Ultima 5 (NES) – Part 2

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The blurry image above can only mean I’ve decided to play Ultima V on the original hardware so it’s more phone-cam screenshots for this playthrough I’m afraid. I did try using an emulator with the aim of running the game a little faster than intended but this resulted in it becoming uncontrollable so I figure I may as well have the real thing.

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Ultima V starts well enough with a series of virtue questions + a cutdown version of the Ultima V introduction. These are a definite step up from the other two games in the NES Ultima trilogy which were more cut down at the start even than this. Given the size of Ultima 5 it’s surprising to see the cartridge space being used for this actually.

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The graphics and gameplay have been given a radical overhaul into an Ultima 6-like single scale engine. Attempting this on the NES was ambitious to say the least. Ultima 6 wasn’t as demanding on hardware as Wing Commander back in 1990 when it came out but it was still very much a product of the move from the Apple II to the far more powerful PC platform. Graphically I don’t think this looks all that bad actually on the NES at least on first impressions. It’s not the style I expect from a NES game losing the Japanese RPG aspects. On the downside there is no smooth scrolling when moving around which begs the question if it’s making the best use of the hardware – I’d expect this to almost come for free on the NES but it is clearly struggling to run the game as is.

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Another improvement from Ultima 3 & 4 is the incorporation of a conversation system. This uses keywords keeping track of those I’ve learned from elsewhere and works as well as I’d wish for even including character portraits for the first time in Ultima 5. The conversations are seriously cut down though so it’s not all good but I’d rather have this than one line per person. This first character I run into immediately appears when you walk out of and back into Iolo’s house at the start of the game. There was a hint in the manual to do just this or I wouldn’t have thought to try. It does beg the question of where and why he was hiding and what Iolo has been up to that salty sea dogs come out of the closet the moment they think the coast is clear. My reward for finding him is a sextant which will no doubt be extremely useful.

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I made my way down to Britain to have a look around. It’s a lot more sparsely populated than I’m used to with 4 or 5 house + an enormous but mostly empty castle. I talk to everyone I meet learning the mantra of compassion and getting a few hints about the resistance and the like. What conversation there is, is perfectly acceptable but they have clearly been drastically cut back much like the rest of the game. Unless I missed it, I could only find one level for LB’s castle so there is no treasury raiding to be done in this version unfortunately. On the far side of Britain I see a ladder leading into the ground which it turns out is a dungeon entrance. I talk to the guardian of the dungeon (another change) with the word of power I’ve learned and he lets me down. I only poked my head in for a quick look as I assume I’m not ready for dungeons yet. The 3D dungeons are gone which is something of a shame to be replaced by U6 style overhead maps. I beat up a few slimes in here and ran for the exit to return much later.

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The way I remember U5, the first port of call is completing the shrine quests. I soon find the shrine of compassion with its own stone guardian who lets me by with my recently gained mantra know-how and I get my first quest to the codex. Where I find a boat to get to the Isle Of The Avatar next is anyone’s guess and this is as far as I got for now.

I only spent about 30-40 minutes on this in the end and I’ll go into the combat and controls in the next post. So far it doesn’t look that awful actually – it may well be a sorry excuse for Ultima 5 but it appears to be playable and the new engine has it’s good points. It’s definitely a little slower than I’d like but my main complaint by some distance is the music which is the same 15 second loop over and over and over. The tune isn’t that offensive but it’s hardly good and last night the jaunty little jingle embedded itself into my brain so deeply that I’ve not been able to get rid of it 24 hours later. I’ve been in a bad mood all day and I’m attributing it entirely to this. This game needs a government health warning not to play with the sound on.

What makes this worse is that the music and sound are credited to Martin Galway. How the same guy who did the epic C64 themes for games like Wizball or Times Of Lore can be responsible for this aural equivalent to water torture is anyone’s guess. I can only imagine that he was given an hour to knock something together and next to no space on the cartridge. In the interests of retaining what sanity I have left I’ll be playing with the TV sound switched off from here on anyway. Hopefully any lasting effects will wear off after a day or two and I won’t be left with any permanent scarring.

