Ultima 3 NES – Part 2

It turned out I was being pessimistic about it taking 60 minutes to max out my parties gold and it was more like 30. As soon as that is done, I immediately took the nearest boat I could find and sailed it straight into the whirlpool.

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This has the desired effect of taking me to Ultima 3’s other continent, Ambrosia. I was a little concerned that my slightly pathetic party could find things difficult down here but there are hardly any monsters at all and none of them are random from what I could see. It’s far, far safer than life on the surface ever was. I set off to find the four temples to spend my cash raising stats. Some of the temples are easier to find than others with this place being something of a maze but perseverance pays off and I soon find the strength temple.

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The temple isn’t quite what I expected. I can walk inside it and have to talk to a priest to donate my gold. It occurs to me at this point that I’ve no way of searching to get the cards since I don’t have a search command. Much, much later on, I find out that I can use the Pray command (which I also didn’t have) to achieve the same result.

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A single trip is enough to max out all the important stats for each character. I did come back a second time later to finish up but I could probably have finished the game as was.

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Rather than going straight back to gold farming, I decide to try and gather all the marks next. I think I counted 7 dungeons in the game, although I didn’t need to search all of them I’m glad to say. It’s always a safe bet that anything you need will be on level 8 so I magic myself straight down in each dungeon and search everywhere. In the process, I find the missing silver pick which I need to get the mystic weapons. My beefed up characters are much better able to cope with any monsters I encounter and some of the new mage and cleric offensive spells are particularly effective if a little expensive. My Cleric also gained a spell to exit straight from any dungeon which is highly useful.

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With all the marks gathered, I foolishly level up my characters making life twice as hard when exploring Sosaria as the monsters level up with me. I then head off to explore all those bits of the towns I couldn’t get to as well as the towns I’ve not been to yet. I find plenty of people hidden away in lava fields and other nasty areas but I can’t say I learn anything I didn’t already know. The exception here is a priest in Yew who gives me the Pray command which I already know to use in the circle of light to the South, thus giving me the Silver Horn.

With every town explored, I’m almost ready for the end game but I still haven’t been to see the Time Lord. I know the order of the cards from the PC game, but it could be different here and I may as well do things properly.

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The name of the dungeon has changed but he is still at the bottom of the only dungeon which can’t be reached by any means except moongates. These moongates aren’t of the oblong variety and I’d seen them several times before I realised what they were. Finding the Time Lord is comparatively easy and simply a case of magicing down to the bottom level as ever. The difficult part is getting out again. On the surface map, the dungeon is placed one square away from the moongate leaving no room to wait and hence pass time to make the moongate appear. I have to resort to talking to myself to pass time until the moongate pops up.

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I head back to Ambrosia to gather the cards, and then it’s time to take on Exodus. My characters aren’t exactly at the maximum levels but I deem them tough enough to get to the end. This was just about true but I did have to find a lot of corners to hide in and recuperate. All the monsters here are of the large 4-tile variety and attack in pairs. My cleric and wizard could take one out each time with a single spell but needed time to regain lost mana. This was definitely the most effective tactic I came up with. My fighters could bash the monsters to death also, but we took a lot of damage in the process.

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After some wrong turns and restarts I eventually pick out the correct route to Exodus. I initially think it’s another dead-end when I see the river, Exodus is barely even visible and I wouldn’t have guessed that it was a computer if I didn’t already know. The giveaway is the attacking floor tiles, which are a nuisance but die in one hit. I have to pray to insert the cards which I only discover out of desperation but I expect there was a clue somewhere in the game.

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Exodus is defeated and transforms into an Ankh which we grab. Rather than ending here as I expect, I now have to run through a collapsing castle to escape before it is destroyed.

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There are some fallen rocks blocking part of the route back, but thankfully all the monsters are now gone and I have a much easier time getting out than in. The game then ends and goes into the credits without so much as a congratulations. The credits are quite definitely full of Japanese people confirming that this game wasn’t done in-house by Origin despite rumours to the contrary. The fact that it was published a year or two earlier in Japan is also something of a giveaway to this.

