Opened 4 years ago
Last modified 2 months ago
#12277 pending feature request (assigned)
SCUMM: MM (NES) - Music-behavior in cutscenes during alarm
Reported by: | GermanTribun | Owned by: | dwatteau |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | NES | |
Cc: | Game: | Maniac Mansion |
Description
ScummVM: 2.2.0
Game: Maniac Mansion NES
System: Windows 7
In the NES-version of Maniac Mansion, if you cause the alarm to go off by emptying the pool or turning off the power, the the alarm sirens will also play over cutscenes (such as the one that is the result of said actions). However, correct behavior should be, that these cutscenes should always deactivate the alarm and instead play the correct music for the scene.
It seems like the alarm got too much music override properties, compared to the original game.
Attachments (1)
Change History (4)
comment:1 by , 9 months ago
Keywords: | NES added |
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Summary: | SCUMM: Music-behavior in cutscenes during alarm in NES-version → SCUMM: MM (NES) - Music-behavior in cutscenes during alarm |
comment:2 by , 2 months ago
Owner: | set to |
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Resolution: | → assigned |
Status: | new → pending |
Type: | defect → feature request |
comment:3 by , 2 months ago
Actually, I really played the game on an emulator, so it's not a feature request.
What is really confusing me is, that the behavior in the game on my emulator (and I used several) is different from the videos on Youtube. When on my emulators, the alarm goes off after cutting the power, then however stops when cutting to Dr. Fred. The Edison music is played over his scene, and when I get control back, the alarm is still not heard and I hear the normal music. On the videos meanwhile the alarm constantly continues.
Really weird. I have real trouble recording this due to the emulators not having proper video recording. The best I can offer is an fmv-file.
by , 2 months ago
Attachment: | Maniac Mansion (E).fmv added |
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There's this video, made with a NES emulator I believe:
<https://youtu.be/9EU0Ml28keg?feature=shared&t=783>
There, the alarm indeed goes on and off when it feels like it (but note that the player is triggering many things at the same time, so that timing may exacerbate things.)
@GermanTribun: Did you have the time to double-check this behavior between ScummVM, and the original NES interpreter running in an emulator? Just to be sure.
So I guess you're not reporting a ScummVM bug, but asking for a feature request, where you'd like the NES release to behave like the other versions, through an Enhancement?
If so, I'll see later if it makes sense to do so. Maybe the NES release behaves like this on purpose, e.g. for tension reasons or something. The NES release already chose to make so many unique changes on its own. But maybe it's just an oversight.
Studying the scripts could maybe shed a light on the original intent. That will require some time, though...