SLIP, SLAP 'n' QUACK! Mac OS

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Baby's Day Out, Best of the Best: Championship Karate, Bonkers, Captain Planet and the Planeteers, Chess, Clue, Danny Sullivan's Indy Heat, F1 (Formula One), Fatman, Fred Couples Golf, Golf Magazine, Goofy's Hysterical World Tour, Gyuwanburaa Jiko Chuushinha, Jammit, Joe Montana II: Sports Talk Football, Joshua & the Battle of Jericho, Labyrinth of Death (Alternate Version), Lotus Turbo.

  1. Slip Slap 'n' Quack Mac Os Update
  2. Slip Slap 'n' Quack Mac Os X

Expansion Pack for EZdrummer, EZdrummer 2, and Superior Drummer 2.3 and Above with Latin Percussion Sounds - Mac/PC VST, RTAS, AU, AAX $ 79.00 Or $4 /month § for 24 months i. NVMe to USB Adapter, M.2 SSD to USB 3.1 Type A Card, M.2 PCIe Based M Key Hard Drive Converter Reader as Portable SSD 10 Gbps USB 3.1 Gen 2 Bridge Chip Support Windows XP 7 8 10, MAC OS. You will embody a fly, a spider, a bee or a human. Your mission thus is to survive or to 'slap the fly'! You can play solo or multiplayer online. You have several characters to choose. You can choose either humans or insects. The goal for humans is kicking each insect 3 times before the end of the game.

This page is based on a contribution from Magnus, with additional material from John McLeod.

Introduction

Gin Rummy is one of the most popular forms of rummy. The game is generally played by two players, each receiving ten cards. Here is an article by David Parlett on the History of Gin Rummy, which was originally published on the Game Account site.

Note: I have been told that among some players the name Gin Rummy in fact refers to not to the game described below, but to the game which is called 500 Rum on this web site.

We would like to thank the following partner sites for their support:

The affiliate company Raketech was founded in 2010 by professional poker players Erik Skarp and Johan Svensson. They acquired Casinofeber.se in 2018 which is a leading casino comparison portal in Sweden. It is now edited by Daniel Stenlök in Gothenburg, Sweden.

The CasinoHEX Network was founded in 2016 to provide honest casino reviews and guides for punters from all around the world. Its members include:

  • The Australian online casino guide AussieCasinoHEX.com edited by Gilmar Langelaan
  • The Austrian online casino guide CasinoHEX.at edited by Alexander Loew
  • The Swiss online casino guide SwissCasinoHEX.com edited by Monika Gehts

The Deck

One standard deck of 52 cards is used. Cards in each suit rank, from low to high:

Ace 2 3 4 5 6 7 8 9 10 Jack Queen King.

The cards have values as follows:

Face cards (K,Q,J)10 points
Ace1 point
Number cards are worth their spot (index) value.

The Deal

The first dealer is chosen randomly by drawing cards from the shuffled pack - the player who draws the lower card deals. Subsequently, the dealer is the loser of the previous hand (but see variations). In a serious game, both players should shuffle, the non-dealer shuffling last, and the non-dealer must then cut.

Each player is dealt ten cards, one at a time. The twenty-first card is turned face up to start the discard pile and the remainder of the deck is placed face down beside it to form the stock. The players look at and sort their cards.

Object of the Game

The object of the game is to collect a hand where most or all of the cards can be combined into sets and runs and the point value of the remaining unmatched cards is low.

  • a run or sequence consists of three or more cards of the same suit in consecutive order, such as 4, 5, 6 or 7, 8, 9, 10, J.
  • a set or group is three or four cards of the same rank, such as 7, 7, 7.

A card can belong to only one combination at a time - you cannot use the same card as part of both a set of equal cards and a sequence of consecutive cards at the same time. For example if you have 7, 7,7, 8, 9 you can use the 7either to make a set of three sevens or a heart sequence, but not both at once. To form a set and a sequence you would need a sixth card - either a 7 or a 10.

Note that in Gin Rummy the Ace is always low. A-2-3 is a valid sequence but A-K-Q is not.

