0 Members and 1 Guest are viewing this topic.
Major thanks are due co Larry Scott, who created a new version of the SCI interpreter which removed many of our space restrictions from individual "rooms". This game would probably not have been possible (or at least would have been far more painful to create) without his improvements!
"Quest for Glory II definitely did *not* use the SCI1 interpreter that Sierra used for King's Quest V and the other 256-color EGA games. That interpreter did not have a parser, so could not handle typed input at all. If they internally called QfG2's interpreter 'SCI1', it was just a PR thing - It was not the same interpreter."As to *why* QfG2 used the parser and EGA graphics, it's because all of Sierra's other games were running late. Sierra needed a major release for Christmas 1990, and we were the sacrificial lamb. (I think it was partially because I did not fight as hard as Mark Crowe - The choice was between QfG2 and SQ3 as to which game would ship early, but with 16-color graphics.)"
SMF 2.0.19 | SMF © 2021, Simple MachinesSimple Audio Video Embedder Page created in 0.045 seconds with 23 queries.