Ultima 4 (Sega Master System) – Part 5

Before I start this post apologies for the even worse than normal “screenshots”. Sunny days and a roof window do make for a good combination when taking photos of a glass screen. I should have been out making the most of the weather really but Ultima 4 had to be finished. I’ve already said about everything I want to about the game so this post is just going to be tidying up.

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I had originally planned to do some dungeon delving for gold + stats at the end of part 4 but after gathering a small pile of mandrake and nightshade I decided that I was probably up the job as was and headed in for another go. I ran into a slight bug around this time with the first digit in Shamino’s health being replaced with a random symbol – this seemed to occur when shifting party order around as I’d put Katrina and Mariah up front for a while to raise their levels. The bug wasn’t a big deal although I never had any idea how much health Shamino had from this point on.

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I enter the abyss once again…

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… to be faced with the same lava filled rooms once more. Only Katrina fails to make it through them this time and I’m equipped to cast resurrect this time to get her back.

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Progress after this is slow and steady once more. The room that did for me on the first attempt is still not easy but quickness spells just about get me through it with Iolo once again having to charge a forest of Reapers single handed. This room was by far the toughest one in this version of the game.

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With no saving allowed making it to the bottom of the abyss is quite an expedition and must have taken me going on a couple of hours before I made it to the famous room where I get to fight my own party.

It may take some time but playing through all the rooms in the abyss again is immensely enjoyable though. My memory is nowhere near up to remembering how to get through them all and figuring out all the secrets adds a welcome puzzle element in these later stages. The amount and variety of gameplay packed into U4 for a 1985 title never fails to impress.

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For the final part of the game, I have to enter all the virtue question answers manually. This means no picking off a list which is probably as well as I’m sure I didn’t learn everything I should have while playing.

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After which my quest is over and I’m returned to Earth with my example of Avatarlyness having been set back in Britannia. It’s a slightly ignominious ending after such an epic quest really but somehow fitting and hinting at future sequels. It’s all there anyway and looking a whole lot better than in EGA just like the rest of the game.

It’s a pity this isn’t the version of Ultima 4 on GOG really as it’s considerably more accessible than the DOS one. I’ve seen numerous posts on the forums there from people who can’t even get past the menu screen since the arrow keys and mouse don’t work. Maybe GOG will start supporting emulated games one day. Whatever the availability, I’ve got a new answer for the next time someone asks which version of Ultima 4 they should play. If I ever find a copy of the FM Towns version, that could well change again of course.

It’s been a while since I plugged a Kickstarter but the guys behind The Neverhood are trying to raise the funds for a new game called Armikrog. This will be a claymation adventure game in the same style which is easily enough for me to back it.

Not sure what game will be coming up on here next. Definitely not an RPG as I’d like a change of pace but there are several space shooters I’m considering so probably be one of them.

Ultima 4 (Sega Master System) – Part 4

As the end of part 3, I was about to stock up on reagents and attempt to raid all the dungeons for the 5 stones I was missing.

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I stuck with that plan using level 8 of Hythloth as a hub to go between all the dungeons retrieving stones. With a good stock of magic things went much more smoothly this time around. There are a few quirks with the 2D dungeons that I noticed in my travels. The way that they have been remapped means that what would be a single square of poison field ends up being a 2×2 block either requiring an extra dispel or doubling your chances of being poisoned on the way through. It’s often better just to get poisoned and cure yourself after because of this.

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Something that occurred to me was that if the same mechanic had been applied to treasure chests as well then my money worries were over. The port is less generous in dealing these out in the end but does still double them up. I’ve been struggling to come by gold to some extent in this port which is maybe to balance this out to an extent.

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I have to come up for air a couple of times but 2 or 3 hours later, I’ve got all the stones and the 3 part keys and my characters are a degree stronger than when I started out.

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There are still objects to be fetched which I then go around the world grabbing. The ship I’d set aside to go to Cove in has vanished at this point forcing me to sail round the entire world several times trying to find the whirlpool again. Once that’s done and with the candle in hand I’m finally ready to enter the Abyss. I spend every last penny on reagents and head for the Isle of the Avatar. At the Abyss entrance I use the bell, book and candle. I was going to grab a screenshot only to find that I wasn’t required to use the skull on this version. I’ll assume I wouldn’t have got in without it and it must have been used automatically.

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Once in the Abyss, I immediately realise that I had forgotten how ferociously hard it is. The rooms on the first level are nightmarish with lava bubbling up through the floor all over the place dealing loads of unavoidable damage to my entire party. Shamino and Katrina don’t even make it to the end of level 1 but the rest of my party is still in reasonable shape so I push on resting frequently.