Play

A normal turn consists of two parts:

  1. The Draw. You must begin by taking one card from either the top of the stock pile or the top card on the discard pile, and adding it to your hand. The discard pile is face up, so you can see in advance what you are getting. The stock is face down, so if you choose to draw from the stock you do not see the card until after you have committed yourself to take it. If you draw from the stock, you add the card to your hand without showing it to the other players.
  2. The Discard To complete your turn, one card must be discarded from your hand and placed on top of the discard pile face up. If you took the top card from the discard pile, you must discard a different card - taking the top discard and putting the same card back in the same turn is not permitted. It is however legal to discard a card that you took from the discard pile in an earlier turn.

For the first turn of the hand, the draw is done in a special way. First, the person who did not deal chooses whether to take the turned up-card. If the non-dealer declines it, the dealer may take the card. If both players refuse the turned-up card, the non-dealer draws the top card from the stock pile. Whichever player took a card completes their turn by discarding and then it is the other player's turn to play.

Knocking

You can end the play at your turn if, after drawing a card, you can form sufficient of your cards into valid combinations: sets and runs. This is done by discarding one card face down on the discard pile and exposing your whole hand, arranging it as far as possible into sets (groups of equal cards) and runs (sequences). Any remaining cards from your hand which are not part of a valid combination are called unmatched cards or deadwood. and the total value of your deadwood must be 10 points or less. Ending the play in this way is known as knocking, presumably because it used to be signalled by the player knocking on the table, though nowadays it is usual just to discard face down. Knocking with no unmatched cards at all is called going gin, and earns a special bonus. (Note. Although most hands that go gin have three combinations of 4, 3 and 3 cards, it is possible and perfectly legal to go gin with two 5-card sequences.)

A player who can meet the requirement of not more than 10 deadwood can knock on any turn, including the first. A player is never forced to knock if able to, but may choose instead to carry on playing, to try to get a better score.

The opponent of the player who knocked must spread their cards face-up, arranging them into sets and runs where possible. Provided that the knocker did not go gin, the opponent is also allowed to lay off any unmatched cards by using them to extend the sets and runs laid down by the knocker - by adding a fourth card of the same rank to a group of three, or further consecutive cards of the same suit to either end of a sequence. (Note. Cards cannot be laid off on deadwood. For example if the knocker has a pair of twos as deadwood and the opponent has a third two, this cannot be laid off on the twos to make a set.)

If a player goes gin, the opponent is not allowed to lay off any cards.

Note that the knocker is never allowed to lay off cards on the opponent's sets or runs.

The play also ends if the stock pile is reduced to two cards, and the player who took the third last card discards without knocking. In this case the hand is cancelled, there is no score, and the same dealer deals again. Some play that after the player who took the third last stock card discards, the other player can take this discard for the purpose of going gin or knocking after discarding a different card, but if the other player does neither of these the hand is cancelled.

Scoring

Each player counts the total value of their unmatched cards. If the knocker's count is lower, the knocker scores the difference between the two counts.

If the knocker did not go gin, and the counts are equal, or the knocker's count is greater than that of the opponent, the knocker has been undercut. In this case the knocker's opponent scores the difference between the counts plus a 10 point bonus.

A player who goes gin scores a bonus 20 points, plus the opponent's count in unmatched cards, if any. A player who goes gin can never be undercut. Even if the other player has no unmatched cards at all, the person going gingets the 20 point bonus the other player scores nothing.

The game continues with further deals until one player's cumulative score reaches100 points or more. This player then receives an additional bonus of 100 points.If the loser failed to score anything at all during the game, then the winner's bonus is 200 points rather than 100.

In addition, each player adds a further 20 points for each hand they won. This is called the line bonus or box bonus. These additional points cannot be counted as part of the 100 needed to win the game.

After the bonuses have been added, the player with the lower score pays the player with the higher score an amount proportional to the difference between their scores.

Variations

Many books give the rule that the winner of each hand deals the next. Some play that the turn to deal alternates.

Some players begin the game differently: the non-dealer receives 11 cards and the dealer 10, and no card is turned up. The non-dealer's first turn is simply to discard a card, after which the dealer takes a normal turn, drawing the discard or from the stock, and play alternates as usual.

