Bioforge Standup Advert

After a slight delay, my oversized parcel of gaming posters made it here from the States this week. I won’t share the lot now but here is a Bioforge standup advertising display which would have been used in stores back around 1995 when the game originally came out.

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This is made of thick cardboard and about 4 foot tall with a built-in stand at the back. Origin did these standups for several of their games around this time. Keenan Weaver posted his Crusader one among all sorts of other cool Crusader memorabilia a week ago over at Echo Sector.

There is also a photo of the WC4 standup art available from here on wcnews.

That’s all the standups that I’m aware of. If anyone has or can point me at photo’s of any others, I’d love to see them. I have a spare one of these Bioforge standups by the way which is up for grabs at a price if anyone wants it.

Wing Commander 3 PS1 – Part 1

I’ve see that I’ve been linked on wcnews again which is becoming a habit. While this site is busy(ish) with the extra traffic, I’ll take another chance to plug the best piece of Wing Commander history on here (as far as I’m concerned) which is the uncut WC3 bloopers reel. It’s had criminally few views so far, so head over to here if that’s of interest.

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Wing Commander 3 was released on the Playstation in 1996, 2 years after the original. The UK packaging is subpar compared to the PC but it’s a game I’ve been looking forward to trying for some time. WC3 pushed the technical requirements on the PC more than just about any game before it but it was still limited to 256 colour and the movie compression made its roots in the early days of FMV all too clear. It also predated 3D acceleration limiting the effects to some extent although with a decent PC it ran smoothly and looked great anyway. There is plenty of room for technical improvement on the PS1 anyway and my hopes were high that this could be a PC beater.

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When I start the game up, the movies are indeed a huge improvement in quality. They still aren’t perfect but there are way more colours, less artifacts and I’m not so sure the sound isn’t better as well. I can make out all sorts of details that just weren’t there on the PC, with the hitch that this does show up the limitations of the production in the process.

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Hobbes especially looks a lot more impressive in this version. The PC’s movie compression never could cope with all that fur.

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Walking around the ship is exactly as in the PC. The MIDI music is recreated although it doesn’t sound anywhere near as good as a Sound Canvas. It sounds worse still during flight but I can’t say what it would have been like on the real hardware.

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An entirely new touch for the PS1 is news clips that are accessible from the computer terminals in the game. These act as a little reward for the effort of opening up the terminal and saving your game. None of the news has related to anything I’ve been doing in the game, so it’s all superfluous but still a nice bonus.

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As good as the movies look, what I’m here to do is fly some missions. If I’m honest, I’m slightly disappointed with the graphics on starting up. I’m sure the emulator isn’t doing a perfect job here but they are only a marginal improvement on the PC even with the HD resolutions available via an emulator. The best aspect is the full colour FMV in the communications HUD which certainly beats green. Things move reasonably smoothly at least but with the same colour schemes adopted to the PC version, there isn’t much use made of all the extra colours.

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My biggest gripe with all these console Wing Commanders has been the lack of analog control. I thought with the PS1 I was finally going to be able to fly my ship properly but no such luck as it only supports the original PS1 controller with its d-pad. The top shoulder buttons act to speed up or slow down my rate of turn adding some extra control but it’s all a bit fiddly and not a patch on what analog would have been. It looks like it will have to be the 3DO port if I want analog WC3 on a console.

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The other snag with Wing Commander on a console is the myriad of button combinations needed during the game. To be fair, this isn’t done too badly here. The PS1 controller had way more buttons that anything else I’ve used and I’ve soon learned everything I need to play the game. My only real complaint is the effort required to tell my wingmen to break and attack which is slow and awkward considering how often it is needed.

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Other than the controls, the missions play much the same as on the PC. Hobbes is getting more kills than me so it does look like the AI of my wingmen might have been boosted. This is just as well as I don’t find it easy to fly with the d-pad. WC3 required precise aiming compared to WC2 and WC1 and scoring hits on these small and fast craft is tricky. Every new console port has been a struggle at first while I get used to it though and I’m sure I’ll improve with practice. If nothing else, the auto aiming on the Excalibur will help in the later missions.

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Back out of the cockpit again, some of the movie editing is different to the PC. I’m berated by Eisen for not speaking to the crew even though I have and chose one of them as my co-pilot at the first opportunity. Also, the first conversation with Flint has some different takes to those I’m used to. Apart from that it’s all been the same as ever but I’ve only played up to the mission where I go joyriding in the Excalibur.

On first impressions, I love the improved movies but this game isn’t winning me over from the PC version. It’s still early days so if I can get the hang of the combat there is time yet. It’s certainly not a bad alternative to the PC at the very least. It’s a pity it requires both sets of shoulder buttons or I could have put it on my PSP and had a fully portable WC3.

Ultima 2 FM Towns – Part 2

I decided to have a concerted effort to finish off Ultima 2 last night. The first thing I discovered was that my save game wasn’t quite up to date for some reason and I had to go back to raising money again before I could use the quicksword. After 20 minutes more of this, I was ready for the dungeons again. What I hadn’t considered was that since I’m playing a fighter, I’m not allowed to buy spells in this game. This meant that I was going to have to fight through all 16 levels and back again to get the tri-lithium.