As for the game itself, I didn’t tire of it and the grinding was fairly quick in the scheme of things. Had I been more prepared to take my time and explore every level of every dungeon, I’m sure I’d have amassed a lot of the gold I needed that way. I discovered huge stashes in some of the towns but I would have needed to fight a lot of guards on my way out if I’d used these.

If you were only going to play one version of Ultima 3, this shouldn’t be it when we have patches for the PC version or the Lairware version (which I should attempt to play at some point). If you’ve already finished one of those and fancy trying it again, you could do a lot worse. Ultima 3 on the NES is original enough to be it’s own game without trampling over the legacy of the original. I’m curious to see how Ultima 4 holds up now. The maps were slightly shrunken in this as it was and Ultima 4 was much larger and more complex.

Ultima 3 NES – Part 1

Ultima 3 was released on the NES either in 1987, 88 or 89, depending on whether I believe Mobygames, the back of the box, or the Ultima wiki. According to the wiki, it was written in-house at Origin but couldn’t be published by them directly due to Nintendo’s stringent licensing arrangements and this led to it being published indirectly via FCI. I’m informed however that this isn’t necessarily the case and the credits are solely Japanese names. There aren’t any credits at the start of the game or in the manual so I’ll have to finish it to find out for myself it would seem.

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I’ve got two versions both featuring very un-Ultimaesque covers, the Japanese one especially with its manga characters on the front. The manual is fairly substantial but is nothing like as much fun as the original PC version with its two separate spell books. It only has one short page on the history of the series and hardly sets the scene considering that it was the first console Ultima.

While I’ve been curious about these console Ultima games for a long time, I’ve never had more than a glancing look at any of them so playing this will be a first for me. It has to be said that I’m not much of a fan of the NES as a platform or JRPG’s for that matter. This doesn’t make me optimistic going into this but I didn’t expect much from the SNES Wing Commanders either and they didn’t turn out to be bad at all so I’ll attempt to keep an open mind.

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The first thing to note is that all the original music has been replaced by tunes that wouldn’t sound that out of place in a Final Fantasy. Personally, I preferred the original tracks but the new music is quite good if lacking the medieval Ultima approach. The new themes are repetitive but no more so than the originals, and they haven’t begun to grate yet although I have been playing a large portion of this while listening to podcasts.

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Character creation is a similar affair to what I’m used to. Not knowing any differently I create a Fighter/Thief/Mage/Cleric party which worked well enough in the PC versions of the game. I’ve heard that some of the character classes are close to useless if you make the wrong choice at this point.

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On starting the game, it looks very different to the PC and I can’t help but think of Final Fantasy again. The tiles use some very bright colours but it looks a lot better than CGA graphics ever did. It’s perhaps not quite up to Final Fantasy standards but one thing this has which it didn’t is the field of view also introduced in the Apple II original.

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Rather than having one character represent the party, the members trail along behind each other like a snake. With such a large target, this makes it tricky to avoid combat with the numerous bands of creatures roaming around the land. On entering combat, I start to notice my first major gameplay difference in that the cleric and mage are by far the most powerful characters at this stage in the game. They both have free spells which will take out entire parties of early level monsters (depending on monster type). Magic points are quickly regained and it’s the front line fighters that I’m struggling with in the early encounters. This is the opposite of most RPG’s I’ve ever played.

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I head for town and stock up on equipment for my fighters. The best weapons on offer are blowpipes which are a new one for me in an Ultima. Range weapons have to be the way to go, so after selling all my armour I get one for my fighter + a sling for my Thief. The town itself has a passing resemblance to what I remember but there appear to be fewer people and none of them say the same things. Saving is done at pubs in the towns without any cost. Since I’m playing this on an emulator, I’ll be sticking to savestates.

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At this point, I start to slog my way through as many monsters as possible to raise some money and level my party up. There is certainly no shortage of opposition and I’m soon raising a little capital. LB is in the usual place on his throne and raises levels on request as I gain experience. There is a downside to this in that there is a clear link in this game to the opposition I face and the maximum character level. The tougher monsters that start to appear are immune to the usual cleric/wizard spells and I can’t clear a screen of them without doing it the hard way. I’ve never liked RPG’s with this sort of mechanic. It takes away the reason for levelling up in the first place, and leaves me wondering if I’d be better off if I’d not bothered.