Although the traditional rules prohibit a player from taking the previous player's discard and discarding the same card, it is hard to think of a situation where it would be advantageous to do this if it were allowed. The Gin Rummy Association Rules do explicitly allow this play, but the player who originally discarded the card is then not allowed to retake it unless knocking on that turn. The Game Colony Rules allow it in one specific situation - 'action on the 50th card'. When a player takes the third last card of the stock and discards without knocking, leaving two cards in the stock, the other player has one final chance to take the discard and knock. In this position, this same card can be discarded - if it does not improve his hand, the player simply turns it over on the pile to knock.

Some people play that the bonus for going gin is 25 (rather than 20) and the bonus for an undercut is 20 (rather than 10). Some play that the bonus for an undercut, the bonus for going gin, and the box bonus for each game won are all 25 points.

Some play that if the loser failed to score during the whole game, the winner's entire score is doubled (rather than just doubling the 100 game bonus to 200).

A collection of variations submitted by readers can be found on the Gin Rummy Variations page.

Oklahoma Gin

In this popular variation the value of the original face up card determines the maximum count of unmatched cards with which it is possible to knock. Pictures denote 10 as usual. So if a seven is turned up, in order to knock you must reduce your count to 7 or fewer.

If the original face up card is a spade, the final score for that deal (including any undercut or gin bonus) is doubled.

The target score for winning Oklahoma Gin is generally set at 150 rather than 100.

Some play that if an ace is turned up you may only knock if you can go gin.

Some play that a player who undercuts the knocker scores an extra box in addition to the undercut bonus. Also a player who goes gin scores two extra boxes. These extra boxes are recorded on the scorepad; they do not count towards winning the game, but at the end of the game they translate into 20 or 25 points each, along with the normal boxes for hands won. If the up-card was a spade, you get two extra boxes for an undercut and four extra boxes for going gin.

Playing with 3 or 4 Players.

When three people play gin rummy, the dealer deals to the other two players but does not take part in the play. The loser of each hand deals the next, which is therefore played between the winner and the dealer of the previous hand.

Four people can play as two partnerships. In this case, each player in a team plays a separate game with one of the opposing pair. Players alternate opponents, but stay in the same teams. At the end of each hand, if both players on a team won, the team scores the total of their points. If one player from each team won, the team with the higher score scores the difference. The first team whose cumulative score reaches 125 points or more wins.

Other Gin Rummy pages

The Gin Rummy Association's Gin Rummy Tournaments page has information about forthcoming Gin Rummy events, including regular live tournaments in Las Vegas, and the site includes a summary of the rules used in these tournaments.

The Gin Rummy pages of Rummy-Games.com give rules for many Gin Rummy variants, plus reviews of Gin Rummy software and online games.

Several variants of Gin Rummy are described on Howard Fosdick's page (archive copy).

Gin Rummy rules are also available on the Card Games Heaven web site.

Jim from Triplesgames has provided a video introduction to Gin Rummy.

A comprehensive set of rules for Gin Rummy in German can be found on Roland Scheicher's Gin Rummy page.

Rummy.ch is a German language site offering rules for Gin Rummy and many other rummy games, plus strategy articles and reviews of online rummy sites and a forum.

Software and Servers

Gin Rummy software:

  • Malcolm Bain's classic Gin Rummy program for Windows is available from Card Games Galore.
  • A shareware Gin Rummy program can be downloaded from Meggiesoft Games.
  • The collection HOYLE Card Games for Windows or Mac OS X includes a Gin Rummy program, along with many other popular card games.
  • The Gin Rummy Pro computer program is available from Recreasoft.
  • Special K Software has software to play the game of Gin Rummy. This software is available at www.specialksoftware.com.
  • Best Gin Rummy by KuralSoft is a program for iOS with which you can play Gin Rummy against a computer opponent.
  • Blyts have published Gin Rummy Free in versions for iOS, Android and web browser.

