Ultima Patcher 1.62

I’ve updated the Ultima Patcher for the first time in nearly 3 years. This was prompted by Time Machine Dragon contacting me about his improved Ultima 4 music patch (http://sacredbacon.com/ultima/). This swaps the music for modified versions of Minstrel Dragons MIDI files which were in turn based on the mockingboard Apple II soundtrack. These have more voices than the default music included with the VGA patch and can now be swapped in and out directly from the patcher. Note that this will only work correctly with MPU-401 as the sound device.

I’ve included the latest version of the Ultima 3 upgrade (http://exodus.voyd.net/projects/ultima3/). This corrects the PC speaker sound effect speed.

Finally, I’ve added in the current directories that the games are installed to by default in the automatic search so you don’t always have to find the directory manually. GOG seem to insist on moving these directories around for reasons best known to them.

The new version can be download here. As ever, if there is anything else I should include or something that doesn’t work please let me know.

Manhunter New York – Part 2

Manhunter is set in 2004 a couple of years after the orb invasion of Earth that must have passed me by at the time. These orbs are aliens resembling giant floating eyeballs who have enslaved the population, implanted them with tracking chips and forced them all to dress in brown hooded cloaks. A select few humans get chosen to be Manhunters who work as detectives for the Orbs and the game starts with my first day on the job.

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My first case involves tracking down whoever caused an explosion at the Bellevue hospital. I do this with the aid of my CAD laptop with which I can track the movements of people involved in the crime. These tracking devices apparently didn’t include identifiers which is something of an oversight but at least I’m in a job. As may have been seen in part 1, the hospital contains the corpse of another Manhunter being eaten up by lots of baby orbs. If I look up the name on the toe-tag up on my laptop it tells me he has been transferred to Chicago…

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I have to work a case a day over 4 days discovering a human resistance movement along the way. Using their plan, I can ultimately defeat the orbs in New York. The way this story is told can be rather cryptic being almost entirely without dialog (maybe speech has also been banned?). The only time anything ever speaks in the whole game is when the orb gives you a mission at the start of each day.

The Manhunter series plays like no other AGI game. It’s nearly all in 1st person mode and as previously mentioned has no parser. There is still an inventory which can be brought up with the tab key. Select an item in here and you can attempt to use it in whatever situation you are in. For someone who had only just discovered Sierra games, the lack of a parser may have been part of the appeal. This stripped down approach is essentially point and click except without any pointing or clicking and takes the guess the word side of text parsers away.

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There are also a stack of little mini arcade games dotted throughout. I wouldn’t say any of them are great in their own right but they don’t outstay their welcome. In this first one here, I have to prove myself by throwing knives between this guys fingers. Miss and I’ll be thrown out of the bar I’m in and unable to get the vital clue hidden on the arcade machine. Like so much of the game, why there is a clue on the arcade machine in the first place is less than clear. In this particular arcade game I have to work through a maze avoiding the walls and doing so will show me a pattern which is supposed to lead me to knock down some keypie dolls in a certain order when I get to Coney Island later in the game. You will need to be using a good deal of trial and error and lateral thinking to get through these puzzles.

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Knocking down the kewpie dolls and showing a medallion I found earlier earns me a data card containing a short ditty. You want to take serious note of the name Phil here. From day two on, most of the suspects I’m chasing start turning up dead with the perpetrator showing up on the tracking system on my laptop but I’m unable to select him and follow him around. As I’ll ultimately learn it’s the mysterious Phil to blame and begs the question why I’m even on the case if the orbs have this guy killing everyone before I get chance to find them.

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One of the suspects on day 2 is led by Phil through Central Park which has now been turned into a minefield. I have to be very careful to follow the exact route shown on my laptop if I don’t want my body parts spread around central park. Phil has already done in my suspect by the time I arrive but he has scrawled a clue onto a rock with his blood (“COO …”) which is supposed to lead me to the fact that the guy doing this is called Phil Cook, in turn meaning I can look him up in my laptop and find his home address. This is where I got hopelessly stuck back in the 80’s and requires a serious leap of logic. There is another clue of sorts when I enter the park where the Murry’s warn me to “not get my goose cooked” but no real reason to tie this to his name. I seriously doubt many people figured this out – it’s frankly a terrible puzzle but did sell me a hint book which may have been the point.

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Skipping ahead to day 4, I learn that humans are being ground down for meat in true Soylent Green style. To put a stop to this I get to steal an orb spaceship and go around bombing the 4 orb centres of operation around New York.

