Started a playthrough of
The Journeyman Project 2: Buried in Time (the first time I've played it in nearly 15 years!). I used the 24-bit Windows version from my CDs, which ScummVM identified as version 1.00. So far, things are going smoothly. I watched all the TV in my apartment, rescued Arthur, took quick visits to Chateau Gaillard and Chichen Itza, and have made my way through most of Da Vinci's era. Also died a couple of times, both unintentionally (getting hit by a cannonball in Chateau Gaillard) and intentionally (walking down Chichen Itza to the people below). I saved and loaded a number of games and had no issues there.
The music was drowning out some of the voices in certain spots so I tried adjusting the volume settings. Since there are no in-game controls, I used ScummVM's volume settings, and found out that none of them work except for the Mute All command. I filed
#12877 for that.
Not sure if this was an issue in the original game, but I found that if you use the number keys for navigation, you can "queue up" multiple movement commands. Ran into this in the apartment where I pressed 5 (forward) a couple of times, then got to where I wanted to go and hit 3 (left). However, I kept going forward, then 30-45 seconds later stopped moving forward and turned lefts. Probably wasted a good 30-45 seconds drunkenly stumbling around because I went further than I expected to. Since you can't do this with a mouse because the movement arrows are grayed out, I feel like it should only register an input when you are at a node. But since this is maybe how the original game behaved, I'm not sure if I should file a bug report.
One other matter: the first time I tried to save, there was a console log that had something to do with not being able to load timestamps. But I didn't get the message and never saw it again in the future. Since I don't have the log message text any more, I didn't think it was good to file a bug report.
Also,
Wikipedia says:
The initial 1.0 release of Buried in Time included a notable glitch near the end of the game that prevented the player from getting a perfect score.
I assume that this has been fixed in ScummVM and I won't encounter this with my playthrough with 1.0?