![]() ![]() ![]() Our super cool code contributors, who wrote all the things which went into this release: Aaryaman Vasishta, Alexander (Tkachov), Alexander Reim, Alexandre Detiste, Alyssa Milburn, angstsmurf, Bastien Bouclet, Ben Castricum, Bendegúz Nagy, Cameron Cawley, Colin Snover, cpasjuste, D G Turner, Daniel Plakhotich, Dario Scarpa, David Fioramonti, Donovan Watteau, Einar Johan Trøan Sømåen, Eugene Sandulenko, Fedor (fedor4ever), Ferdinand Thiessen, Filippos Karapetis, Frank Richter, Hein-Pieter van Braam, Hubert Maier, iskrich, Ivan Avdeev, Joseph-Eugene Winzer, Kirben, kmar, Lothar Serra Mari, Lyubomyr Lisen, Marcus Comstedt, Martin Kiewitz, Michael Drüing, Nick Renieris, Omer Mor, Ori Avtalion, ottogin, Pala, Patrik Dahlstrom, Paul Gilbert, Peter Kohaut, Retro-Junk, Robert Crossfield, Robert Göffringmann, rsn8887, Ruud Klaver, Ryper_Zsolt, Schrijvers Luc, Simei Yin, stevenhoefel, Strangerke, Sven Hesse, Sven Kochmann, Tarek Soliman, Thierry Crozat, Thomas Fach-Pedersen, Tobia Tesan, Torbjörn Andersson, upthorn, vanfanel, VelocityRa, Vincent Bénony, Vincent Pelletier, Walter van Niftrik, Willem Jan Palenstijn, and Zbyněk Schwarz! A more complete list of changes in this release can be found in the ScummVM 2.0 release notesĪnd now, a big round of thanks and congratulations to everyone who made this release happen. There’s more than just new engines, too! Many existing games have been improved, a lot of work has been done to improve the overall audio and video systems, and some players will also enjoy improved joystick support and various small enhancements suggested by other users. At times, you are able to adjust dials which control various attributes of a robot character's personality and general usefulness.Just in time for the holidays, the final release of ScummVM 2.0 is here! This version adds support for 23 brand new old games, including almost all of the 32-bit Sierra adventures: Conversation with these characters is done trough a parser system that recognizes key words that the player must input. With a basic set of navigational controls, the player must explore the starship's many rooms, obtaining and manipulating objects and conversing with many different characters in an effort to get better lodgings and set things right along the way. Starship Titanic is a 1st-person adventure game, described by some as a fusion of Myst if it had been conceived by Douglas Adams (author of Hitchiker's Guide to the Galaxy and creative force behind this game). Without time or consideration to any other options, you find yourself quickly shanghaied aboard the Titanic, given an cheap, economy-sized room and put in charge of fixing the puzzling situation aboard the ship. You'll need to deal with a DeskBot, a BellBot, a BarBot not to mention a sarcastic parrot, a proud elevator and a stupid bomb. As a result, all the artificial personalities that manage the ship are also affected. The ship's main computer, Titania, has been sabotaged and gone insane. Unfortunately something has, quite obviously gone wrong, or at least gone unexpectedly. ![]() As the galaxy's most most prestigious, most impressive, largest and therefore most expensive interstellar liner, the Starship Titanic should be the flying treasure of the universe. ![]() Without warning, a loud crash introduces you to the Starship Titanic: The Ship That Cannot Possibly Go Wrong. unfortunately the galaxy had other plans. Sit back at your computer, put in a new CD-ROM and relax. ![]()
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