After level 1 it does get considerably easier and I start to get comfortable making steady progress down through the levels. I’m sure I’m being helped by being able to attack diagonally since as far as I can tell monsters are unable to do this except with range weapons and it gives me a distinct advantage in many of the rooms compared to playing them on the original version. All goes well until one particular room on level 5:-

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I knew this one was trouble from the moment I walked in with a horde of reapers amassed at the back of the room. These cast sleep spells constantly but with the few party members that are still awake I do manage to clear out all the other monsters in the room. I send Iolo up to thin the reapers out but he doesn’t survive the charge and two more of my party are taken out at range while sleeping. This leaves me with 3 people still alive and out of harms way at the bottom left corner but all still snoozing. I hang around for a bit waiting for one of them to get a chance to move, occasionally seeing Jaana back on her feet only to fall asleep again before I can do anything. I decide I might as well go and make a meal rather than waiting and come back 30 minutes later to see that it’s still stuck in the same place. Bottom line I’m going to have to start the abyss again.

Forewarned is forearmed of course so I’ll be more likely to cope second time around. The key with these rooms full of reapers is to have enough party members alive to spread the sleep spells around. Given that I was 2 down at the start, as soon as I lost Iolo I was done for. Some negate spells prepared would no doubt have been a good idea and maybe some offensive magic which I’ve entirely ignored up to this point. I wasn’t really well enough equipped in the first place. I’ve avoided any grinding for stats or gold and will do a little of both before I have another attempt. I’d also neglected to gather any mandrake or nightshade which was probably the biggest mistake seriously hurting my chances by leaving me unable to cast resurrect.

I’ve seen nearly everything the game has to offer at this point anyway and this has been my favourite U4 without a doubt. I’ve not missed the 3D dungeons all that much in the end and the combat has dragged less than I might have expected which (as well as other previously mentioned reasons) I’m putting down to playing it on a console, laid back on a sofa with my feet up. It’s just a more relaxed way to play the game that makes it easier to switch off to an extent than sat at a desk on a PC. I do still think the combat is far too slow with a party of 8 but you’ve got to allow for this being a game made in 1985 with extremely different expectations from the players. The SMS port does what any good remake should do, modernising the look and feel while maintaining the gameplay that made it worth porting in the first place. All I need to do now is finish it which is the plan for tomorrow evening.

Ultima 1 Remake – Manual Design Boards

These are some of the original boards for the Ultima 1 remake manual which dates them all the way back to 1986. They are all way too large to fit in my scanner so I’m afraid so you’ll have to make do with some photos of variable quality off my phone:-

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As ever with all the design documents, these have been hand assembled from small sections which have been cut out and stuck together. Older versions of the text are tantalisingly visible where they have had a new version pasted over the top but are barely legible for the most part. All of the pictures are missing at this stage with written notes in their place of what image should be used and in what scale.

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From what I can tell everything here all looks the same as the final manual except for page 14 which has the starwalking instructions. The 8×8 grid with 64 sectors became a 7 x 7 grid in the finished manual and there is no mention here of the pilots reference manual either. This suggests either a possible late amendment to this part of the remake or that there is more than one version of the manual out there.

Five Years!

It doesn’t seem like all that long but it was on this day back in 2008 that I did my first 2 posts on this blog. Somehow I’m still here 5 years later which certainly wasn’t the plan originally but I’ve had some fun along the way. That year spent playing through Origin games clearly gave me an appetite for retro gaming which has continued to grow ever since. I won’t hazard a guess as to whether I’ll still be doing this in another 5 years but there are still plenty of games to play that relate in one way or another to Origin and I intend to get around to most of them eventually.

Despite that I’m considering broadening the scope of the site to include other games of the same era and this seems like it would be a good time to start. It’s either going to be that or less frequent posts as, much as it pains me to admit it, there is only so much time I can spend on this hobby and there are other games I want to play. For instance I’d really like to look at other RPG series like Wizardry, Bards Tale & Might And Magic all of which would keep me busy for months. So I’m putting the question out there, is this something anyone would like to see or should I keep this site relatively on topic?

Anyway back to Origin and if this isn’t the appropriate time to dig out this particular artefact I don’t know what is:-

Origin 5 year service award

This is ex-Origin QA Rhea Shelley’s 5 year service award which he presumably got in January 2000. The base is made from a similar material as his 200K UO subscribers award so I expect it’s the same manufacturer. This is a whole lot better looking at least in my eyes and with a nifty Origin logo stamped on the base. I had this in my hand luggage last year when I was coming back from Austin and airport security did not initially take to me carrying all that glass. I had to dig it out of my luggage and was expecting the worst but the guard just remarked on how cool it was and she let me through no more questions asked. That would probably only ever happen in Austin.

I do think that it perhaps says something about the games industry that there even was a 5 year service award as it doesn’t seem like a whole lot of time coming from my line of work.

