Space Rogue FM Towns Unboxing

I’m still waiting for IIGS parts to get to me so I’m taking a look at a recent addition to the collection, Space Rogue for FM Towns (this time fully boxed). I’ve had a loose CD of this for some years but stumbled across a boxed copy recently when I wasn’t really looking and couldn’t pass it up. Space Rogue is very much a forgotten part of Origin’s catalogue these days but I really quite enjoyed it myself. I always thought a combination of Wing Commander and Ultima would be awesome and this kind of got there before we even had Wing Commander (within the technology of 1989 at least). I’ve already tried to play the FM Towns port (my Japanese wasn’t up to it) and uploaded the CD audio in a previous post so this is going to be a straight unboxing and comparison to the Western release. I daresay this isn’t all that rare a game but I’d be surprised if anyone else will have posted anything about it so without further ado:-

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At the end of the 80’s Origin temporarily decided to do away with the great box artwork we all know and love and went for real life “actors” instead for 3 of their game covers. Space Rogue was one of these leading to this guy in his best leathers standing astride a rock on an unrealistic alien landscape. It’s clearly the same photo but the FM Towns version takes the unwise approach of showing this scene from further away so we can truly grasp just how cheap that set is. I wish they had gone the full hog and got rid of the white border so it could be fully appreciated but at least the FM Towns box is the usual plastic case that all these FM Towns games came in and far more durable than the cardboard boxes we all got.

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Both games come with a paper map of the Far Arm star cluster where the game takes place. These proved to be less than photogenic as far as my phone is concerned but are basically identical apart from a slight variation in colour tone and the translated text.

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The original manual on the left and top has a colour exterior and larger pictures on the inside. True to Origin’s usual documentation philosophy this was all done in character as a guide for owners of the spaceship and had coffee stains and annotations scribbled throughout from the previous owner/space rogue. The Japanese manual is clearly a translated equivalent but squashes it all down into fewer pages.

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Aside from the CD the final contents (assuming I’m not missing anything) for the FM Towns are the reference and registration cards. The Western version has a few other extras however…

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All the bars in Space Rogue have arcade machines where you can play a game within the game called Hive and this flyer was packed in to advertise the fact.

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The Amiga port I’ve unboxed here had the 1990 Origin catalog and also Stars Of Opportunity, a novella written by Neil Shapiro which sets the scene for the game. The cover should give the space rogue guy a chance to prove on the cover that he is ambidextrous when it comes to standing on moon rocks but he clearly wasn’t as the photo is flipped the opposite way around judging by the scarf & background set. This novella was put into the back of the other manual on the FM Towns.

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Finally, there is a card sheet with representations of ships in the game that can be cut out and glued together to make a 3D model. This is just the sort of entirely unnecessary extra that got me into collecting Origin games in the first place. They should have included some of these with the Wing Commander games, but the models would admittedly have been far more complicated.

The main thing that strikes me looking through this lot is how much better quality Origin’s original packaging was. The amount of stuff packed into that small box is pretty impressive. The FM Towns had the edge in technology but we were better off in every other aspect at least as far as this game is concerned. When playing the game however, I’m sure the CD audio would have been enough to win me over on its own to the FM Towns port if I could understand any of it.

Ultima Underworld Level 1 For Doom

Having just started Ultimore, my IIGS is once again playing up and the playthrough will be on hold for at least a week or two while I get it fully working again. Apologies for that but in the meanwhile I thought I’d have a look at a few bits and pieces that I may not get around to otherwise starting with an Ultima Underworld level 1 map that was created for Doom back in the mid 90’s by Jon Charlson.

What drew my attention to this was a brief mention of Ultima Doom maps in Dungeons and Dreamers which I read about a month back. It sounded like as good a reason to fire up Doom again as any so I had a search for Ultima maps with this being the only one that I’ve found so far.

I’ve played the original Ultima Underworld enough that I reckon you could drop me anywhere on any level and I’d probably know where I was. The basic layout may be the same here but I still had a tough time recognising a lot of the map mainly due to the world being a lot flatter. Some of this is the limitations of the Doom engine that Ultima Underworld didn’t have despite being several years older (i.e. bridges and jumping) but I’d imagine it was mainly for gameplay purposes. The abyss’s tight corridors don’t make for the best FPS environment.

