NOW BATHES IN DARKNESS UNDER THE RULE OF THE SKEKSIS.]]>
  </text>
  <quit/>
</location>
<location key="4" caption="4" image="DC_4">
  <text>
    <![CDATA[JEN IS IN AN EERIE SWAMPLAND. VINES HAVE COME DOWN FROM THE TREES AND WRAPPED THEMSELVES AROUND JEN. THE VINES WILL NOT LET GO OF HIM. #pause#WHAT DOES JEN DO? "YELL" OR "STRUGGLE"]]>
  </text>
  <exits>
    <exit go="yell" to="4b"/>
    <exit go="struggle" to="4c"/>
  </exits>
</location>
<location key="4b" caption="4b - Yell" image="DC_4">
  <text>
    <![CDATA[NOBODY IS AROUND TO HEAR HIS CRY FOR HELP. #pause#  WHAT DOES JEN DO? "YELL" OR "STRUGGLE"]]>
  </text>
  <exits>
    <exit go="yell" to="4b"/>
    <exit go="struggle" to="4c"/>
  </exits>
</location>
<location key="4c" caption="4c - Struggle" image="DC_4">
  <text>
    <![CDATA[AS THE VINES TIGHTEN, A HAND APPEARS IN FRONT OF HIM. JEN FIND HIMSELF RETURNING THE GAZE OF A SINGLE EYEBALL, THRUST UP AMONG THE TENDRILS BY A WITHERED HAND. #pause#  WHAT DOES JEN DO? "TALK" OR "STRUGGLE"]]>
  </text>
  <exits>
    <exit go="talk" to="4d"/>
    <exit go="struggle" to="4e"/>
  </exits>
</location>
<location key="4d" caption="4d - struggle 1 + talk" image="DC_4">
  <text>
    <![CDATA[A CREATURE RESPONDS, BUT JEN CANNOT UNDERSTAND THE DIALECT. #pause#  WHAT DOES JEN DO? "BACK" OR "STRUGGLE"]]>
  </text>
  <exits>
    <exit go="back" to="4c"/>
    <exit go="struggle" to="4e"/>
  </exits>
</location>
<location key="4e" caption="4e - struggle + struggle" image="DC_4">
  <text>
    <![CDATA[THE CREATURE REVEALS THEMSELF AND COMES OUT FROM BEHIND A BUSH. AUGHRA SAYS, "GELFLING, YOU KNOW ANSWER TO RIDDLE? HUH?"<br/> #pause#HOW DOES JEN ANSWER? "YES" OR "NO"]]>
  </text>
  <exits>
    <exit go="yes" to="4e1"/>
    <exit go="no" to="4f"/>
  </exits>
</location>
<location key="4f" caption="4f - struggle + struggle + no" image="DC_Eclipse">
  <text>
    <![CDATA[AUGHRA COMMANDS THE VINES TO NEVER LET GO. JEN IS TRAPPED AND THE GREAT CONJUNCTION PASSES OVERHEAD. THE WORLD NOW BATHES IN DARKNESS UNDER THE RULE OF THE SKEKSIS.]]>
  </text>
  <quit/>
</location>
<location key="4e1" image="DC_4">
  <text>
    <![CDATA[AUGHRA ASKS "WHAT DO SUN BROTHERS QUARREL OVER? TELL ME ANSWER THEN, GELFLING." AUGHRA SNAPS IMPATIENTLY, TO WHICH JEN RESPONDS "THE SUN BROTHERS QUARREL ABOUT MOON DAUGHTERS." "VERY GOOD!" CACKLES AUGHRA. SHE ORDERS THE VINES TO LET GO OF JEN. #pause#BEFORE JEN CAN EVEN CATCH HIS BREATH, AUGHRA GOES NORTH TO HER OBSERVATORY. JEN, SENSING THAT SOMETHING IMPORTANT IS ABOUT TO HAPPEN, FOLLOWS CLOSE BEHIND.]]>
  </text>
  <pauses>
    <pause to="5"/>
  </pauses>
</location>
<location key="5" caption="5" image="DC_5a">
  <text>
    <![CDATA[JEN IS IN THE OBSERVATORY OF AUGHRA, WATCHER OF THE HEAVENS AND KEEPER OF SECRETS. AUGHRA TURNS TO JEN AND SAYS, "WHAT YOU WANT?" #pause#  WHAT DOES JEN DO? "LOOK" OR "ASK"]]>
  </text>
  <exits>
    <exit go="look" to="5b"/>
    <exit go="ask" to="5c"/>
  </exits>
</location>
<location key="5b" caption="5b - look" image="DC_5a">
  <text>
    <![CDATA[JEN IS IN A GRAND OBSERVATORY WHICH CONTAINS AUGHRA'S MYSTICAL ORRERY THAT SHE USES TO PREDICT THE MOTION OF THE HEAVENS. #pause#  WHAT DOES JEN DO? "LOOK" OR "ASK"]]>
  </text>
  <exits>
    <exit go="look" to="5b"/>
    <exit go="ask" to="5c"/>
  </exits>
</location>
<location key="5c" caption="5c - ask" image="DC_5b">
  <text>
    <![CDATA[JEN ASKS AUGHRA ABOUT THE CRYSTAL SHARD. AUGHRA CACKLES, "THAT ALL? WHY NOT SAY SO?" SHE SETS A BLUE SHARD ON THE TABLE. "THIS IS THE SHARD THAT BELONGS TO THE CRYSTAL, ONLY A GELFLING CAN RESTORE THE SHARD TO THE CRYSTAL AND RESTORE BALANCE.  #pause#BE CAREFUL YOUNG GELFLING, THE SKEKSIS ARE TERRIBLE CREATURES AND WILL DO EVERYTHING THEY CAN TO STOP YOU FROM RESTORING THE CRYSTAL. YOUR JOURNEY CONTINUES YOUNG ONE, DEPART FROM HERE AND RETURN ORDER TO THESE LANDS." #pause#WHAT DOES JEN DO? "TALK" OR "LEAVE"]]>
  </text>
  <exits>
    <exit go="talk" to="5d"/>
    <exit go="leave" to="6"/>
  </exits>
</location>
<location key="5d" caption="5d - talk" image="DC_5b">
  <text>
    <![CDATA[AUGHRA REMINDS YOU THAT THE CRYSTAL MUST BE FIXED BEFORE THE CONJUNCTION. #pause#  WHAT DOES JEN DO? "LEAVE" OR GO "BACK"]]>
  </text>
  <exits>
    <exit go="back" to="5c"/>
    <exit go="leave" to="6"/>
  </exits>
</location>
<location key="6" caption="6" image="DC_6">
  <text>
    <![CDATA[JEN FINDS HIMSELF MIRED UP TO HIS KNEES IN AN EERIE BOG. #pause#  WHAT DOES JEN DO? "WALK"]]>
  </text>
  <exits>
    <exit go="walk" to="7"/>
  </exits>
</location>
<location key="7" caption="7" image="DC_7">
  <text>
    <![CDATA[SINKING TO HIS WAIST, JEN HAS BECOME HOPELESSLY ENSARED IN A BOGGY SECTION OF A GREAT SWAMP. WITH EACH PASSING MOMENT, HE SLIPS FURTHER INTO THE GREAT SWAMP WHEN HE SEES SOMEONE MOVING BEHIND A BUSH. #pause#  WHAT DOES JEN DO? "STRUGGLE" OR "SHOUT"]]>
  </text>
  <exits>
    <exit go="struggle" to="7b"/>
    <exit go="shout" to="7c"/>
