
The animation is cut-up into sections, the bottom puddles being a couple of frames, masked in such a way that only the water is sequenced: High quality CG assets and Flash can do some great things. It looks beautiful, and further investigation reveals it to be simple timeline animated sequences. The water at the bottom ripples, the tavern sign animates and the lights flicker.

Some of the other SWFs contain yellow boxes with exclamation marks in them, usually above animated characters. The green boxes represent “Movement Link” and the Aqua Blue boxes are “Hit Masks”.

#Big fish games 13th skull full
As you can see in the picture below (click it for the full res version) there are differently marked zones. Opening one of these SWF files (from the Assets/Location folder) into Flash Player reveals something interesting. Each location and puzzle in the game is an individual SWF file So this is just investigative guess-work on the most part, but fascinating all the same. Obviously I’m not the developer, Adrian Woods takes credit for that (along with coding he also did voice acting, graphics and animation too!). Some more poking around revealed a really nice game structure that I thought was worth talking about. Something that has gotten bolder as the MCF series has evolved.īeing a curious sort of person I had a poke around the installation directory, and was genuinely surprised to find that the game used hundreds of SWF files.

The game itself is good puzzle solving fun, with wonderful hammy acting and FMV that reminded me of old CD-Rom games like 7th Guest. So it was no great shock when we bought the 7th in the series, 13th Skull. The first few were genre defining moments in gaming, and I’m sure made the developers (and Big Fish Games) an awful lot of money in the process. My wife and I have been big fans of the Mystery Case Files games for years.