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Manage this and there is a brief celebration, cut short when Phil vaporizes everyone except me. I fly off after him and into Manhunter 2 which moved over to San Francisco. This sequel never made it onto the IIGS so I’ll have to move back to PC again if I ever blog through that one. Manhunter 2 had even more of a cliffhanger ending only to never get the sequel I so badly wanted. It’s about time we had a Manhunter 3 Kickstarter if you ask me.

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So how well does the game hold up these days? It’s arguably a little more playable that your usual AGI title since there is no walking a little character around a screen or text parser. The puzzles can be seriously obtuse to counterbalance this. It’s hard for me to judge just how obtuse when I know the solution from nearly 30 years back but there is no way I’d have been solving all of these without a walkthrough. The sections tracking people on the laptop are quite neat and it’s a good setup for a game. Manhunter 2 would take more advantage of it.

The mixture of horror and sci-fi + the big colourful graphics and arcade sections won me over as a kid and as AGI games go it’s something of a looker. The graphics are all very strange and quirky with little touches of humour throughout. I’d have been very interested to see what an SCI Manhunter 3 could have been like but am unlikely to ever see one now. The storyline is all a little muddled and random if I’m honest but you do gradually learn about the world you are in. More exposition would certainly have helped but you are left to work it all out for yourself. The world of Manhunter is all certainly strange but it’s still one of my favourite AGI games. I’ve far too much nostalgia for my opinion to count for much here but it’s got to be worth a go for adventure game fans.

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As for playing it on the IIGS, it generally added to the experience but PC gamers weren’t missing out on all that much. You aren’t going to be overly impressed with the new soundtrack but it does have more to offer than the original. The horribly slow IIGS processor does reduce the pace when loading screens. This is especially painful when navigating the 3D maze on day 1. It also can’t keep up on the laptop tracking screens if lots of people are in a room with the framerate dropping to about 1 FPS. This is the exception rather than the rule and Manhunter runs at a reasonable speed 95% of the time. The IIGS is probably the best version to play but maybe whack your emulator speed up a bit or see if you can find one of those overpriced Transwarp cards to get some more speed.

Origin Hot Releases Flyer (1989)

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It’s about time I had something Origin on here so I’ve had a route around to see what else hasn’t made it onto the blog. I haven’t got much left that is on the more glamorous end of collectibles. Instead I present this unassuming “Hot Releases Flyer” folder from 1989.

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I’ve shown a few press releases on here before but this is particular flyer was aimed at dealers. This doesn’t appear to have been standard practice for Origin at the time as it starts with an email from Fred Schmidt (VP at Origin) who wants a covering flyer of some description to be sent along with copies of all Origin’s games to various dealers that are being targeted to sell Origin games. It has a first stab at the cover text which would be largely redone later.

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By the time of this second email, Marten Davies (Sales Director) has had a go at rewriting it and a further enhanced version is typed up on a Mac and printed on Origin headed paper.

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That gets a border stuck round the edge, printed out on cheap paper and presumably sent off for approval coming back with a few suggested amendments ultimately leading to the flyer on the right printed on nice thick linen paper. The folder says 100 copies on the front so presumably this got sent out to numerous dealers back at the end of 1989. I always tend to think of the development side of making games but with Origin self-publishing they ultimately were responsible for the whole process at this point in their life.

As for the flyer itself, there is nothing too exciting in the content. You may note that the C64 and Apple II were coming before the PC at this point which wouldn’t last much longer. The Ultima games are substantially more expensive than all their other titles, (even the new releases). There is no question what made the money at Origin in the 80’s.

The other thing I noticed on here was the IIGS port of Omega. Only two Origin games were ever ported to the IIGS, Windwalker being the second. I fired both of these up out of curiosity expecting some enhancements but they are exact ports of the versions I’ve already played taking no advantage of the IIGS graphics or sound. In fact, due to the slow processor of the IIGS they would be a little painful to play so I’ll leave those well alone for now. Both of these games were ported by Micromagic who had a fairly short lifespan doing this sort of project but worked on some major titles around this time including Starflight 1 & 2, Curse of the Azure Bonds and Pools of Darkness.

The Horde Review – PC Format

This will be a short one as I found all of one review for The Horde in the July 1994 PC Format. They liked it a whole lot less than I did citing the repetitive gameplay and lack of enough to do.