It’s a large map by Doom standards with one room stuffed full of more soldiers than I can ever recall seeing in one place. This room would have probably killed my PC if I’d run it back at the time. The level is nothing special but a solid enough effort especially since it was the first attempt by Charlson. I was hoping for something a little closer to the original map in all honesty but Doom is still as entertaining as ever especially with modern ports like ZDoom. If you fancy a go the wad is on here (Do a search for ultima.zip). If not I recorded a quick run through below:-

Ultimore: A World Divided – Part 1

Ask most Ultima fans what the first expansion pack sold for an Ultima game was and they would probably answer Forge Of Virtue. 8 years earlier (1984/1985) however there were a series of unofficial expansions for Ultima 3 created by the enterprising Joel Fenton of Backstreet Software. He had realised that since Ultima 3 on the Apple II loaded itself into memory from side one of a floppy disc and then loaded the locations from the other side, it was possible to create a new scenario by using a modified side two which had new versions of all the town and dungeon files. Having reverse engineered the file formats, he created his own expansions and put them up for sale. All of this was of course highly unofficial and presumably breached copyright but they did still require the original disk so it would be debatable. As far as I know the expansions where only ever sold directly via magazine adverts for $10 each.

Not content with just creating one alternative scenario, there were 5 of these in all (A Divided World, Pirate World, Spaceship Crash, Egypt and Rule Of The Slave Lords). Unfortunately I only have the first to try out but that’s still one new Ultima 3 to have a go at. There is precious little information to be found on the web so I don’t know a whole lot starting out. Googling “Ultimore” “world divided” turns up all of 6 links, 3 of which are this site and the others all point to a review of the game in an edition of Questbusters. I have no manual so this review gives me the only information I have on the background of this scenario which is:-

The evil legacy of Exodus has been revived by Maxman, a Priest of the Snake described as a shape-shifted balron. Maxman has built a castle stronghold and erected a force field of fire that separates the northern and southern hemispheres of Sosaria. Civil war looms between the north and south as Maxman attempts to wrest the throne from its rightful heir, the Viceroy Faerdin.

That isn’t a whole lot to go on but I’m sure I’ll muddle through. It’s basically going to be Ultima 3 after all since the underlying game logic and mechanics are presumably unchanged. I’m going to be playing this on the original hardware which unfortunately for any reader means more photos of my TV by way of screenshots. I might get some sort of capture device one of these days but it hasn’t happened yet.

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This was my first time playing the original Apple II version of Ultima which has proved something of a learning curve in and of itself. I don’t think I ever played Ultima 3 prior to the first PC fan patch or at least DOSBox being available and am used to some of the luxuries those options bring with them. Something I hadn’t previously known was that Kenneth Arnold’s mockingboard soundtrack which I’d always thought of as such an integral part of Ultima 3 wasn’t actually included in the original Apple II release but was a later (albeit not much later) addition. The second version appears to have come out in the same year (1983) and offers a choice of mockingboard versions on startup.

The game goes through the title animation, then asks for disk 1.2 at which point I insert the Ultimore disk instead. At this point in proceedings, no differences are apparent and these only show up after character creation.

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With no prior knowledge, I went for a traditional RPG party Fighter/Thief/Cleric/Mage with typically Ultima names. What isn’t typical is the layout of the land and I have no idea where I’m going with not even a cloth map to guide me. I have been provided with a ship from the get-go which will save some time with this Sosaria consisting of more islands than the original. I start the game out standing on a shrine which I can search to get one of the Exodus cards and presumably offer gold to raise stats if I had enough gold to offer. If there is an Ambrosia or it’s equivalent, it would seem like I won’t be required to go there to raise stats which should make things substantially easier.

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I head into the nearest town to buy a couple of slings and as much food as I can carry. The town goes by the name of Darya – City Of Heat And Steam and has plenty of fire fields to accidentally walk into to fit the description. These highlight another problem with playing this game in its original form as I can’t reload the game after a bit of experimental exploring without restarting the Apple II and booting the whole thing up again. Worse still, should my party be killed off then the game is automatically saved with all my party dead and I have to start right from the beginning again. This is true oldschool RPGing I suppose but I’m definitely going to have to make a point of backing up my saves every now and then. I’m sure everyone would have done this back in the day.

Darya has all the usual shops but not with their usual names. I don’t come across many people who have anything out of the ordinary to say. The original Ultima 3 very much set up the plot in the documentation which was barely expanded on in the game itself. With these limitations, not having a copious manual to read through is very much a detriment to the whole experience.

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The castle next door is home to Viceroy Faerdin who is standing in for Lord British in this version of Sosaria. He offers to raise my characters levels if they have enough experience. Elsewhere is what I presume must be a model village and an archbishop reiterating the main quest of slaying Maxman.

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There is a nearby dungeon which I should probably have explored at this point to gain some experience and gold but instead I decide to have a look around the world first to see if there is anywhere selling torches. As the title would suggest, this is indeed a world divided with great big force fields blocking passage to the North and South. I can spy a whirlpool floating around to the North which may shuttle me to the underworld later if I can get through to it.

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The next town I run into is the Monastery Of Saint Elmo. The main feature here is a room with dozens of shrines. I gather the other 3 cards while I’m here in case I need them later but I still don’t have gold to spare for any stat raising.

