The tire looks like it needs a good swift kick. That explains why it's permanently stuck, and is the sort of trick you'd expect from a mobster whose bar doubles as a low-budget Bond villain lair. The back door of the Mercedes seems to be welded shut, apparently to keep those who sit in back from just stepping on out. The back door and visible tire of Siegel's car have custom descriptions that are ignored in favor of generic ones ("It looks like a back door"): It's an old poster of you, 'Ace' Harding, in your boxing days. The poster of Ace triggers a flashback cutscene whether he's still amnesic or not, which overrides this terse description: The result is an ambiguous 'Mona Lisa scowl'.Ĭompare the animated mockup at left to the final: Neither the smiling nor frowning versions are ever seen as apparently intended, because the smile is superimposed one pixel lower than it would take to line up with the frown. The close-up of Sugar Shack after she shoots you is made up of two elements: an image of her frowning, and a pasted-over smile. The open hood is draggable, but is only momentarily visible during a death cutscene so you never have a chance to interact with it. The Mercedes is flagged as undraggable, so there's no way to see that its sprite extends well outside the game window. The final game limits this functionality to the Gun Shop room, most likely so the guns look right on the counter. Given this, it seems the original idea was to make objects appear larger in the game window than in your inventory. Three of the items found in your coat at the beginning of the game - the sunglasses, monogrammed handkerchief, and pack of cigarettes - also have larger forms, which can only be seen by taking them out at the gun shop. So do the other guns: you can trade them in for credit, and they'll appear on the counter at the same scale as the Luger.īut that's not all. The Luger has two sprites: a large one for when it's sitting at the front of the gun shop counter, and a regular-sized one that avoids visually overpowering the rest of your inventory. The revisions have Déjà Object and Déjà Random instead. Two of the files in the 1985 version are called Déjà Objects and Déjà Execution. Note that the misspelling of the last two words means that their proper spellings go unrecognized. The 1992 release added another 44 terms for a total of 56 (the most esoteric, "golden bozos", comes from the same Steve Martin Saturday Night Live monologue that popularized its synonym "hooters"):īeat off, bitch, blow job, blowjob, blow me, butt, butthead, butthole, cock, eat me, fag, faggot, fart, fucked, fucker, fucking, gay, geek, golden bozos, golden showers, homo, hooters, jerkoff, jism, jiz, kiss off, lesbian, lesbo, motherfucker, penis, pinhead, piss, pussy, putz, retard, retarded, retardo, scum, scuz, spooge, tits, vagina, weasle, whimp In the 1980s versions, using any of these twelve words will get you chided for your "profanity" or "crude and vulgar language":Īsshole, bastard, cunt, damn, fuck, idiot, jerk, moron, prick, shit, smegma, suck The fake telephone used to access the hidden door in Siegel's office has no reaction to the letter Q. The message indicating this varied slightly between revisions: (Due to the complicated MacVenture sound format, the following are line-in recordings from a Macintosh Plus.)Īlthough the phone line in Miss Vickers' office is disconnected, her phone will respond to any use of the letter Q, which was skipped on most older telephones. The 1992 version replaced the synthesized sound effects with digitized samples. Command-key shortcuts were added for Open, Save, and Quit.This functionality was replaced with standard Mac OS zoom boxes in 1992. The grow box in the lower-right corner would be inverted (white on black) until the title bar was double-clicked again. Windows were originally maximized by double-clicking their title bars.In the initial release, the text window has a blank title bar while you're playing an unsaved game. ICOM's address and phone number were updated. "Scenario number 2" refers to the second MacVenture game, Uninvited. The 1986 version's "scenario number 2" is a typo. The game will state whether it is a debugging, demo, or release version, and which one:Ī mysterious voice whispers in your ear, "This is a release version, number 28, of scenario number 1."Ī mysterious voice whispers in your ear, "This is a release version, number 59, of scenario number 2, filter version 500."Ī mysterious voice whispers in your ear, "This is a release version, number 86, of scenario number 1, filter version 507." The releases can be distinguished by the MacVenture engine's hidden self-identification command: highlight the Self button and ask yourself What version?. Only the 1992 one has a standard version number, which is 2.5. There are three known versions of the game.
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