As long term readers will know, most of the more unusual Origin artefacts on this site came courtesy of Rhea Shelley who had quite the hoard to say the least. There was one item of his that probably led to me getting quite as much of that collection as I did since it would have cost a small fortune to ship either on its own or with other goodies. That particular item was this:-

A 5 foot Origin logo

Yes, it’s a 5 foot long sign/poster with the Origin logo. I had to own this from the moment I saw it as I figured if anyone in the world should have a giant Origin sign in their home it’s me. This is currently adorning one of the walls in games room #1. I’m no idea of its original use but I would assume it has to be either from a trade show or possibly could have been used in a games store. It’s got a stiff foam backing so it isn’t the most transportable of collectibles.

I’ll dig out another relic for a second post today which is appropriate since it goes back to one of the games I played on day 1 on the blog.

Ultima 4 (Sega Master System) – Part 3

I’ve had a good play around on the BBC in the last day or two running into loads of games I’ve not seen since I was in junior school. As fun and nostalgic as that was I prefer to tackle one game at a time and I couldn’t stay away from Ultima 4 for long. First I finished off raising my Avatar in every virtue and gathered some of the items I was missing while I was at it.

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I then decided to attempt Hythloth so I could take advantage of the stones in there to raise my Avatars stats a little. This is where I finally reach the major departure from other versions of Ultima 4 in that all the dungeons are presented in overhead 2D using the same tiles as the rest of the game. Roughly speaking each tile of the 3D map is represented by a 2×2 block here although there is some interpretation. The SMS is clearly capable of 3D dungeons so I’m sure this was done for storage reasons. Dungeon and monster graphics would no doubt have eaten into cartridge space and if other aspects would need to have been cut it was definitely the right call.

The basic layout of every dungeon level is exactly the same as the original and it also contains each and every room within these so nothing is missing as such. It removes the maze aspect when you can see so much of the map in one go though. I do still have to contend with the same occlusion as on the overworld but some of these maps only make sense in 3D. For example one level is simply crisscrossing corridors with one ladder up and one down at different intersections. With the map wrapping at the edges fining the way out took a bit of effort in 3D. Here I can see where I need to go from the start and there is never going to be a problem avoiding monsters with all those intersections to hide in. This isn’t how you would design a level if you knew this was how it was going to be played and is perhaps a case of the port being too faithful.

This does make this section of the game easier in one sense but for most levels I’m surprised just how well the transition has worked. The 3D dungeons were always a peculiarity of the early Ultima series in that they came across as a game within a game, which is of course exactly what they were back in Ultima 1. This was especially the case with Ultima 4 introducing the tile-based rooms within the dungeons which arguably provided the main challenge in this part of the game but left the player constantly swapping between viewpoints. On the whole I’m all for the variety this offered but the 2D dungeons here are almost as much fun as their counterparts and do feel more cohesive within the context of the rest of the game.

The reduction in difficulty is more than negated by the fact that I’m unable to save in the dungeons. There also appear to be unavoidable monsters strategically placed around some levels which make life trickier still. Without the mystic armour I wasn’t really entirely ready for Hythloth despite leaving it so late into the game and ended up casting Exit from level 3 in a hasty retreat.

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I headed off to retrieve the white stone using the balloon after this. One oddity here is that because of the control scheme it’s impossible to land on the appropriate tile and then search for the stone. The button that brings up the menu with the search command is also the same one that puts me in the balloon and launches it meaning that I have to search while airborn swooping up the stone as we fly past.

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By this point I’ve reached level 8 and can grab the mystic weapons and armour (or robes in this version). Money is not plentiful in this game and most of my party had been going around with no protection whatsoever prior to this and armed with no more than slings.

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The next stop was Destard. Having the mystic robes certainly helps here and for the most part my largely inexperienced party is able to cope well. The exception is when I run into enemies that can cast sleep which are the bane of any band of would be heroes in Ultima 4. I manage to locate the altar with the red stone although I’m not sure the altar tile graphic would convey what it was if I didn’t already know.

When playing U4 I would usually flit between dungeons via the altar rooms at this point picking up all the stones as quickly as possible. I attempted that here but started to get nervous with not being able to save the game and my party struggling with some encounters. I’d hate to lose an hour or more of gameplay so after raising the stats of the front line of my party via some orbs I beat a retreat back to Lord British to heal up.

I’ve amassed some gold throughout this last dungeon raid so the plan now is to blow the lot on reagents and go back in far better armed this time around. I think some liberal use of up and down spells is called for to speed things along a bit. I’ve still some way to go but part 4 should see me to the end of the game. Before that tomorrow marks the 5 year anniversary for this blog so I really should do something to mark the occasion. I’ve no idea what that will be yet but you can expect a post or two when I figure it out.