Club Caribe using an early SCUMM engine with MUD stuff?

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timofonic
Posts: 254
Joined: Thu Jun 01, 2006 2:18 am

Club Caribe using an early SCUMM engine with MUD stuff?

Post by timofonic »

Anyone know if Habitat and Club Caribe has some internal similiarities with early SCUMM games?


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Club Caribe was developed with Lucasfilm Games and was designed using software that would later form the basis of Lucasfilm's Maniac Mansion SCUMM story system. Users controlled on-screen avatars that could chat with other users, carry and use objects and money (called tokens), and travel around the island one screenful at a time. It was a predecessor to today's MMOGs.
Fujitsu's Habitat is based on an older, pioneering, graphical virtual community first developed by Lucasfilm Games and an early commercial online service in America, QuantumLink Communications.

Randy Farmer "gamegraphy" from Mobygames
Games Credited
Indiana Jones and The Last Crusade: The Graphic Adventure (1989), Lucasfilm Games
PHM Pegasus (1988), Electronic Arts, Inc.
Zak McKracken and the Alien Mindbenders (1988), Lucasfilm Games
Habitat (1987),
Maniac Mansion (1987), Lucasfilm Games

Some URLs...
http://en.wikipedia.org/wiki/Quantum_Link
http://en.wikipedia.org/wiki/Quantum_Link_Reloaded
http://en.wikipedia.org/wiki/Habitat_(video_game)
http://en.wikipedia.org/wiki/Club_Caribe
http://en.wikipedia.org/wiki/WorldsAway
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sanguinehearts
Posts: 378
Joined: Mon Oct 31, 2005 12:42 am
Location: Hampshire, United Kingdom

Post by sanguinehearts »

I had previously spoken to David Fox about earlier Lucasarts
games, he told me they were originally coded in assembly and
to quote him

'no higher level languages were used. There were routines
used there, though, that probably made their way into later
games. For example, the cel animation and scaling routines.'

All I can reccomend is to attempt to reverse engineer these
games and see what you can find.

hope this helps

Robert
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