In a LucasFilm game, the inmate would escape and return to where they were hanging out before, and you would have to apprehend them again, as many times as it takes before you remember to secure your weapon before taking the inmate into jail.
Re:Sierra Gets Creative
by SmurfJuggler on Monday August 29, 2016 @05:13PM
(#12385395)
There was one death in Monkey Island. When Guybrush first talks to the pirates in the Scumm bar they ask if he has any special skills and he proudly tells them he can hold his breath for ten minutes. Much later in the game he finds himself underwater, if you let him idle he proves it.
I never found any other ways to kill him, but I certainly tried.
Yeah, I don't think you can even die in the minefield in Full Throttle (https://www.youtube.com/watch?v=aDpMfjfiqt4).
From reasonable abrupt endings, the most hilarious one was in the Neverhood: https://www.youtube.com/watch?v=S4MARAsx1Vo
You could die in one section of Full Throttle, at which point the screen faded to black and the protagonist spoke.
"No... that's not what happened."
Then you start the scene over.
Re:Sierra Gets Creative
by gnarbarian on Monday August 29, 2016 @03:58PM
(#12384796)
Han would solve it by shooting the inmate first.
That feature was a nice reprieve after playing the Sierra-designed games. Though sometimes the abrupt endings in the Sierra games had their point; for example, forgetting to secure your weapon before taking an inmate into jail would result in a game-over scene in Police Quest 1. Not sure how that could be resolved the LucasFilm way.