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Last but not least I visit Wrigley Park, which is a recreation of the baseball ground in Ultima 3 tiles. I don’t think there was a K tile in the original game (hence the misspelling of ticket) but this is the most unique location so far with quite the crowd looking on at the game. This could be a perfect spot for getting experience later on I’m thinking assuming my party is capable of slaughtering a whole stadiums worth of monsters. I can’t get on the field itself without some keys but I’m not up to bribing or killing guards yet so it will have to wait. I’ve been struggling to explore large portions of these towns in fact with doors and fields blocking my way.

It’s more than possible that I’ve missed something but that’s all the locations I’ve managed to spot so far other than the single dungeon that was near the starting point. Assuming I can make it back to Darya without running out of food, it’s time I had a look into that dungeon and doing some levelling up. I haven’t seen anywhere to buy torches yet and will have to rely instead on light spells to find my way around.

I’ve only had something of a scouting exercise so far to get an idea of what I’m up against. I’ll need to do much the same in the dungeon and intend to map it out in true olde-worlde style on graph paper. I’m hoping for some easily accessible chests/fountains on the first level which I can use for some quick levelling up/gold gathering. With only the one dungeon in site and all the shrines immediately accessible, I’m getting the impression that this scenario is going to be substantially cut down in size on the original game but it’s still great fun to be able to take on an alternative Ultima 3 and I’m more than curious to see what it has in store.

Ultima 1 (Apple IIGS) – Part 3

Thanks to the aid of Joseph Seeley, part 3 is following sooner than expected and we get to see the end of the game. The savegame he provided already had everything in place required to win, so I spent all my money raising up my HP, rescued the nearest princess and went off searching for a time machine once again.

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This time it did appear correctly so I’ve no idea what went wrong with my game. Having now found the time machine, I’m a little wary that my HP is way off maximum still but there isn’t anything to lose by giving it a go so I hop straight in.

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The endgame is instantly recognisable. I’d have thought the final encounter deserved a suitable backing track but it’s carried out in silence apart from the digitized effects. I needn’t have worried about my HP as the IIGS Mondain is something of a lightweight. Once transformed into a bat, he never even made it out of the little square surrounding the gem and more or less stood still and let me blast him the 7 or 8 times required for victory.

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He dies with a slightly inappropriate scream…

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.. and the end screen fades in with the familiar text.

Finishing this off took 5-10 minutes so there isn’t a whole lot to add. This port has felt a little unfinished at times so I do wonder if there are more complete versions out there which have some of the loose ends tidied up. Hopefully, it will be available for sale again one of these days and I can find out.

Ultima 1 (Apple IIGS) – Part 2

I started out part 2 continuing to rescue princesses and raising my HP to a state where I felt I could survive long enough in a dungeon to bag a balron. This only required about 20 minutes of grinding so wasn’t too arduous and the amount of HP and especially gold I got returned on exiting the dungeon does appear to have been raised in compensation for the difficulty.

The balron was another dungeon creature missing its graphics but I did spot another couple to add to the menagerie, including one for you Zorn fans:-

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With all the gems in hand, it was time to head for space at last. As so often in all of these ports, this section of the game is little different to the original from 1980. The graphics are a little more colourful but in space no one can hear your IIGS playing MIDI music as there isn’t any. There are a couple of sound effects when docking and shooting but that’s about it.

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The TIE Fighters of the original look more like the advanced TIE in this port and are considerably easier to hit with the fat round body shape. On my first visit, I literally cleared space of all enemies and still didn’t get the 20 kills required to become a Space Ace. Maybe this can happen on other versions but I’ve not seen it before. I had to land, get enough money together to pay the docking fees again and head back to space a second time. As luck would have it, the invading aliens had been busy in their shipyards and I could grab the missing 3 or 4 kills required.

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Back on the ground again, I’d had plenty of practice rescuing princesses so one more to get the time machine wasn’t going to be difficult or at least that’s what I thought:-

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This first part went OK but was followed by a scouring of every part of the map looking for the time machine and not finding it. I tried rescuing all the other princesses to see if that would help and searched again to no avail. I can only assume that there is a bug in this port which can stop the time machine appearing and since I didn’t fancy starting from scratch, this playthrough has come to a slightly premature end.

I have seen this described as the best version of Ultima 1 and while it has plenty of good points, I would have to go for the FM Towns version instead. That has the advantage of intro and outro graphics, textured dungeons and no game-breaking bugs that I’m aware of. It has the disadvantage of sharing the music and graphics with 2 & 3 on the system but judged on its own merits has to come out on top as far as I’m concerned. I especially don’t like the fact that the dungeons on the IIGS are dangerous to the point of being unexplorable to any great depth. The use of ladder up/down spells should be optional in my opinion.

I would of course still like to see the ending of this and I expect there will be a part 3 eventually. If anyone happens to have a save game at the end and would like to send it my way to speed things up, it would be appreciated. Failing that, the next game on here and one I’m really looking forward to will be Ultimore – A World Divided.