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My characters are starting to get as powerful as they are going to go without the Mark Of Kings so I begin a tour of the towns at this point. There aren’t a huge number of these but they do take a little exploring. I talk to everyone I find but I can’t say that I gain much in the way of useful information, although there are plenty of areas I can’t explore without a large supply of keys or various marks to get through fields. I do obtain a gold pick by looting treasure from one of the shop counters. I know enough about the game that this is used to dig up the mystic armour. I don’t know exactly where this is but it’s a small world map and should be on a little island.

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In the absence of a ship, I carry on playing tourist. I spy a hoard of treasure in one town but it was well guarded so I reluctantly left it behind and decided to try some strategies for grinding out some money. The first of these involves some dungeon delving into the dungeon west of Dawn. By casting spells down to Level 8, I could collect the large quantities of treasure on the bottom level and there were fountains in supply for curing poison and healing up.

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I wouldn’t say that the dungeons are safe but they appear to be sparsely populated from the explorations I’ve done so far. They are different in layout to the ones I remember. My previous strategy on the PC has been to continuously raid the same hoard of 6 treasure chests over and over on the first floor of the Perinian Depths but that dungeon doesn’t even exist here. Forays into Level 8 of this alternative dungeon are fairly profitable netting me about 2000 gold but they carry an element of risk and take a while with me having to wait for MP to regenerate to cast the down and up spells getting there and back. Aside from the risk of being poisoned, it’s possible to catch a cold from all the chests. I have no idea what the consequences of this are but I assume it’s much the same as poisoning.

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The dungeon graphics are certainly improved, but still not great. It’s impossible to see treasure chests (or anything else) 1 square away. There are no graphics for monsters at all because of this and they simply appear out of thin air. This does nothing for the gameplay when exploring, forcing a methodical square by square approach. On the bright side, there are wall textures which are certainly an improvement over the usual flat one colour panels.

This dungeon delving isn’t netting me money as quickly as I’d hoped. None of the chests in this game contain anything except gold. When playing the PC version, the real profit was to be made by selling off the armour. It occurs to me at this point that some of the towns have casinos. This isn’t unheard of in Ultima but they certainly weren’t in U3 before. With excessive use of savestates, I figure it should be possible to gamble myself wealthy and maybe save a bit of time in the process. After all, I’d hate not to have finished this game before my VFX-1 arrives.

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The gambling game of choice turns out to be Rock, Paper, Scissors of all things. Unfortunately the maximum bet is only 100 GP which is doubled with each win. This still turns out to be a reasonable way of raising cash but not all that much quicker than the dungeon delving. I’ll take whatever is fastest though so I may well end up grinding some cash this way. I expect I could max out the parties gold in an hour or so but it’s not going to be the most entertaining hour I’ll ever spend gaming, and I’d probably have to do it at least a couple of times.

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By around this time, I’ve got some party members up to level 5 which means that pirate ships have started to appear on the coast. I hijack one of these and sail to the first 2 square island I come across looking for the mystic armour. I must have been very lucky here as I immediately get the armour I was looking for. This should put me in a much better position for the rest of the game. The armour prices are extortionate and there was no way I was going to actually pay them.

I’ve spent a good few hours playing this now and it doesn’t feel like I’ve got very far. Having said that, I’ve half explored most of the towns so I must have seen a lot of it. The obvious task at this point is to raise enough funds for a couple of trips to Ambrosia. This is going to mean a lot of dull grinding but at least I’ll get to break it up by exploring the hidden continent in the middle.

I wouldn’t say I’m overkeen but I’ve not had a bad time playing this so far. It does seem to be 80% grinding but the original had it’s share of this. I can’t honestly say it has felt much like playing a PC Ultima and it’s practically a different game with the same overall theme and goals. From my point of view, I’d actually count this in it’s favour as it makes playing it now more worthwhile. I’ve been fortunate enough to have an advance preview of the forthcoming graphics patch for Ultima 3 which I’d rather be trying out in all honesty but this is still OK. It’s heavier on the combat than I would have liked and I’m hoping that levelling up my character stats will help me to speed through this to some extent.