Servers for playing Gin Rummy on-line:

  • Game Colony offers head to head Gin Rummy games and multi-player tournaments, which can be played free or for cash prizes.
  • AOL games (formerly games.com / Masque publishing) offers Gin Rummy and Oklahoma Gin
  • Ludopoli (Italian language)
  • PlayOK Online Games (formerly known as Kurnik)
  • Gameslush.com offers an online Gin Rummy game against live opponents or computer players.
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Deja Vu

Developer: ICOM Simulations
Publisher: Mindscape
Platform: Mac OS Classic
Released in US: 1985

This game has unused code.
This game has a hidden developer message.
This game has hidden development-related text.
This game has unused graphics.
This game has unused text.
This game has debugging material.
This game has revisional differences.

This game has a prerelease article
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: A well-stocked swear filter.

With its intricate pixel art universe where every object was mouse-controllable, the inaugural MacVenture game was like nothing seen before.

  • 1Revisions
  • 3Unused Graphics
  • 4Unused Text
  • 10Debugging

Revisions

There are three known versions of this game, published in 1985, 1986, and 1992. Only the last one has a standard version number, which is 2.5.

The releases can be distinguished by the MacVenture engine's hidden self-identification command: highlight the Self button and ask yourself What version?. The game will state whether it is a debugging, demo, or release version, and which one:

1985A mysterious voice whispers in your ear, 'This is a release version, number 28, of scenario number 1.'
1986A mysterious voice whispers in your ear, 'This is a release version, number 59, of scenario number 2, filter version 500.'
1992A mysterious voice whispers in your ear, 'This is a release version, number 86, of scenario number 1, filter version 507.'

The 1986 version erroneously calls itself 'scenario number 2' (meaning the second MacVenture game, Uninvited).

Title Screen

1985-86
1992

ICOM's address and phone number were updated.

Interface

In the initial release, the text window has a blank title bar while you're playing an unsaved game. As of 1986, it shows the name Untitled.

1992 saw further UI changes:

  • Windows were originally maximized by double-clicking their title bars. The grow box in the lower right corner would be inverted (white on black) until the title bar was double-clicked again. This functionality was replaced with standard Mac OS zoom boxes in 1992.
  • Command-key shortcuts were added for Open, Save, and Quit.
  • The Save dialog was redesigned:
1985-86
1992

Revised Audio

The final revision replaced the synthesized sound effects with digitized samples. (Due to the complicated MacVenture sound format, the following are line-in recordings from a Macintosh Plus.)

Punch (1985)
Punch (1992)
Gunshot (1985)
Gunshot (1992)
Out of Bullets (1985)
Out of Bullets (1992)
Explosion (1985)
Explosion (1992)
Toilet (1985)
Toilet (1992)
Siren (1985)
Siren (1992)

The funeral march was also redone, bringing it closer to the original Chopin.

R.I.P. (1985)
R.I.P. (1992)

Revised Text

Although the phone line in Miss Vickers' office is disconnected, her phone will respond to precisely one thing: any use of the letter Q, which was skipped on most older telephones. The message indicating this varied slightly between revisions.

1985 and 1992
1986
You can't dial 'Q'.You can't dial Q.

The fake telephone used to access the hidden door in Siegel's office has no reaction to the letter Q.

Rudeness Detection

In the 1980s versions, using these twelve words will get you chided for your 'profanity' or 'crude and vulgar language':

asshole, bastard, cunt, damn, fuck, idiot, jerk, moron, prick, shit, smegma, suck

The 1992 release added another 44 terms for a total of 56. (The most esoteric, golden bozos, comes from the same Steve Martin SNL monologue that popularized its synonym hooters.)

beat 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

Note that the misspelling of the last two words means that their proper spellings go unrecognized.

File Names

Two of the files in the 1985 version are called Déjà Objects and Déjà Execution. The revisions have Déjà Object and Déjà Random instead.

Dual-Scale Objects

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. 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.

But that's not all. 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.

Gun Shop
Anywhere Else
Gun Shop
Anywhere Else
Gun Shop
Anywhere Else

We can reasonably speculate that plans were abandoned for many objects to appear larger in the game window than in your inventory, that the feature was retained only to make the guns look right on the counter, and that it was therefore enabled only in that room.

Unused Graphics

Partially Offscreen

The Mercedes is flagged as undraggable, so there's no way to see that its sprite extends well outside the game window.