  </exits>
</location>
<location key="7b" caption="7b struggle" image="DC_Eclipse">
  <text>
    <![CDATA[JEN BEGINS TO SINK FASTER AND BECOMES STUCK WITH ONLY HIS HEAD ABOVE THE MUCK. THE GREAT CONJUNCTION PASSES OVERHEAD. THE WORLD NOW BATHES IN DARKNESS UNDER THE RULE OF THE SKEKSIS.]]>
  </text>
  <quit/>
</location>
<location key="7c" caption="7c yell" image="DC_7">
  <text>
    <![CDATA[JEN CRIES "HELP!" THE GIRL GRABS A LONG BRANCH AND HELPS JEN OUT OF THE BOG. THE GIRL SMILES AND SAYS, "I AM KIRA, AND THIS IS FIZZGIG. I THOUGHT I WAS THE ONLY LIVING GELFLING. BUT THEN I GUESS YOU MUST HAVE THOUGHT THE SAME THING!" #pause#JEN AND KIRA HAVE ENTERED A GREAT FOREST. THEY ARE ON THE BANK OF A WIDE RIVER WHICH FLOWS SOUTH. JEN TELLS KIRA ABOUT HIS QUEST TO HEAL THE GREAT CRYSTAL. #pause#  WHAT DOES JEN DO? "TALK" OR "WALK"]]>
  </text>
  <exits>
    <exit go="talk" to="7d"/>
    <exit go="walk" to="8"/>
  </exits>
</location>
<location key="7d" caption="7d talk" image="DC_7">
  <text>
    <![CDATA[GELFLINGS CAN TALK WITHOUT SPEAKING. WHEN JEN AND KIRA TOUCH, THEY CAN SHARE THEIR MEMORIES, THOUGHTS, AND FEELINGS, THIS IS KNOWN AS DREAMFASTING. #pause#  WHAT DOES JEN DO? "BACK" OR "WALK"]]>
  </text>
  <exits>
    <exit go="back" to="7c"/>
    <exit go="walk" to="8"/>
  </exits>
</location>
<location key="8" caption="8" image="DC_8">
  <text>
    <![CDATA[KIRA BRINGS YOU TO HER VILLAGE. JEN AND KIRA FOLLOW THE RIVER BANK AND ARRIVE AT THE PODLING VILLAGE WHERE KIRA WAS RAISED. TO THEIR SURPRISE, THE VILLAGE HAS BEEN TORN TO PIECES AND ALL THE PODLINGS ARE GONE. #pause#  WHAT DO THEY DO? "TALK" OR "LOOK"]]>
  </text>
  <exits>
    <exit go="talk" to="8b"/>
    <exit go="look" to="8c"/>
  </exits>
</location>
<location key="8b" caption="8b talk" image="DC_8">
  <text>
    <![CDATA[KIRA TELLS JEN ABOUT THE PODLINGS WHO RAISED HER AFTER HER PARENTS WERE KILLED BY THE SKEKSIS. JEN AND KIRA CONTINUE TO EXCHANGE STORIES ABOUT THEIR CHILDHOOD. #pause#  WHAT DO THEY DO? "LOOK" OR "BACK"]]>
  </text>
  <exits>
    <exit go="back" to="8"/>
    <exit go="look" to="8c"/>
  </exits>
</location>
<location key="8c" caption="8c look" image="DC_8">
  <text>
    <![CDATA[THE TWO FRANTICALLY LOOK AROUND AND DISCOVER TRACKS LEFT BEHIND BY GARTHIM, WARRIORS OF THE SKEKSIS. KIRA DECIDES TO ACCOMPANY JEN TO THE SKEKSIS CASTLE WHERE BOTH THE GREAT CRYSTAL AND THE CAPTURED VILLAGERS RESIDE. #pause#  WHAT DO THEY DO? "FOLLOW"]]>
  </text>
  <exits>
    <exit go="follow" to="9"/>
  </exits>
</location>
<location key="9" caption="9" image="DC_9">
  <text>
    <![CDATA[THE JOURNEY TO THE SKEKSIS CASTLE IS LONG; KIRA SUMMONS LANDSTRIDERS, LONG-LEGGED BEASTS THAT WILL HELP THEM CROSS THE GREAT DESERT TO THE SKEKSIS CASTLE.<br/> #pause#  WHAT DOES JEN DO? "ASK" OR "JUMP"]]>
  </text>
  <exits>
    <exit go="ask" to="9b"/>
    <exit go="jump" to="10"/>
  </exits>
</location>
<location key="9b" caption="9b ask" image="DC_9">
  <text>
    <![CDATA[JEN ASKS KIRA "HOW DO I GET ON," TO WHICH KIRA REPLIES "JUST JUMP ON THEIR BACK." #pause#  WHAT DOES JEN DO? "BACK" OR "JUMP"]]>
  </text>
  <exits>
    <exit go="back" to="9"/>
    <exit go="jump" to="10"/>
  </exits>
</location>
<location key="10" caption="10" image="DC_10">
  <text>
    <![CDATA[JEN AND KIRA CLIMB ONTO THE BACKS OF THE LANDSTRIDERS AND HEAD TOWARDS THE GREAT DESERT. AS THEY TRAVEL THE HEAT GROWS MORE OPPRESSIVE BY THE MINUTE. #pause#  WHAT DO THEY DO? "REST" OR "RIDE"]]>
  </text>
  <exits>
    <exit go="rest" to="10b"/>
    <exit go="ride" to="11"/>
  </exits>
</location>
<location key="10b" caption="10b - rest" image="DC_Eclipse">
  <text>
    <![CDATA[THE TWO DECIDE TO STOP AND TAKE A REST. THEY BOTH FALL ASLEEP AS THE HEAT GROWS MORE INTENSE. THE GREAT CONJUNCTION PASSES OVERHEAD. THE WORLD NOW BATHES IN DARKNESS UNDER THE RULE OF THE SKEKSIS.]]>
  </text>
  <quit/>
</location>
<location key="11" caption="11" image="DC_11">
  <text>
    <![CDATA[THEY CONTINUE TO RIDE THROUGH THE GREAT DESERT. LOOKING ACROSS THE DRY, CRACKED LANDSCAPE, JEN AND KIRA CAN MAKE OUT THE OUTLINE OF A DECAYED CASTLE. #pause#  WHERE DO THEY GO? "BRIDGE" OR "TUNNEL"]]>
  </text>
  <exits>
    <exit go="bridge" to="11b"/>
    <exit go="tunnel" to="12"/>
  </exits>
</location>
<location key="11b" caption="11b" image="DC_11">
  <text>
    <![CDATA[KIRA SAYS TO JEN "THE ENTRANCE IS GUARDED BY GARTHIM, WE SHOULD TRY TO FIND ANOTHER WAY." #pause#    WHERE DO THEY GO? "BACK" OR "TUNNEL"]]>
  </text>
  <exits>
    <exit go="back" to="11"/>
    <exit go="tunnel" to="12"/>
  </exits>
</location>
<location key="12" caption="12" image="DC_12">
  <text>
    <![CDATA[KIRA AND JEN GET OFF THE LANDSTRIDERS AND FIND A DRAIN PIPE THAT IS LARGE ENOUGH FOR THEM TO FIT. THEY END UP IN AN UNDERGROUND LABYRINTH. JEN, KIRA AND FIZZGIG ARE IN THE SEWER SYSTEM. STRANGE SOUNDS ARE COMING FROM A PASSAGEWAY AHEAD OF THEM. #pause#  WHAT DO THEY DO? "TALK" OR "WALK"]]>
  </text>
