First post, by SirGraham
In the title screen of QFG3, a lightning is supposed to hit the Hero's sword, as seen in this screenshot:
But under DOSBox, this lightning is totally missing if the CPU Cycles are set to the default of 3000. If you increase the cycles to about 9000, the lightning will be displayed, but only for like half a second (it disappears so fast that I wasn't even able to capture a screenshot of it with DOSBox, I had to find one on-line). If I remember correctly, the lightning is supposed to linger MUCH longer than that on real DOS machines, so there's a problem here. If you increase the cycles to very high values, the lightning will linger a little longer but still not long enough, and this game is not very playable at high cycles values anyway.
Incidentally, I noticed that other SCI1 games (like KQ5 and KQ6), when loaded at the default CPU Cycles level (3000), will always run with the Details bar set to the middle or even lower than that (it can effect some animations; for exapmle, in KQ5, the willow tree will be static). You can raise the Details manually but if you restart the game it will drop again. KQ5 and KQ6 will run with maximum Details if you set the CPU Cycles to 9000, but QGF3's Details bar will always be in the middle, and it doesn't matter what the CPU Cycles value is (it can even be as high as 40,000).