The open hood is draggable, but is only momentarily visible during a death cutscene so you never have a chance to interact with it.

Sugar's Smile

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. 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 result is an ambiguous 'Mona Lisa scowl'.

Compare the animated mockup at left to the final:

Unused
Used

Unused Text

Joe's Bar

The poster of Ace triggers a flashback cutscene whether he's still amnesic or not, which overrides this terse description:

It's an old poster of you, 'Ace' Harding, in your boxing days.

Mercedes

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'):

The back door of the Mercedes seems to be welded shut, apparently to keep those who sit in back from just stepping on out.

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 tire looks like it needs a good swift kick. You look like just the man to do it.

With no way in the final game to remove, damage, or even examine the tire, its implementation as a separate object would seem to be altogether pointless.

Finally, the open hood can't be examined because popping it sets off the car bomb. Here's what you would have read:

The hood is open. While you're driving, it doesn't look cool, and that makes it difficult to pick up girls.

Street Mugger

The street mugger and his assorted injuries all carry descriptions, but the injuries aren't selectable and trying to examine the mugger results in immediate death by gunshot.

MuggerThe mugger looks serious.
Black eye [left]Wow! What a shiner.
Black eye [right]It looks very painful.
Fat lipThe mugger's lip is really swollen.
Bloody noseMaybe you should try to hit him again to see what else you can break.

Alley Mugger

He's very big, and he doesn't look well-mannered.

...which explains why trying to look closer only gets you knocked out.

Sugar Shack

She is dressed like a hooker.

Another character who'll attack before you can examine her.

Alligator

Alligator [alive]Hurry, he looks hungry!
Alligator [dead]The gator's lights are definitely out.

Not only do you get eaten instead of receiving the first description, but you're given no chance to examine the dead alligator before being whisked back to the screen you came from.

Bum

UnusedUsed
The bum takes the money and says, 'Joey's hit man's been lookin' for you. I got word that he's waiting to plug you in your office.'The bum gladly takes the money and says, 'Joey's hit man has been lookin' for you. I got the word that he's waiting in your office.'

There's an unused version of the bum's tip with slightly different wording.

Pete's All Nite Gun Palace

The clerk will not take <source.pfx>.

You get generic 'no effect' messages if you try to barter at the gun shop.

Taxi Cabs

OUCH! It really hurts to hit a bulletproof window!

This should probably be the result of trying to punch a cab driver, but all you get is a generic failure message (e.g. 'The cab driver seems unaffected.')

Ace Harding's Office

Download
This man does not look pleased with you. He may have bad intentions.
You can't; you're too far away.
He blows you away.
He blows you away.; you were too slow on the draw.

Several strings are associated with the hit man, but if you enter the office he shoots you dead before you can try anything. (The 'too far away' message is probably in response to trying to punch him.)

There's also an unused description for Ace's signage when the hit man's silhouette no longer darkens the window:

The window is clearly labeled, for those who read English.

Sternwood Estate

The knocker has no effect. It seems that no one is home.

The butler will unfailingly answer the door knocker...until you sock him, after which you can no longer use the knocker because the game will skip directly from the mansion lawn to the vestibule.

UnusedUsed
Mr Sternwood. I have your wife. If you want her to be sent back in little bite-sized bits, then either call the police, or just sit back and do nothing. But if you want to deprive me the pleasure of breaking in my brand new industrial strength hacksaw, it'll cost you $20,000 worth of Benjamin Franklins. I'll give a day to collect it together and put it in a black, unlocked briefcase. Then you're to leave the house alone, go for a long walk, look for a secluded area, and if I don't show up in five minutes, look for another one. You won't know when, or where, or how, but I'll be keeping tabs on you. By the way, be sure to bring the briefcase with you.It's a ransom note. The lettering is made up of newspaper cutouts. It reads,
'Mr. STERNWOOD,
Your wife is in our possession. You have 24 hours to collect $20,000 in $100 bills. If you contact the police, she's dead. Be standing at the corner of Peoria and Elm at exactly 12 midnight tomorrow. Be sure to have the ransom in an inconspicuous briefcase. There, you'll be contacted with further instructions.'