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I tried one of the towers first. This had plenty of ladders going up several levels at a time which made rapid progress to the top possible but I was forced to go up and down again on some of the high levels. The monster respawn rate on these higher levels was insane to the point that I’m wondering if it was a bug with the emulator. They would literally be respawning so fast in front of me that I could hardly move around. If I had been trying this with a less powerful character, I’d have died in no time.

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As it was I just about made it to level 16 which was full of chests containing tri-lithium but gremlins had stolen all my food by this point and there was no way I could have made it back out. I tried this tower several times before giving in and going for one of the dungeons instead. This time I couldn’t skip any levels with no ladders bridging more than two floors. There did seem to be slightly fewer monsters though and I just made it back out again. I would definitely recommend having a character with some magical abilities if you ever play this game from my experiences here.

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The dungeons don’t quite play the same as Ultima 1. There are no force fields, no trap doors, I can’t search walls for doors and most significantly the monsters move around. I recognised the majority of the monsters but I’ve included screenshots of those I didn’t recall seeing last time around.

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I’m not short of cash after fighting through 100’s of monsters to get a few precious chunks of tri-lithium. I stock up my character again, steal a plane and head off to borrow a space shuttle from the future USSR.

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I quite fancied exploring the solar system but I was running out of time so I headed straight to planet X. It’s a pity with Ultima 2 that more wasn’t made of all the planets as it should have opened up the scale of the game rather than being an optional (and ultimately pointless) extra. At least when I get to Planet X, it does actually look quite different to Earth with a very blue tint.

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Once here, it’s straight to Father Antos who gives me his blessing.

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Then it’s back to Earth again, to pick up the ring from the old man under a tree.

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On a side note, while travelling around I discover a sign with an Easter egg of sorts as reading it gives some credits for this version of the game.

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I’d been completely ignoring the time of legends so far but I head there to clear out all the monsters before attempting the final assault. Rather than massing around the entrance with the timegates, they are instead congregating in the middle of the map around the castle. New monsters spawn in about as fast as I can kill these off but most of the new ones are far weaker and I whittle the numbers down eventually.

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After a march back to Britain, I pay LB enough times to get my HP up to 8000 and then head back for the final assault.

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The music in the castle doesn’t seem too appropriate as it’s the same jaunty town music I would have got in New San Antonio. It hardly creates the appropriate atmosphere of dread. The castle itself is just like in previous versions except without the unkillable monsters. The force fields look more like lava but the ring has the same effect of keeping me safe walking through them.

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Minax is in her usual hangout in the top right of the level. She takes exactly 100 points of health each move once I get within reach, and vanishes to the other corner of the map when I get a strike in.

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After clearing out the various monsters, this final battle becomes a formality as I walk back and forth across the map. Compared to the dungeons this place is a walk in the park and I really didn’t need all those HP’s. It’s quite an anticlimax really and was tougher on the PC.

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With Minax’s death, the CD music kicks in and I’m treated to a handful of static screens for the winning sequence. Unfortunately, the text reverts to Japanese so I couldn’t read a word of it.

This has certainly been a better looking version of U2 than I’m used to although the novelty has worn off with so many shared resources with Ultima 1. I don’t know if the better graphics are entirely a good thing as it does feel less epic when less is left to the imagination. The changes to the gameplay made it a more challenging game though and it’s good to see a purpose to the dungeons. My only real complaint is the monster respawn rate which was crazy throughout. If this is carried into Ultima 3, it could be nightmarishly difficult.

Despite its quirks this is still the best Ultima 2 I’ve played. If I was recommending a version to anyone who has never played any of the games, I’d point them at this. With Ultima 3, I’m not as convinced that there aren’t better options but I’ll give it a try in the near future. I’ve heard that it has the same music as the rest of the trilogy and I need some time off before I hear that overworld music again. It will be Wing Commander 3 on the Playstation next.

Ultima 2 FM Towns – Part 1

It’s been a strange sort of week where I’ve struggled to find any time to devote to the blog. Not the least of my problems has been that I was interviewing yesterday to hold onto my current job amid the current wave of redundancies where I work. I’ll find out next week whether I’m one of the ones leaving and if so would be out before the end of the month. I’m not so sure I wouldn’t be better off with a move in all honesty although this wouldn’t be the time I’d choose to be job hunting. I’ll deal with that if and when it happens anyway. If it goes quiet on here at the end of next week, you can safely assume that I’m devoting all my spare time to sorting out another job.

In better (and more on topic) news, my second parcel of Origin stuff is finally on its way over from Austin. This contains all the larger items that would have been way too expensive to send via conventional means. I should have been picking it up from the airport Saturday morning, but for some reason it didn’t get loaded on the connecting flight and is currently stuck in Atlanta. After what must be 5 months setting this up another couple of days is neither here nor there, although I may have to call in a favour since it’s going to be showing up when I’m working. Not having to go the airport did mean that I could get started on the FM Towns Ultima 2 at last.

