I meant the flag, but it's still nice to know about the whole synchronizing thing.
I don't know how interesting it is... it just makes the interpreter ignore calls
to Animate (well, skip most of the processing, at any rate). It means that you
have to take care of view drawing yourself (as Brian did in his earliest SCI demos). The purpose was no doubt to save a few clock cycles - since computers have become much faster since then, there's no real reason to use it. It's just more work.
Oh, and if you want the variable number that controls this, it's hardcoded
to global variable 84. So don't reorder/delete the variables in the template game, or you may end up tickling this feature unpredictably.
The variable, when used, is usually pointed at a list called fastCast (in script 994 in original games) which is created and destroyed dynamically.
The interpreter does not use the actual list, except as a flag (NULL/non-NULL).
Lars