  <exits>
    <exit go="talk" to="12a"/>
    <exit go="walk" to="13"/>
  </exits>
</location>
<location key="12a" caption="12a" image="DC_12">
  <text>
    <![CDATA[KIRA SAYS TO JEN "I'M SCARED JEN, IT SEEMS LIKE WE ARE JUST WALKING AROUND IN CIRCLES." #pause#  WHAT DO THEY DO? "WALK"]]>
  </text>
  <exits>
    <exit go="walk" to="13"/>
  </exits>
</location>
<location key="13" caption="13 walk" image="DC_13">
  <text>
    <![CDATA[A SKEKSIS PATROLLING THE LABYRINTH SUDDENLY RUSHES IN FROM THE DARK AND GRABS KIRA. AS HE RUNS OFF WITH HER, HE TOUCHES AN UNSEEN LEVER. #pause#   WHAT DOES JEN DO? "FOLLOW"]]>
  </text>
  <exits>
    <exit go="follow" to="14"/>
  </exits>
</location>
<location key="14" caption="14 boulders" image="DC_14">
  <text>
    <![CDATA[HUGE BOULDERS FALL, BLOCKING THE WAY JEN AND KIRA CAME IN. AS JEN REGAINS CONSCIOUSNESS, HE HEARS STRANGE SOUNDS THAT ARE COMING FROM THE TOP OF A STAIRWAY. #pause#  WHAT DOES JEN DO? "RUN"]]>
  </text>
  <exits>
    <exit go="run" to="15"/>
  </exits>
</location>
<location key="15" caption="15" image="DC_15">
  <text>
    <![CDATA[JEN GETS UP AND RUNS TOWARDS THE STAIRS, TRYING TO FIND KIRA. HE HAS REACHED THE TOP OF THE NARROW STAIRWAY. STRANGE NOISES AND TORCH LIGHT ARE COMING FROM A COORIDOR AHEAD OF HIM. #pause#  WHAT DOES JEN DO? "REST" OR "WALK"]]>
  </text>
  <exits>
    <exit go="rest" to="15b"/>
    <exit go="walk" to="16"/>
  </exits>
</location>
<location key="15b" caption="15b - rest" image="DC_Eclipse">
  <text>
    <![CDATA[A PATROLLING SKEKSIS SURPISES JEN. HE IS CAUGHT AND BROUGHT TO A GREAT CHAMBER. THE GREAT CONJUNCTION PASSES OVERHEAD. THE WORLD NOW BATHES IN DARKNESS UNDER THE RULE OF THE SKEKSIS.]]>
  </text>
  <quit/>
</location>
<location key="16" caption="16" image="DC_16">
  <text>
    <![CDATA[JEN CAN SEE THE SKEKSIS GATHERED AROUND THE GREAT CRYSTAL. THE GREAT CONJUNCTION IS BEGINNING. KIRA IS BEING HELD BY THE SKEKSIS. #pause#  WHAT DOES JEN DO? "JUMP"]]>
  </text>
  <exits>
    <exit go="jump" to="17"/>
  </exits>
</location>
<location key="17" caption="17" image="DC_17">
  <text>
    <![CDATA[JEN LANDS ON TOP OF THE DARK CRYSTAL! BUT THE IMPACT HAS CAUSED HIM TO DROP THE SHARD, WHICH NOW LIES PRECARIOUSLY ON THE BRINK OF THE SHAFT BENEATH THE CRYSTAL. JEN LOOKS UP THROUGH AN OPEN PORTAL IN THE CEILING. THE THREE SUNS ARE TOUCHING. #pause#QUICKLY, KIRA PICKS UP THE CRYSTAL SHARD. SHE IS ABOUT TO THROW IT UP TO JEN, BUT THE RITUAL-MASTER, DRAWN DAGGER IN HAND, WARNS HER, "GIVE ME SHARD, GELFLING, AND YOU GO IN PEACE. OTHERWISE, NO CHOICE BUT TO KILL YOU!" #pause#  DOES JEN SAVE KIRA? "YES" OR "NO"]]>
  </text>
  <exits>
    <exit go="yes" to="17b"/>
    <exit go="no" to="17c"/>
  </exits>
</location>
<location key="17b" caption="17b - Yes" image="DC_Eclipse">
  <text>
    <![CDATA[JEN ATTEMPTS TO SAVE KIRA BUT BECOMES SURROUNDED BY THE SKEKSIS. BOTH JEN AND KIRA ARE CAPTURED AS THE GREAT CONJUNCTION PASSES OVERHEAD. THE WORLD NOW BATHES IN DARKNESS UNDER THE RULE OF THE SKEKSIS.]]>
  </text>
  <quit/>
</location>
<location key="17c" caption="17c" image="DC_17">
  <text>
    <![CDATA[JEN SITS ON TOP OF THE CRYSTAL. KIRA HAS THROWN THE SHARD UP TO HIM AND HE HOLDS IT IN HIS HAND. THE EDGES OF THE THREE SUNS ARE OVERLAPPING. #pause#  WHAT DOES JEN DO? "HEAL"]]>
  </text>
  <exits>
    <exit go="heal" to="18"/>
  </exits>
</location>
<location key="18" caption="18" image="DC_18">
  <text>
    <![CDATA[AS THE THREE SUNS BECOME ONE, A FLOOD OF BLINDING LIGHT WASHES OVER HIM. JEN PLUNGES THE SHARD DEEP INTO THE WOUND IN THE CRYSTAL. JEN HAS HEALED THE WOUND IN THE CRYSTAL AND HAS RESTORED IT TO ITS ORIGINAL BRILLIANCE!  #pause#HE IS NOW ON THE FLOOR OF THE CRYSTAL CHAMBER, WHICH IS BATHED IN RADIANT LIGHT. THE GARTHIM ARE CRACKING AND FALLING APART. THE FILTHY WALLS OF THE CASTLE ARE CRUMBLING, REVEALING ITS ORIGINAL CRYSTALLINE PURITY AND BEAUTY.  #pause#THE EVIL REIGN OF THE SKEKSIS IS OVER, HOWEVER KIRA WHO WAS STABBED AT THE MOMENT OF THE GREAT CONJUNCTION, LIES IN JEN'S ARMS. THE GELFLING SOBS UNCONTROLLABLY AS HE CRADLES HER LIFELESS BODY. #pause#WHAT DOES JEN DO? "KISS"]]>
  </text>
  <exits>
    <exit go="kiss" to="19"/>
  </exits>
</location>
<location key="19" caption="19" image="DC_19">
  <text>
    <![CDATA[JEN KISSES KIRA, SHE OPENS HER EYES, AND THE LIFE THAT THE SKEKSIS TOOK FROM HER BEFORE JEN HAD HEALED THE CRYSTAL IS REKINDLED.  #pause#FINALLY, THE TWO GELFLINGS, AND ALL THE CREATURES, CAN LIVE PEACEFULLY TOGETHER IN A WORLD TO WHICH HARMONY, AFTER A THOUSAND YEARS OF DARKNESS, HAS BEEN RESTORED. #pause#THANKS FOR PLAYING "THE DARK CRYSTAL!"]]>
  </text>
  <win/>
</location>
<location key="X" caption="X" image="q05">
  <text>
    <![CDATA[Lorum Ipsum.]]>
  </text>
  <exits>
    <exit go="look" to="3b"/>
    <exit go="rest" to="3c"/>
    <exit go="walk" to="4"/>
  </exits></location>
  <!-- messages -->
  <message key="title">Dark Crystal</message>
</story>