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I don’t have the issue but it was also reviewed in the July 1994 PC Zone. They used to include scores from the old issues at the end of their magazine which are usually my first port of call to figure out which months I need to look at to find a given game. In contrast, they gave it 87% saying “Not an original concept but extremely well implemented.”

The Horde – Part 3

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I was just starting out in the swamp lands at the end of part 2. These didn’t prove to be much of a challenge all told with enemies usually attacking from the East and all my cows out to the West. Planting trees slowly drains the land which slows all the alligator horde right down allowing plenty of time for me to get my act together when they attack.

I’m starting to make much more use of my powerups during these sections, especially the boots of haste which make me run around much quicker for about 30 seconds. I’ll be using these near enough all the time from here on out. The teleportation ring is also handy for rescuing cows if I’m attacked from the other side.

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After 5 years in the swamps, it’s back to the castle with a whole heap of money. The chancellor is trying to spread a rumour that I’ve got the plague and should be confined to the dungeons. Chauncey points out that the spots are actually red stickers. He then catches the chancellor playing with his dolls before being presented with the deeds to a desert village.

As you may gather, the videos get ever more juvenile as the game goes on. You would think they were aimed at a seriously young audience but the game itself has too much going on for younger kids. They are still fun in these occasional small doses but if the game relied on the FMV for gameplay I would probably grow to hate them.

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The desert land proves to be a serious challenge. I can’t do anything on the sand tiles of the map and need to dig out water channels to slowly irrigate the land. I can only dig in already irrigated areas so this is slow going. My village gets repeatedly wiped out in the first year until I realise how useful the spiky traps are. These kill most hordlings if they walk over them and liberally spreading them about the place makes my life a whole lot easier. It has to be said that the defenders you can buy (archers and knights) are near useless by comparison despite being more expensive.

The new hordlings in this realm tunnel around in the sand and knock down buildings instantly. They aren’t too keen on water though.

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I spend the first two years losing money while slowly spreading my network of water channels. Eventually I have a big enough are to wall off a huge section and spread out my maximum allotted 30 cows. It took me a while to discover it but the overhead view shown above can be used in both strategy and action sections. The strategy section can be entirely played out like this and I used this increasingly as the game went on. I also discovered by this point that if you spread the cows out the ground doesn’t get overgrazed so I don’t have to move them around at all.

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There was a bit of a side quest on this level where a frog in a tree wants me to feed it. I wasn’t sure what this meant until I spotted a strange icon on the ground some time later which I could dig up and then place by the tree. After several of these, I’m rewarded with a meteor causing trident which I can’t say I ever actually used.

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After 6 years in the swamps, I have a healthy bank balance again. The chancellor is now trying to spread rumours of my death saying that these boxers are the only thing left. Chauncey walks in at this point of course only to be awarded yet more land, this time in the frozen north.

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These last levels would be extremely tricky if I wasn’t coming into them with a load of cash. The new enemies here are yeti that take loads of hits to kill, turn any ground they walk on into snow which I can’t build on and roll giant snowballs around destroying buildings in a single hit.

My strategy here is to hunker down and simply survive the 7 years. I have at this point bought a Morningstar powerup which makes me invulnerable for 10 seconds while I’m spinning a giant spiky ball that kills anything in a single hit. This is invaluable for taking out the yeti. By the end of 7 years, I have about 2000 gp left over but return to the king having wiped out the horde…

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… or at least that’s what I thought. The king makes me his heir which infuriates the chancellor so much that he reveals himself at last as a member of the horde.

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In a mirror of the introduction, Chauncey chokes him to death with a chicken leg, leaving behind a red pile of goo with eyes

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He becomes heir to the realm and lives happily ever after, or at least until the hinted at sequel which never happened.

I’m not going to say it was brilliant but I really liked The Horde. It’s well made with lots of variety in the levels. Each new realm seemed to subvert my strategy from the previous one causing me to have to try something new each time. The presentation was good for the era and the two contrasting styles of gameplay actually worked well together.

The FMV was probably all shot on one location in a day or two but it was amusing enough and added a little incentive to get to the end. I kind of liked the way Chauncey went from bumbling idiot to smug hero over the course of the 5 realms.

The CD-audio music is worthy of a mention and I liked the way the graphics all changed for every realm down to completely new villager sprites, tree types, etc.. I could have done with a little more screen resolution for the overhead view but it’s a limitation of the 3DO. Mouse controls would have been nice as well so the PC version would no doubt have some advantages.

The Horde comes recommended by me. I’ll see what reviews I can dig out for the next post and find out whether the UK gaming press agreed.