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Like it’s predecessor, Ultima 2 has a new intro which is run as a separate executable on the CD. I can’t understand a word of it of course but it appears to show the Avatar being sent back through time to save Britannia via a conjured moongate. I’d be curious to know if there is some attempt here to explain it being set on Earth.

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Luckily the game itself is in English and I can understand what I’m doing. It’s got another nice new start screen but other than appearance this is very much Ultima 2 as I’ve played it before with identical character creation.

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It doesn’t take long to spot some differences on starting the game though. Getting going is seriously hard as the monsters in the world map spawn extremely quickly and there is no holding back with some of the toughest creatures being thrown at me. It took me 6 or 7 attempts to make it to the nearest town with so many monsters that I was actually boxed in by them on occasion and unable to move.

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The death screen was all too familiar during these early stages and unlike Ultima 1 there is no resurrection. The game merely loads from the last save automatically. The graphics on this screen are straight from Ultima 1 and this applies to a lot of the game. As feared, Ultima 2 does have the same overworld music as Ultima 1 and it wasn’t long before I was playing without sound.

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Once I’ve battled my way to a town, I find that the armour and weapons are much cheaper than expected and I can get my character quite well equipped. I can actually afford most of the best items immediately although my stats wouldn’t have let me use many of them. The towns are all close/exact recreations of the originals so I’ve no trouble finding my way around.

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That leaves me with the question of how to go about gathering money to raise my stats. In Ultima 2, the key was sailing round and round the time of legends in a boat shooting everything with a cannon. This means getting a blue tassel by killing enough thieves and waiting for a boat to turn up. Surprisingly, I get a boat really early on in the modern-day world, only to discover that killing things with my cannon doesn’t get me any gold or experience in this version.

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This calls for a change of plan and virtue goes down the drain at this point as I look for a way to grind myself wealthy. I discover that one of the oddities in this game is that the guards aren’t all that tough even to a starting character. This means that I can get a large amount of experience roaming around LB’s castle killing everything and everyone and I even get to raid his vault for some decent weapons and armour. Despite slaughtering the entire population of his castle, LB doesn’t hesitate to raise my hit points with my ill-gotten gold, just before I add him to the heap of bodies.

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Everyone springs back to life if I leave and return to the castle which would make continual slaughters a very safe way to raise money. Only the guards ever fight back with the rest of the population being free experience and gold. Before resorting to this, I decife to try a tower or dungeon and head for the nearest one I can find to have a quick look around. These turn out to be near enough identical to Ultima 1. I spot a couple of new critters among the more familiar “faces” but I don’t hang around for long as it’s outright dangerous in there to my undeveloped Avatar wannabee. My HP aren’t increased on leaving the dungeons either and they clearly aren’t somewhere I want to be at this stage.

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I return to my town raiding ways and after getting a good supply of HP and food continually raid New San Antonio clearing out the customs guards over and over. There are no invulnerable guards in this version and the fight is so easy I can often come out of it with more HP than I went in.

The clerk at the Hotel California behaves a little differently. I can offer him any amount of gold I like but from a few experiments he appeared to raise a stat by 1 if I offered him 101 gold or more. When I paid 500, I still only got a 1 point rise so I gave in on that and just went one point at a time. From what I saw, which stat is raised is truly random and not done on the number of moves like it was on the PC.

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After about an hour of mowing down the residents of Port Bonafice over and over, I’d finally got my character to a stage where I can equip the quicksword and wear the best armour. I figure that this has to be good enough for now and I’ll attempt to beat the game from this position if I can.

I can’t say this has been as much fun as Ultima 1, as it’s really just been a case of mindless repetition for 90% of the time I’ve been playing it so far. There was plenty of that in Ultima 1 but it was still more varied than this. Things should start to pick up now and I’m interested to see what the planets are going to look like when I get there. Before I can think about going to space, I’ll need some lithium to power my spaceship.

I’m sure this was called trilithium in true Star Trek style on the PC. Whatever it’s called, I haven’t got so much as a scrap of it through playing the game so far. I did get a hint that there is lots of it on the 16th level so it looks like I’ll have to properly explore the dungeons next.

Ultima 4 Amiga Press release

I’ve had no time at all this week and have not so much as looked at playing FM Towns Ultima 2 yet. Instead here are scans of 2 prints for an Ultima 4 Amiga press release:-

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These mid to late 80’s press releases were all two-sided with a short article on the front and a fact sheet on the back. I’m guessing slightly that these two belong together as they are test prints on separate pages but they were next to each other in the folder and the Amiga requirements are on the fact sheet so it’s more than likely.

A few things of note are that the first page would probably have been printed on Origin headed paper for the actual press release which is why there is the large space at the top. The Ultima IV logo on the fact sheet has been stuck on after the sheet was printed. I also thought it was curious that it describes Britannia as being “torn with strife and suffering” which isn’t how I would think of the world in Ultima 4. It clearly wasn’t perfect but it would probably have been one of the better times to live in Britannia looking back on all the other Ultimas.