3
Just wanted to urge you to give this game a try. It's a wonderful homage to "The Colonel's Bequest" and I really enjoyed it.

Get it here: https://store.steampowered.com/app/1098770/The_Crimson_Diamond/

4
After Cloudee uploaded MegaTokyo's boards, I found an old question of mine from there:
using Brian's decompiled 000.scr from lsl7 i figured out the game looks for a "CLASSES" file to trigger the debug mode - and it worked.
I still have one more question though for Brian:
I can also see that the file "AUTOTP" has a significance (it triggers the global variable global243), but I have no idea what it does (it is not used in any of the scripts you published).
Any help please?

Since we are still not able to decompile LSL7, I wondered if I could find information in the source code I have from Torin's Passage. Both games were from the same time period, and both by Al Lowe.

Here's what I found:

In 0.SC:
Code: (SCI) [Select]
#ifdef DEBUG
;============================================+
; Take out the following lines for shipping  ;
;                                            ;

#ifndef DEMO
      ; Programmers always has the "classes" file
      (if (FileIO FileExists "classes")
         (= gbDebug TRUE)                    ;
      else
         ; Oooh...sneaky, Look in resource file
         (= cfgBuf (String newWith: 100 " "))
         (GetConfig "TorinDebug" cfgBuf)
         (cfgBuf lower:)
         (= i (cfgBuf at: 0))
         (if (== i `t)           ; t for true (or tea for two!)
            (= gbDebug TRUE)
         )
         (cfgBuf dispose:)
      )
      (if (FileIO FileExists "autotp") ; automatically teleport on pick a chapter
         (= gbDebugTeleport TRUE)
      )
     
      (if gbDebug
         (goDebugger init:)
      ) 
#endif
;
;                                            ;
; Take out the above lines for shipping      ;
;============================================+
#endif

So the presence of AUTOTP sets the gbDebugTeleport flag.
Let's look for that, shall we?

In GAME.SH we find:
Code: (SCI) [Select]
gbDebugTeleport         243   = FALSE ; is auto-teleport on for this game?