Ultima 5 (NES) – Part 1

I’ve finally gathered the willpower to start on NES Ultima 5 now that I’ve finished Bioshock Infinite. I was a little disappointed in the end with the new Bioshock. The story was intriguing but not necessarily well told with large amounts of exposition coming in the latter stages in a flood. The gameplay was the main letdown though and as an FPS it was barely above average. In hard mode it could be quite poorly balanced especially in the later boss battles where I ended up relying on cheap tricks/poor ai. To be fair a big hitch was that my graphics card proved to be not quite up to the job which will have influenced my opinion and it hurt combat mechanics with aiming being harder than I would have liked. I’m going to have to upgrade before the Star Citizen alpha and I think I may treat myself to a GTX 670 in the next month. When that arrives I will go back and give this another go, possibly in 1999 mode and I expect I’ll like it more. There still isn’t enough new here though and the original Bioshock made far more impact on me. Out of the last two games I’ve played I can honestly say I enjoyed Death Gate more than Bioshock Infinite – not an opinion you are likely to see on any other website.

Onwards and downwards to Ultima 5 anyway. This was released in 1993 and unlike previous entries in the series on the NES must have been developed within Origin judging by the credits list. It’s main claim to fame is often being described as the worst RPG on the NES and generally being regarded as legendarily bad. Hopefully this isn’t entirely deserved but I’ve not got high hopes now that I’m about to start on it. Today I’ll just be doing what may prove to be the most fun part, having a quick look at the packaging and manual.

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There is no cloth map here but there is a large paper map with a mostly familiar looking Britannia depicted on it. It’s been squashed together in a square but it’s recognisable which is good enough for me.

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The back of the map has most of the dungeon maps. This certainly takes one element out of the game if these are revealed right from the start but I expect I’ll be grateful for anything to speed me through the game. Despise is missing from the map and placed in the manual instead. Also missing are 4 floors out of every dungeon due to the limitations of the NES.

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The manual is fairly hefty at 64 pages but nowhere near as much fun as the original documentation. It makes up for lack of character and atmosphere to a degree with plenty of colour and drawings at least. It’s already on replacementdocs.com so I’ve not scanned this one in. The USA manual for Ultima 4 served as a hintbook to the game to help out us simple Westerners and this follows in the same vein with most of the book being tips for each town and strategies for beating the game. The phrase hint book on the front is still slightly misleading as it also contains regular sections on game controls and a bestiary. The story is presently woefully briefly and does a terrible job of representing the heritage of the series up to the point with most of the space being used for the hints. I’m sure I’ll find it all useful and intend to take full use of any help I can get but the out of character presentation does nothing to draw me into Britannia.

I suppose I can’t put playing this off any longer so I’ll get an hour in now and see if it deserves the reputation it has.

Bioforge Plus Footage

Descent Freespace has been keeping me busy most of this week and I just finished it last night. I did enjoy the game but have to say I was expecting a bit more. It never quite managed to suck me into the world with either the story or gameplay and came across as a Wing Commander/X-Wing hybrid that didn’t capture the magic of either. I don’t want to be too harsh, there were plenty of good aspects and I went into it with extremely high expectations which never helps. I certainly liked it enough to move onto Freespace 2 which I’ve heard is the best by a distance. Like many other gamers I’ll be playing the new Bioshock next though which may keep me busy for some time.

In the meanwhile I thought I’d share some videos I found on Youtube the other day. These are old news having been up there for 5 years but were new to me. They were uploaded by former Origin QA Jeff Morris who has put loads of videos of Origin cinematics onto his channel. What caught my eye in particular were two videos with footage from the unreleased Bioforge Plus.