It’s quite slow to play in general but I’m sure the PC original was no faster on a 1983 machine. Playing that now, one of the things I like about it is the ability to do things extremely quickly once you know the keys. It’s one of the reasons this and other early Ultima’s are still so playable on the PC in my eyes. Having to go through menus here does slow proceedings but they are well thought out considering the limitations and I’ve not had any trouble with them.

First impressions then are that this is a surprisingly good port. It certainly isn’t Ultima as I know it but it’s still fun in it’s own way. I hope I still feel that way after the forthcoming gold farming.

Bioforge Demo

I managed to locate this demo yesterday on a copy of the May 1995 PC Gamer Cover CD and I’ve added it to the downloads on here. When I was searching around the web for the demo before, I found references to a much smaller 7Mb version so there could be another out there still to be found. This one weighs in at a much heftier 100+ Mb but there is a lot of duplication in the files.

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It includes the full intro sequence before launching into the start of the game exactly as I remember it.

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I escape my cell, beat up Dane with his own arm (this never gets old), steal his fork and use it to prise open the panel. After prising open the door panel, I have to solve a simple puzzle to link a circuit and open the lock.

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That allows me to push open the door and the demo ends. For the size of it, this sure didn’t last long. There is an end movie with a stack of screenshots and a couple of original animations at least.

It’s probably fair to say that this demo wasn’t worth hunting out but at least it completes the set of Origin demos which I’m aware of. If there are any missing, I still want to hear about them. In the meanwhile, I’ve decided that I’m going to attempt to play Ultima 3 on the NES next.

Terra Nova / Flight Unlimited Preview – Edge

This is a combined preview of Terra Nova / Flight Unlimited together with a history of Looking Glass, taken from the March 1995 Edge Magazine. Flight Unlimited isn’t a game that has appeared on this blog as of yet, although it’s more likely to be making an appearance than previously thanks to its VR support. This was about the height of the VR-boom if there was such a thing with Looking Glass being one of the major players. Along these lines, it mentions on the last page that they were working on a $3500 “motion platform”. There is a photo of the prototype which looks like a couple of chairs attached to some beefy hydraulics. I’m assuming this was never released but it must have been quite the experience in Flight Unlimited when combined with a VR headset. At that price it would need to have been.

The other points of interest in the article for me are on the technology behind Terra Nova. I hadn’t realised that it used a combined Voxel/Polygon approach for the landscape but it does explain how they were able to render such a bumpy world on early systems. The joins between the two technologies are not apparent at all when playing the game.

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Terra Nova – 3 Mission Demo

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I got this 3 mission demo off the May 1996 CD Gamer cover disk. It’s described on the start screen as the CD demo and features a 3 mission campaign unique to this demo. It has the full FMV intro from the game before launching into the missions, which doesn’t add a lot but does look good.

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The missions can be played one at a time or as a campaign. They are set before the start of game and the formation of Strike Force Centauri. The first mission reminds me a lot of the one from the previous demo, only it’s shorter and easier. It’s more seeking out pirates and having got up to speed on the game already I breeze through this on the first attempt.

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There is a bit more to the second mission which takes place at night in a lake filled landscape. The goals are much the same but the terrain changes the tactics needed. At the start of the mission, I have to cross a large lake to a pirate dock. I suppose I could have walked around this, or even waded through it, but I jump jet across straight into the battle. I’ve got a “wingman” in support this time around who helps no end with this sort of cavalier tactic. Again it’s an easy enough mission and I finish it first time.

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The real challenge comes with the last mission which is an assault on the pirate base. I get an extra wingman which should help but the difficulty here is that the enemy forces are so bunched together and it is easy to get overrun.

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The base itself is well fortified with turrets and alarms, all of which are hidden behind dug out landscape. The best tactic in this game is always to draw fire and lead the enemy away from their base in small numbers. After 2 failed attempts, I succeed in this to some extend but the rest of my team is wiped out and I’m left clearing out the base on my own.

Aside from a shortage of cheesy FMV scenes, this showed exactly what Terra Nova was about and it’s one of the better demos I’ve looked at in recent weeks. I’ve added it the downloads on here for anyone who wants it.

The problem with playing all these demos is that I just get up to speed on a game and start enjoying it and they end. I’ll take a break from them at this point for another full game. I’ve not decided which yet but I can safely say it’s going to be an RPG.