And we also find it in PIKACHPT.SC. Here's the full script:
Code: (SCI) [Select]

;;;;  PIKACHPT.SC
;;;;
;;;;  (c) Sierra On-Line, Inc, 1995
;;;;
;;;;  PIKACHPT.SC -- the sierra logo
;;;;     Created for Domain, 1995
;;;;
;;;;  Author:  Don Munsil
;;;;

(script# rPickAChapter)
(include "200.shm")
(include "110.shm")

#ifdef DEMO
(include "300.shm")
#endif

(procedure
   TipOfTheDay
)

(public
   roPickAChapter 0
)

(local
   line1 = NULL   ; the lines pointing at the world
   line2 = NULL   ; more lines
   line3 = NULL   
   line4 = NULL
   line5 = NULL


(define     INTRO_BUTTON_FONT    2510)
; how far from top of the button should we start drawing the connecting line
; This number is dependant upon the font
(define     LINE_OFFSET          14)

(define LINE_COLOR   227)

; X alignemnt of the chapter buttons
(define     BUTTON_X          480)
(define     BOTTOM_Y          440)

; This is called by the choose a chapter number buttons.
(instance oRoomChosen of Object
   (method (doit aChapter)

      (if (not gbInterfaceInitted)
         (goInterface init:)
         (InitInterface2)
         (goMainMenu disable:)
      )

      (goMusic1 stop:)                               

      (= gnChapter 1)

      ;; chapter init stuff -- pass through whether or not we are teleporting
      (switch aChapter
         (INTRO_N
            (= gnChapter 0)
         ) 
         (TLA_N
            ; ego gets nothing
            (= gnChapter 1)
         )
         (ESCARPA_N
            (= gnChapter 2)
            (ego get: gioBoogleBox)
            (ego get: gioBoogleWorm)
            (ego get: gioBoogleLantern)
            (ego get: gioShard)
            (ego get: gioEressdy)
         )
         (PERGOLA_N
            (= gnChapter 3)
            (ego get: gioBoogleBox)
            (ego get: gioBoogleShovel)
            (ego get: gioBoogleWorm)
            (ego get: gioBoogleLantern)
            (ego get: gioBoogleYoYo)
            (ego get: gioEressdy)
            (ego get: gioLocket)
         )
         (ASTHENIA_N
            (= gnChapter 4)
            (ego get: gioBoogleBox)
            (ego get: gioBoogleShovel)
            (ego get: gioBoogleWorm)
            (ego get: gioBoogleLantern)
            (ego get: gioBoogleYoYo)
            (ego get: gioBoogleRedCross)
            (ego get: gioEressdy)
            (ego get: gioKnife)
         )
         (TENEBROUS_N
            (= gnChapter 5)
            (ego get: gioBoogleBox)
            (ego get: gioBoogleShovel)
            (ego get: gioBoogleWorm)
            (ego get: gioBoogleLantern)
            (ego get: gioBoogleYoYo)
            (ego get: gioBoogleRedCross)
            (ego get: gioEressdy)
            (ego get: gioAmmonia)
            (ego get: gioKnife)
         ) 
         (EPILOGUE_N
            (= gnChapter 6)
            (curRoom newRoom: rCredits)
            (return)
         ) 
         (RESUME_N
            (curRoom setScript: soResume)
            ; actually we never reach this statement, but...
            (return)
         )
         (RESTORE_N
            (curRoom setScript: soRestore)
            (return)
         )
         (EXIT_N
            (= quit TRUE)
            (return)
         ) 
      ) 

      (if
         (and
            (< 0 gnChapter 6) ; chapter 1 to 5
            (or gbTeleport gbDebugTeleport)
         )
         (= gbTeleport FALSE)
         (curRoom newRoom: (RoomTeleport gnChapter))
      else
;djm           (MonoOut "chapter %d, select %d" gnChapter aChapter)
         (switch aChapter
            (INTRO_N
               (curRoom newRoom: rPrologue1)
            ) 
            (TLA_N
               (curRoom newRoom: rChapter1)
            )
            (ESCARPA_N
               (curRoom newRoom: rChapter2)
            )
            (PERGOLA_N
               (curRoom newRoom: rChapter3)
            ) 
            (ASTHENIA_N
               (curRoom newRoom: rChapter4)
            ) 
            (TENEBROUS_N
               (curRoom newRoom: rChapter5)
            )
            (else
               ; They wanna leave
               (= quit TRUE)
            )
         )
      )
   )
)

(procedure (TipOfTheDay &tmp oTipStr)
   ; tip of the day
   (if gbTipOfTheDay
      (= oTipStr (MakeMessageText ALL ALL TIP_OF_THE_DAY gnNextTip 110))
      (if oTipStr
         (TextDialog oTipStr (String with: goDismissString) (MakeMessageText ALL ALL TIP_TITLE 1 110))
         (= oTipStr NULL)
      ) 
      (++ gnNextTip)

      ; check to see if we should wrap around
      (= oTipStr (MakeMessageText ALL ALL TIP_OF_THE_DAY gnNextTip 110))
      (if oTipStr
         (StringDispose oTipStr)
         (= oTipStr NULL)
      else
         (= gnNextTip 1)
      )
     
      (SavePrefs)
   )
)

(instance foBlackOpaque of OpaqueFeature)
(instance oBlackPlane of Plane
   (properties
      priority    PRI_ROT_INV
      picture     -1
   )
   (method (init)
      (super init: &rest)
      (foBlackOpaque init: self)
   )
)
(instance soFadeToTip of Script
   (method (changeState newState &tmp oTipStr)
      (switchto (= state newState)
         (
            (FadeToBlack TRUE 15 self TRUE)
         )
         (
            ; put a black plane over all
            (oBlackPlane init: 0 0 lastScreenX lastScreenY)
            (= ticks 1)
         )
         (
            ; put the color back so we can see the dialog
            (FadeToBlack FALSE 100 self TRUE)
         )
         (
            (TipOfTheDay)
            (self dispose:)
         )
      )
   )
)
(instance soResume of Script
   (method (changeState newState &tmp oTipStr)
      (switchto (= state newState)
         (
            (self setScript: soFadeToTip self)
         )
         (
            (theGame autorestore:)