I know precious little about this game. A full sequel was originally planned but this was dropped in favour of the speedier option of tacking an extra adventure onto the end to conclude the story. The team responsible were given just 9 weeks to create this which sounds ridiculously little but they did manage to get to beta in 10 weeks only for the project to ultimately be cancelled. The first video shows the entire intro for the game with Lex landing on an abandoned spaceship. In the promotional material on some of the old electronic Origin catalogues it mentions that the ship was called the Black Raven and was sent by the Ministry of Security to spy on the Mondites. I could only speculate on the rest of the plot and would love to know more if the information is out there somewhere:-

This second video shows footage from a gauntlet mode possibly inspired by a similar mode in Wing Commander Armada. I presume it would have been an endless series of opponents for Lex to battle against – not sure how convinced I am about this being something I would have spent much time with but I imagine it would have been an easy extra to implement:-

A happy 20th to Serpent Isle

Thanks to the Ultima Codex, I just found out that today is the 20th anniversary of the release of Ultima 7 Part 2 – Serpent Isle. The later games do have their good points but for me this was the last of the classic Ultimas. If you’ve somehow managed to avoid playing it so far then head over to GOG to spend a ludicrously reasonable $6 to pick it up as part of the complete Ultima 7.

This seemed like the perfect excuse to see if I had any cool Serpent Isle stuff I could dig up. Don’t get your hopes up too high here as there wasn’t much. I do have all these disk labels:-

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If I ever want to reproduce a Serpent Isle floppy I’m in luck as long as its number 8, 9 or 10. The other stickers are the specs that went on the bottom of the box. More interesting was this:-

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This is a full page magazine ad + positive separates dated 22nd October 1992 putting it just over 5 months before the release of the game. That’s the lot I’m afraid – the coolest bit of Serpent Isle memorabilia I’ve got is a proof of the Serpent cover art which I already shared here.

Death Gate – Part 4

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The world of stone turned out to be the most interesting so far by virtue of the more serious tone. The story slowly unfolds throughout and to start with the only people I encounter add dead servants raised through the arts of necromancy. These are easily manipulated as they are only a shadow of their former selves so not very intelligent. I especially like the puzzle where I have to get by a giant snake by commanding a particularly dumb but large zombie to grab it. Unfortunately he’s too dumb not to let go without constant instruction so I have to steal a children’s book off a zombie nanny, persuade her to follow me by telling her I know where her book is, then handing her the book back open at the appropriate page for her to read out a nursery rhyme all about snake grabbing. She reads this over and over giving me all the time I need to sneak by.

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I eventually learn that all the cities former inhabitants left to seek help from the ruler of this realm (the Dynast) when the water started drying up. I sail off to find him but when I arrive he poisons me for my troubles and throws me in a cell to die. I’m not alone as yet another prince is in here in exactly the same predicament. He is the ruler of the city I just came for but didn’t get the response he’d hoped when he came for help. The Dynast plans to get all the information he needs from both of us by raising our corpses from the dead as his servants.

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This leads to another quirky little puzzle. I’ve learned a possession spell by this point and use it to transfer my soul into the body of the Dynast’s hunting hound who is hanging around the cells. I know the antidote we need is in a clear bottle but the dog only has black and white vision. Paying close attention reveals that the coloured lines on the tablecloth behind all the bottles are obscured behind all but one meaning that must be the clear one.

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Once cured, I escape with my new Sartan buddy to where all his people are hiding out. Behind an illusory wall I discover the remains of the realms first Dynast who I discover obliterated himself so he couldn’t be brought back from the dead. In an impressively evil scheme of his, it turns out that the staff carried by all Dynasts was created by damaging the Colossus of this world. The Colossus was all that provided water and life to its inhabitants and has been leaking magic ever since leading to the sorry state of the realm now. The staff now acts as a conduit for the remaining magic making the Dynast unchallengeable. If that wasn’t enough he also instituted the realms fondness for Necromancy at the time despite knowing that every time it was used someone else would randomly die before their time. This random death knew no barriers across the worlds hence the dead Sartans I found some time back.

