MacVenture (video game engine)
The 'MacVenture video game engine is the video game engine used in the MacVenture series of puzzle adventure games. Each game was first released on the Macintosh, and then ported to various other platforms.
|Title||Macintosh||Amiga||Apple IIgs||Atari ST||Commodore 64||MS-DOS||NES||PC-9801||Windows 3||Game Boy Color|
|Déjà Vu: A Nightmare Comes True!!||1985||1987||1988||1987||1987||1987||1988-11-22||1991-07-21||1991|
|Déjà Vu II: Lost In Las Vegas||1988||1989||1989||1989||1990||1991-09-05|
|Déjà Vu I & II: The Casebooks of Ace Harding||1992||1992||1999|
Because the engine was built on the Macintosh, it uses the same multi-window environment with a simple mouse-driven point-and-click interface as the OS. The windows include:
- The display of the room you're currently in.
- The game's action buttons.
- A text box which is used to display the description of the room and various other events that need to be related to the player.
- Your inventory, which shows graphical representations of each item you're carrying.
- The exits relative to their location in the room.
- A "self" box which allows you to use actions or items on yourself.
All sorts of various actions can be made using this interface. For example, to pick up an item, the player need only drag the item from the display window and drop it into the inventory window. To move from one room to another, the player can click on "Go" in the action box, then click on a visible exit in the room, or on one of the exits in the Exit window. Opening a container in the game would open a new window, and items could be dragged-and-dropped out of or into them as needed. Closing the container was as simple as closing the window. Several of the windows can be resized so the player can view more information at a glance.
This interface was very different from earlier text adventures where you often had to guess the precise wording, and different even from third person adventure games where you had to maneuver a character around dangerous terrain.
Different ports altered the interface slightly. For example, in the NES ports, the ability to drag items from the display view into your inventory was replaced with a "Take" action.
Each game was first developed on the Macintosh back when the platform still ran entirely black and white, so all of the original art for each game lacked color. However, the primary artist for each of the games, David Marsh, made good use of dithering for attractive art. Using 1-bit color also helped make the game much more compressible, so the game took fewer disks to distribute.
The Macintosh featured a larger screen resolution than most of its competitors at the time, so the screen had a lot of real-estate for all the windows as well as a 256x171 display window for the room. All of the other ports redrew the graphics in color, but had to decrease the resolution to fit everything on the screen.
|Platform||Screen Resolution||Room Resolution||Total Pixels||Color Depth|
|Amiga||320x200||158x100||15,800||4-bit (16 colors)|
|Apple IIgs||320x200||160x100||16,000||8-bit (256 colors)|
|Atari ST||320x200||160x100||16,000||4-bit (16 colors)|
|Commodore 64||320x200||96x120||11,520||4-bit (16 colors)|
|Game Boy Color||160x144||112x112||12,544||5-bit (32 colors)|
|Macintosh||512x342||256x171||43,776||1-bit (2 colors)|
|MS-DOS||320x200||161x100||16,100||2-bit (4 colors)|
|NES||256x224||112x112||12,544||4-bit (16 colors)|
|PC-9801||640x400||160x100||16,000||4-bit (16 colors)|
|Windows 3||Varies||320x200||64,000||8-bit (256 colors)|