            ; if we get here some really bad happened
            (oBlackPlane dispose:)
            (self dispose:)
         )
      )
   )
)
(instance soRestore of Script
   (method (changeState newState &tmp oTipStr)
      (switchto (= state newState)
         (
            (self setScript: soFadeToTip self)
         )
         (
            (Open)

            ; we get here if they choose not to restore
            (oBlackPlane dispose:)
            (self dispose:)
         )
      )
   )
)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; VIEWS, FEATURES, PROPS AND THEIR RELATED SCRIPTS/CUEOBJECTS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(instance oIntroButton of MessageButton
   (properties
      noun              INTRO_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      INTRO_N
      x                 BUTTON_X
      y                 96
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
   ) 
)

(instance oResumeButton of MessageButton
   (properties
      noun              RESUME_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      RESUME_N
      x                 252
      y                 BOTTOM_Y
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      ; same margin on my left side as the buttons on the right side
      (= x (- 639 (+ (oExitButton x?) (oExitButton nWidth?))))
      (= x (Max 5 x)); never let the button go off the screen
      (super init: &rest)
   ) 
)

(instance oRestoreButton of MessageButton
   (properties
      noun              RESTORE_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      RESTORE_N
      x                 100
      y                 BOTTOM_Y
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      ; center button
      (= x (- 316 (/ nWidth 2)))
      (UpdateScreenItem self)
   ) 
)

(instance oChapter1Button of MessageButton
   (properties
      noun              TLA_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      TLA_N
      x                 BUTTON_X
      y                 132
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      (= line1 (AddLine oPickAChapter 434 (+ y LINE_OFFSET) x (+ y LINE_OFFSET) 200 LINE_COLOR 0 0 2))
   )
)
(instance oChapter2Button of MessageButton
   (properties
      noun              ESCARPA_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      ESCARPA_N
      x                 BUTTON_X
      y                 168
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      (= line2 (AddLine oPickAChapter 413 (+ y LINE_OFFSET) x (+ y LINE_OFFSET) 200 LINE_COLOR 0 0 2))
   )
)
(instance oChapter3Button of MessageButton
   (properties
      noun              PERGOLA_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      PERGOLA_N
      x                 BUTTON_X
      y                 204
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      (= line3 (AddLine oPickAChapter 389 (+ y LINE_OFFSET) x (+ y LINE_OFFSET) 200 LINE_COLOR 0 0 2))
   )
)
(instance oChapter4Button of MessageButton
   (properties
      noun              ASTHENIA_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      ASTHENIA_N
      x                 BUTTON_X
      y                 240
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      (= line4 (AddLine oPickAChapter 346 (+ y LINE_OFFSET) x (+ y LINE_OFFSET) 200 LINE_COLOR 0 0 2))
   )
)
(instance oChapter5Button of MessageButton
   (properties
      noun              TENEBROUS_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      TENEBROUS_N
      x                 BUTTON_X
      y                 276
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
      (= line5 (AddLine oPickAChapter 275 (+ y LINE_OFFSET) x (+ y LINE_OFFSET) 200 LINE_COLOR 0 0 2))
   )
)

; actually the credits button
(instance oEpilogueButton of MessageButton
   (properties
      noun              EPILOGUE_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      EPILOGUE_N
      x                 BUTTON_X
      y                 312
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
   ) 
)
(instance oExitButton of MessageButton
   (properties
      noun              EXIT_N
      module            200
      font              INTRO_BUTTON_FONT
      mode              teJustCenter
      nSelectMethod     #doit
      nSelectValue      EXIT_N
      x                 BUTTON_X
      y                 BOTTOM_Y
      vTileOff          vButtonOffBg
      vTileOn           vButtonOnBg
      nMinWidth         130
   )
   (method (init)
      (= back gnButtonDownColor)
      (= fore gnButtonUpColor)
      (super init: &rest)
   ) 
)

(instance oTwinkle1 of Prop
   (properties
      view        vTwinklingStars
      loop        0
      x           2
      y           313
   )
)

(instance oTwinkle2 of Prop
   (properties
      view        vTwinklingStars
      loop        1
      x           609
      y           279
   )
)
(instance oTwinkle3 of Prop
   (properties
      view        vTwinklingStars
      loop        2
      x           30
      y           30
   )
)
(instance oTwinkle4 of Prop
   (properties
      view        vTwinklingStars
      loop        3
      x           516
      y           50
   )
)
(instance oTwinkle5 of Prop
   (properties
      view        vTwinklingStars
      loop        0
      x           464
      y           196
   )
)
(instance oTwinkle6 of Prop
   (properties
      view        vTwinklingStars
      loop        2
      x           420
      y           429
   )
)
(instance oTwinkle7 of Prop
   (properties
      view        vTwinklingStars
      loop        3
      x           122
      y           394
   )
)

(instance voText of View)

(instance voLogo of View
   (properties
      view     vLogo
      x        48
      y        231
   )


(instance foAll of OpaqueFeature)
(instance oPickAChapter of Plane
   (method (dispose)
      (if line1
         (DeleteLine line1 self)
         (= line1 NULL)
      )
      (if line2
         (DeleteLine line2 self)
         (= line2 NULL)
      ) 
      (if line3
         (DeleteLine line3 self)
         (= line3 NULL)
      ) 
      (if line4
         (DeleteLine line4 self)
         (= line4 NULL)
      ) 
      (if line5
         (DeleteLine line5 self)
         (= line5 NULL)
      ) 
      (super dispose: &rest)
   )

   
(instance roPickAChapter of TPRoom
   (properties
      picture        pPickAChapter
   )
   (method (dispose)
      (goMainMenu enable: TRUE)
      (super dispose: &rest)
   ) 
   (method (init &tmp fp oTipStr pathName)
      ; Always load the system palette.  This is not necessary,
      ; but is handy if we have loaded something that screwed
      ; the palette
      (Palette PalLoad 999)

      (oPickAChapter
         priority:   (- PRI_ROT_INV 1),
         init:       0 0 lastScreenX lastScreenY
      )
      (= plane oPickAChapter)