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Suffice to say, I repair the Colossus killing the Dynast in the process and leave the realm in civil war behind me as I head to the fourth and final realm of water.

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This realm is where the Sartans were to live in the original scheme. I find a city when I arrive protected by a ward rune which I promptly corrupt. At this point, the ultimate villain of the game makes their entrance – a particularly nasty dragon called Sang-Drax. He has me paralysed with his aura of fear so I have to transfer my soul into the dog which is now following me around and make a run for it while the dragon toasts my old body to a crisp.

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I’m not in dog form for long. I run into the now open city where the Sartan cast a spell to return me to my old shape at the expense of the dog whose body I took. Sang-Drax puts in another appearance at this point. Aside from having to power to cripple mortals with fear he can also assume any shape he wishes. He takes the final world seal, changes into my shape and promptly takes my ship so that he and Xar can go and reform the world killing most of the remaining inhabitants in the process.

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Luckily the Sartans have another ship they can lend me so I can go and save the universe. They don’t offer to come along and lend a hand of course and I have to head back to the last place I should want to go – the Labyrinth. The vortex where the reunification will take place is located right at it’s very centre. The Labyrinth isn’t exactly hospitable with tigermen and man-eating plants to contend with.

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I puzzle my way past all of these saving a village of Patryns in the process, kill off a giant ant monster only to come face to face with Sang-Drax again. At this point I use a rock which I’ve been carrying around most of the time since meeting Zifnab. It summons him and more importantly his dragon so the two can do battle. Sang-Drax escapes badly wounded and Zifnab transports us all to the vortex to continue the chase.

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The vortex provides the climax to the game with some intriguing puzzles on the way to its centre and then a final showdown with Sang-Drax. I manage to convince Xar that I’m the real Haplo and reunification is a bad idea at which point Sang-Drax fireballs him to death. I have to carry out the ritual on my own, the first part of which is placing each of the world seals in the appropriate spire.

Each seal placement unleashes a torrent of that element on the platform I’m stood on. I’m inside a protected area but I can use this to slow down Sang-Drax as he takes different forms against me. The order I have to go here is fairly apparent. What is less apparent is which of the numerous runes I need to select to carry out the final ritual. I should have paid more attention to Xar earlier in the game and I’m reduced to trial and error. I know it’s one of six mentioned in a book I’m carrying and number 4 does the trick.

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In another FMV of dubious quality Sang-Drax is destroyed and the worlds are connected through the Death Gate hopefully helping all the races from here on out, except my own who are still mostly trapped inside the Labyrinth. This may suggest a possible sequel which I’d be playing next if it had ever happened.

It may not come across in my write-up but the story started to come together in this second half of the game. The ending was suitably climactic with the ending stages throwing numerous challenges at me. It did seem a little strange in a graphical adventure how it would go into describing half the events through text instead of showing them. It’s definitely not something that would have happened much in Lucasarts or Sierra games but it does mean that the developers could concentrate on the playable parts of the game instead and this clearly paid off. It’s arguably a little too easy but there is no flab here and it still took many hours to play through with far more puzzles packed into it than most adventure games I’ve played. I’d definitely recommend this one highly – I’ve not enjoyed an adventure game as much since Gray Matter and Death Gate beats it easily in the gameplay department.

What started me playing this was allegedly to see if I could form an opinion on Tracy Hickman’s work after he joined the Shroud Of The Avatar team. I would guess that Death Gate strayed way too far from the source for me to attempt that but there were some interesting moral conflicts in there and enough complexity to the world and it’s characters to suggest that the novels would be well worth a look. I may give them a go some time but right now there are still games to be played. I got my SNES modded yesterday so I ought to play around with that a bit. All this electronic tinkering has been going so well I’ve decided I’m going to attempt to recap and de-buzz my Vectrex next but it will be a week or two before I get my hands on all the parts I need. In the meanwhile, I’m about 15 years overdue to play Descent Freespace.