A longer, jokier version of the ransom note.

Windows

You can't open the window; it is stuck.
As you close the window, you hear it click into a locking hold.

These don't seem to apply to any window in the game.

Mirrors

All four mirrors draw on a shared set of properties, including descriptions for before and after you recover your memory. That means that you never see the unique text for the mirror in Siegel's apartment:

As you look into the mirror you notice an ugly mug staring right back at you.

Or the one in the Sternwoods' guest room:

In the mirror you see the face of a man who wastes his time staring at himself in mirrors.

Elevators

Yet another class of items whose unique descriptions are suppressed: open elevator doorways.

Siegel's officeOutside the elevator you see an office.
Weird roomThere is a weird room outside the elevator, just waiting for some fool to enter.
Stanford Arms lobbyOutside the elevator is the lobby.
Siegel's penthouseOutside the elevator, there is a room, I surmise!

Non-Responses

Talking to someone who doesn't have an answer for you should prompt one of these reactions:

[Person] seems startled. [S/he] probably didn't hear what you said because [s/he] was daydreaming or something.
[Person] grunts in response. [S/he] doesn't seem to be interested in idle chit-chat.
[Person] studiously ignores you. [S/he] is being quite rude.

Instead, people use the same set of failure-to-communicate responses as inanimate objects, even when these make no sense in context. ('The clerk can't hear you', 'You can talk to the clerk all you want, but if he answers ...')

Unused Endings

You're under arrest, Jack! As the cops slam you to the floor and slap on the cuffs you hear one of them say, 'We've been looking for you all night!' They search through your belongings. They eventually come up with enough evidence to pin you to a murder! If only you stayed ahead of the cops; if only you moved a little faster; if only you could start all over again! Hey, I think we can arrange that!

Being arrested before your memory is restored leaves you a hospitalized vegetable, and being arrested afterward triggers a summary of your trial and how the evidence stacked up for or against you. Either way, this generic ending doesn't show up.

Stop thief! You're under arrest! Petty crime doesn't pay, especially when it leads to the big time. After taking you to the station it is discovered that there is enough evidence to pin your hide to a murder! The arresting cops congratulate themselves for their first big catch. You've made them feel very happy. You wish you could be so happy. We do too. We're gonna give you another chance... to start all over again!

You can elicit various reactions by ripping off the newsboy, the cabbies, and the gun seller, but none of them impact the ending.

Big trouble! The police have nabbed you. You've been arrested. You'd done alright up till now, but you made one fatal slip-up. You failed to make the most crucial evidence into a hard copy, so to speak. Now you can't use it, and it costs, 'cause there's a whole pile of evidence that stands against you and there's nothing you can do about it ... except start again.

This hint points at needing to shade the incriminating notepad with a pencil, but it doesn't appear even if you've taken every necessary step to win except that one.

UnusedUsed
Big trouble! Not for you, though, but for Sternwood and Vickers. On the basis of the evidence that you've amassed, the police have taken them away. You've done an excellent job, Ace, and under the worst conditions you've ever encountered. Congratulations, you're one hell of a private eye, a real man's man, tough as nails, quick on the draw, and smart enough to beat the greatest odds (except on the roulette wheel). For the exceptional job you've done, the city of Chicago has seen fit to give you the award for Citizen of the Week. This award is suitable for printing out and framing.You're in the hands of the police. They're very glad to see you. The evidence you've brought to them proves to be interesting, especially in the courtroom where you eventually wind up. In the course of the highly publicized trial concerning the kidnapping of Mrs. Sternwood and the murder of Joey Siegel, three bits of evidence come to light: The diary you found in Vickers' bungalow, and the blackmail letter and timetable that you found in Sternwood's bedroom.
These three items, put together, paint the picture of a conspiracy by Sternwood and Vickers to eliminate Mrs. Sternwood and Joey Siegel, and to make you take the fall for it. The diary, WITH the blackmail letter, provides strong evidence of a motive for such actions. The timetable indicates how they may have done it. Sternwood and Vickers are grilled for hours on the witness stand. Under the weight of the evidence, and from the skilled pressure tactics of your lawyer, Vickers breaks down and admits to their crime. Congratulations Ace!