      (super init: &rest)

      (goMusic1                       
         playSound:  S_PICK_A_CHAPTER
      )                               
     
      (= gnChapter 0)
     
      (oIntroButton        oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oChapter1Button     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oChapter2Button     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oChapter3Button     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oChapter4Button     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oChapter5Button     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oEpilogueButton     oSelectNotify: oRoomChosen, init: oPickAChapter)
      (oExitButton         oSelectNotify: oRoomChosen, init: oPickAChapter)
     
      (= pathName (String new:))
      (pathName format: "%s\%s" curSaveDir "torinsg.cat")
      (= fp (FileIO FileOpen (pathName data?) fRead))
      (pathName dispose:)

      (if (!= fp -1)
         (oRestoreButton      oSelectNotify: oRoomChosen, init: oPickAChapter)
         (FileIO FileClose fp)
      )

      (foAll init:)

      ; Only create the resume button of we have an autosave game
      (= fp (FileIO FileOpen "autosave.cat" fRead))
      (if
         (or
            (!= fp -1)
            (SaveGame SGCheckSaveGame "Autosave" 0 (KString StrGetData version))
         )
         ; create after exit button, it's alignment depends on oExitButton
         (oResumeButton       oSelectNotify: oRoomChosen, init: oPickAChapter)
      )
      ; only close the file if it was actually opened
      (if (!= fp -1) (FileIO FileClose fp))

      (oTwinkle1 init:, cycleSpeed (Random 7 17), setCycle: Forward)
      (oTwinkle2 init:, cycleSpeed (Random 7 17), setCycle: RandCycle)
      (oTwinkle3 init:, cycleSpeed (Random 7 17), setCycle: RandCycle)
      (oTwinkle4 init:, cycleSpeed (Random 7 17), setCycle: RandCycle)
      (oTwinkle5 init:, cycleSpeed (Random 7 17), setCycle: Forward)
      (oTwinkle6 init:, cycleSpeed (Random 7 17), setCycle: RandCycle)
      (oTwinkle7 init:, cycleSpeed (Random 7 17), setCycle: RandCycle)

      (FadeToBlack FALSE 15 goHandsOnWhenCued TRUE)
     
      (goMainMenu disable:)
   )


Did you notice the "Created for Domain, 1995" comment at the header there?
It seems that it's present in almost all the source files.
So I got curios, and did a bit of digging. Turns out the working title for this game was either Domain or Domain's Quest:

New Adventure Games For 1995

From the adventure game people at Sierra Publishing, the word is that Al Lowe (designer of Leisure Suit Larry, and Freddy Pharkas) has teamed up with Andy Hoyos (Art Director of King's Quest V and VII, Quest for Glory IV) to create a new high fantasy game called "Domain." No word about whether this game is a follow-up or sequel to either Quest for Glory IV or Betrayal of Krondor.

Good News, Bad News. And a Great Family Christmas Product.

The bad news is there won't be a new King's Quest next Christmas. The good news is that Designer Al Lowe, Producer Mark Seibert and Senior Art Director Andy Hoyos (all long-time Sierra game development veterans), have joined forces to produce a new family game suitable for all ages. They promise it will be full of cute humor, great puzzles, and fun characters. They also promise it will be available in time for Christmas.
This game was referred to in the last issue of InterAction as Domain's Quest, but the new (and hopefully final), name is Torin's Passage. If you think a name change this big is a good trick, check out the Boogie. (The cute little purple character that looks like a cross between a cat and a miniature giraffe.) The Boogie can change into any other object at will (like an ax or a gift). Cool.

5
Mega Tokyo SCI Archive / LSL7 Debug Mode
« on: June 10, 2004, 07:20:11 PM »
using Brian's decompiled 000.scr from lsl7 i figured out the game looks for a "CLASSES" file to trigger the debug mode - and it worked.
I still have one more question though for Brian:
I can also see that the file "AUTOTP" has a significance (it triggers the global variable global243), but I have no idea what it does (it is not used in any of the scripts you published).
Any help please?
Thanks,
   Omer.

6
Mega Tokyo SCI Archive / KQ6 screen in GK1CD ??
« on: February 06, 2004, 07:45:20 AM »
looking through the pictures in the gk1cd resources, I found the beach picture from KQ6 in resource 2000.p56.
Does any1 know if and where in the game it is shown?
   Omer.

7
Mega Tokyo SCI Archive / VGA SCI with Parser
« on: November 12, 2003, 06:48:17 AM »
Hi Brian (assuming you're most likely know to answer this),
I wanted to ask if there will be an easy way to make a VGA SCI game that has a parser-based interface like the old SCI0 games.
I know that SCI1 interpreters did not include an internal parser. However I don't know about VGA games such as Jones In the Fast Lane, or the VGA Christmas card - maybe they did include an internal parser in them? Or maybe the late SCI01 interpreters were able to display s56 resources (256 colors) ?
Or maybe it'll be possible to hack the interpreter like you did with the AGI-256 color support?

8
Mega Tokyo SCI Archive / Sound Support in SCI Studio 4
« on: September 30, 2003, 12:34:50 PM »
Brian,
I read that you're now getting into sound support.
That's great!
Can you please give us a little technical update? What have you done so far? what is left to do? will it support all the sound resources from all the platforms? what about editing them?
As you can see I'm very curious about this...  :)

9
Mega Tokyo SCI Archive / FM Towns Sierra Games
« on: September 17, 2003, 05:50:00 PM »
Hi,
I found out from a serious collector that there are FM Towns versions of KQ5 and Mother Goose (and probably others).
If someone's willing to buy it - he's selling mother goose (original) for 100$ + shipping. I don't have he money, but I am very curios about this.
I want to know if anyone here has some information about those ports.
BTW - for those who never heard of the FM Towns: it's an old Japanese multimedia computer with cd-rom drive that had some games made especially for it, and are quite rare and unique. The most famous example is a version of the game Zak McKracken that has 256 colors and cd-audio music. Another cool game is Indiana Jones and the Last Crusade which also had very good orchestarted cd music.

And slightly related - there is another rare port of sci0 qfg1 for a different japanese computer called PC98.

any information about any of those games (and others) will be welcome.

Omer.

