Description
You are Ben, leader of the Polecats, one of the toughest and meanest biker gangs on the road. You were just having a bit of good clean fun at the Kickstand bar when old man Corley, owner of Corley Motors, dropped by for a bit of reminiscing. Next thing you know, you wake up in a dumpster, someone tells you about an ambush (of your Polecats?) and you got mixed up in the greatest adventure of your lifetime...
In
Full Throttle, you direct a character around a 2-D screen and solve a few puzzles along the way. There are a few action sequences. The graphics are cartoon-style, similarly to
LucasArts' previous adventure games,
Day of the Tentacle and
Sam & Max Hit The Road. The game features a revamped interface: instead of choosing a command verb or an action icon and then interacting with an object, you can now simply point at it, and the available action icons will appear automatically.
Alternate Titles
- "Полный Газ " -- Russian spelling
- "Vollgas" -- German title
- "Polnyj Gaz" -- Russian title
Part of the Following Group
User Reviews
The Press Says
Forums
Trivia
In addition to the SCUMM engine lead programmer Stephen Shaw and Mark Crowley used Vince Lee's Rebel Assault engine for some of the action scenes. This was pretty hard to do since both programs have their own calls to the processor and means of handling data. However, the R.A. sequences were kept discreet and the SCUMM engine was reworked so it could multi-task and keep all of is variable states in their location while the R.A. engine started up, allocated its own memory locations, and shutted down.
The use of the R.A. engine also caused problems in the art department. Since the engine was originally conceived to be as photo-realistic as possible, when the art team placed Peter Chan's drawings as texture maps over the 3D hills they started getting 15-20 k of data per frame of animation, thus causing the desert terrain too look overly realistic in contrast to the rest of the game world. The Over-rendered terrains as well as other features (like parallaxing sky and optimized data flows) were then scaled down to create a continous game world.