An early, and completely different, draft of the victory ending. (Instead of a 'Citizen of the Week' award, the finished game grants a diploma from the Ace Harding School of Investigation.)

Credits

The animated 'magic lamp' about box misspells Terry Schulenburg's name as 'Schulenberg'. The initial release contains an unused basic about box that spells his name correctly:

This resource was deleted in the revisions, but the typo in the actual credits wasn't corrected.

Slip Slap 'n' Quack Mac Os Update

Easter Egg

A very obscure easter egg exists near the beginning of the game.

First, go out into the hallway by the women's washroom and take the fly on the doorframe into your inventory.

What, you never noticed the fly? Here it is, highlighted in red:

To click it, you need to position the black tip of the mouse pointer directly over that pixel.

Next, take the fly with you into the women's toilet stall. Open the toilet and place the fly into the toilet window.

Now open the Mac's Control Panel and set the system date to 1/23/45 at 12:34:00 PM. Close the Control Panel.

Slip Slap 'n' Quack Mac Os X

Finally, click Self, Operate, and the toilet (not the flush handle).

You'll be transported to an altar where the Holy Grail awaits you. (Except in the 1986 edition, where it's mysteriously nowhere in sight.)

198519861992

You can take and open the Grail, but nothing fits inside it. Neither the altar nor the Grail have any associated strings or code, nor is there any way to return from this location as it has no exits.

Unused Pronoun

STR# 132 defines the four pronouns that can be assigned to an entity in the game world. Guess which one never is:

  • he
  • she
  • it
  • zipnick

This is one of a few places the developers poke fun at their boss, ICOM founder Tod Zipnick, along with the Todd Zipman urine sample and 'Zip is a dip' washroom graffiti.

Developer Message

The creators aimed this line at anyone who managed to decrypt the game's text:

If you can read this, you've just wasted a hell of a lot of time.

They didn't foresee that one player's feat of reverse engineering would permit their games a commercial revival 30 years later, or they might have greeted him with an ASCII high five.

Unused Code

Speaking of Sean Kasun's efforts, the last two opcodes documented in his reverse-engineered MacVenture spec are apparently never invoked.

Get Fibonacci $e6Push the result of opcode $e7 onto the stack.
Calculate Fibonacci $e7Pops N from the stack. Calculate the Nth fibonacci number. Save it for opcode $e6.

He remarks, 'I swear those last 2 are a joke. I've never seen them actually used.'

Debugging

Object Inspector

Text exists for a feature that reports the properties of an object in the game world using natural language.

$5c4<source.pfx2.cap> (
$5c5) is in <target.pfx> (
$5c6). <source.pfx.cap> has graphics that are
$5c7x
$5c8; <source.indir> has a size of
$5c9and a weight of
$5ca. The description is:
$5cb. There is no description.

Error Handling

On encountering an error, the game will attempt to report what it was doing at the time.

These are the possibilities:

  • doing something important
  • unpacking data map
  • opening
  • getting boot volume
  • looking for data disk
  • quitting
  • starting a new game
  • opening another game
  • allocating memory
  • checking handles
  • reading data file
  • saving
  • unpacking graphics
  • making text
  • looking for a font
  • cleaning up
  • printing

Another five were removed in the 1992 revision.

  • filtering: stack overflow in
  • filtering: stack underflow in
  • filtering: nth (primitive) reached too deep in
  • filtering: swap (primitive) reached too deep in
  • filtering: the text kludge lives in

If the error is fatal, you have a chance to save your game on the way out:

Still another dialog warns of a RAM shortage...

...and the 1986 release introduced a variant for insufficient RAM at launch.

Build Date

The following is visible in a hex editor at the beginning of the 1986 application. (Rez was a resource compiler included in the Macintosh Programmer's Workshop from Apple.)

The actual creation and modification dates in that revision span June and July.

The MacVenture series
Mac OS ClassicDeja Vu • Uninvited • Shadowgate
NESDeja Vu • Shadowgate • Uninvited
Game Boy ColorShadowgate Classic
Windows8-bit Adventure Anthology: Volume 1
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