P.S.
Brian - I guess your new Sci studio won't support those versions, right? unless they have exactly the same resource format.

10
Mega Tokyo SCI Archive / MT-32 Emulation
« on: September 06, 2003, 07:26:31 AM »
I don't know how many of you know already, but I thought this would be of interest to most of you as ALL sci games had mt-32 support:
There is an ongoing effort to make a software emulation of the MT-32.
At the moment there is a built-in support in DosBox, and a stand-alone windows driver that both work nice.
The sound is often out of tune, but considering it's a new project, we can safely raise our hopes for a solid emulator in the near future.
More details can be found here:
http://vogons.zetafleet.com/forumdisplay.php?s=fa8bb39231655046980fe1bf34f493fb&forumid=29
http://www.artworxinn.com/alex/
Enjoy,
   Omer

11
Mega Tokyo SCI Archive / The New Adventures of Zak McKracken
« on: April 19, 2003, 01:54:33 PM »
Although not SCI related - I thought this nice fan game would be of itereset to the SCI community. It's not a new game, but only recently it got (officialy) translated to english.
Why won't you give it a shot?
You can find the game here:
http://www25.brinkster.com/lucasfangames/
BTW - it was developed in AGS which seems kinda popular. Well since the SCI Studio VGA is not out yet ... or SCUMM Studio ...  ;)
Omer.

12
Mega Tokyo SCI Archive / Sound Resources Support in SCI Studio
« on: April 14, 2003, 03:00:48 AM »
Hi Brian,
I wanted to know whether the next version of SCI Studio will be able to play audio resources from SCI Games (including SCI01 games).
I guess Music/MIDI support is not trivial to implement but I believe the audio resources should be standard PCM data so it wouldn't be hard implementing a simple built-in player...
Thanks in advance,
   Omer.

13
Mega Tokyo SCI Archive / King's Quest II+ Remake Released
« on: December 04, 2002, 12:42:29 PM »
Although not SCI related, I still believe it will be of interest for most of you:
Tierra software, who already released a VGA remake of KQ1 just release a remake to KQ2.
go download!
www.tierragames.com

14
Mega Tokyo SCI Archive / Kon Tiki
« on: October 14, 2002, 10:56:04 AM »
Slightly off topic - but I just wanted to say that yesterday I was watching (the great) Monty Python's Flying Circus, and is started with a caption that said:
Kon Tiki

So now I know where this guy's nick came from ...
but still I have no idea what kon tiki means.

15
Mega Tokyo SCI Archive / Rare SCI games
« on: October 06, 2002, 11:43:07 AM »
I thought I'd make a small list of of rare SCI games that I can't seem to find or I had a hard time finding (bold games are the ones I already have):

Rare SCI Games
EGA Versions:
This section covers all the little known EGA versions of well known SCI1 games, like King's Quest 5. When Sierra first moved to 256-color VGA games, they probably feared that people with inferior video cards, or not enough memory, wouldn't be able to run those games. So they made an alternative version with the same point-and-click interface, only with 16-color EGA graphics. When they moved to their newer interpreter, SCI1.1, they stopped making a seperate EGA version, and instead shipped the games (or at least some of them) with an EGA high-resolution driver, (called EGA640.DRV) that could dither the 320x240 VGA graphics in 640x480 EGA.
CD Versions:
This section covers all the less known CD versions of Sierra games.
  • Castle of Dr. Brain (CD Version)
  • Jones in the Fast Lane (CD Version)
Other:
This section covers all the rest.
  • Hero's Quest (Same game as QFG1-SCI0, only with a different title for legal reasons, SCI0)
    Screenshot: http://www.agigames.com/hq.gif
  • Hoyle's Book of Classic Card Games
  • King's Quest 7 (There are 2 versions: one was win only, and the second was dos&win)
  • Mixed up Mother Goose (The very first remake, EGA, SCI01)
  • Slater & Charlie Go Camping
  • Space Quest 4 (Beta Version, with debug-mode enabled)
International Versions:
This section covers all the (official) translations.
  • Conquests of the Longbow (German)
  • Dr. Brain 1 (Spanish-Bi)
  • Dr. Brain 2 (Spanish)
  • EcoQuest 1 (French-Bi, German-Bi, Spanish-Bi)
  • EcoQuest 2 (French, Spanish)
  • Freddy Pharkas (French, German, Spanish)
  • Gabriel Knight 1 (French, German, Spanish)
  • Gabriel Knight 2 (Portugese subtitles)
  • King's Quest 5 (French-Bi, German-Bi, Spanish-Bi)
  • King's Quest 5 EGA (Spanish-Bi)
  • King's Quest 6 (German, Spanish)
  • King's Quest 7 (Spanish talkie)
  • Laura Bow 2 (French, German, Spanish)
  • Leisure Suit Larry 1 Remake (Spanish)
  • Leisure Suit Larry 3 (French-Bi, German-Bi)
  • Leisure Suit Larry 5 (French, German, Spanish)
  • Leisure Suit Larry 6 (French, German, Italian, Portuguese, Spanish)
  • Leisure Suit Larry 7 (German, Spanish,  Russian)
  • Phantasmagoria 1 (Russian)

Screenshots: http://russo.ag.ru/official/125/
  • Police Quest 1 Remake (Spanish)
  • Police Quest 3 (German, Spanish)
  • Police Quest 4 (French, German, Spanish)
  • Quest for Glory 1 (Japanese)

Screenshots: http://www2s.biglobe.ne.jp/~nuts/game/game09.html,
http://www.02.246.ne.jp/~kaw/t-o-m-d/review/qfglory/index.html
  • Quest for Glory 1 Remake (Spanish)
  • Quest for Glory 3 (French, German, Italian, Spanish)
  • Quest for Glory 4 (German)
  • Space Quest 1 Remake (Spanish)
  • Space Quest 3 (German-Bi - SCI01)
  • Space Quest 4 (French-Bi, German-Bi, Spanish-Bi)
  • Space Quest 4 EGA (Spanish)
  • Space Quest 5 (French, German, Spanish)
  • Torin's Passage (French, German, Spanish)
If you want to contact me in private about the games you can do so at this address:
sitra *at* myrealbox.com

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