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Posts Tagged ‘Ultima 4’

6
Dec

Ultima IV Reborn (!!) updated

   Posted by: wtf_dragon    in Site News

Every so often, something comes along to surprise me.

Case in point: out of nowhere, some six years after its initial release, Glastenel Dragon has released an update for Ultima IV Reborn, one of the two -based remakes of .

Based on player feedback, Glastenel has evidently gone and corrected a number of bugs and errors in the remake. So if you still have that old copy of laying around, good reader, this one might be worth checking out.

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21
Nov

Play Ultima IV Online!

   Posted by: wtf_dragon    in Site News

Ergonpandilus Dragon also alerted me to the existence of an online, Flash-based playable rendition of the version of .

You can check it out via its entry here at Aiera, or at Master System 8.

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21
Nov

Ultima 4 Flash Game

   Posted by: wtf_dragon    in U4 Remakes, Ultima 4


Website: Master System 8

This is a flash-based, online-playable version of the version of , which Ergonpandilus Dragon (who informed me of its existence) asserts is “the best version of U4 to play.”

I was never a console gamer myself, but if you were and if you enjoyed/treasured this version of Ultima 4, then by all means do check it out. The controls seem fairly simple, and the game itself seems fairly responsive.

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3
Sep

Ultima IV Part 2: “Dude, Where’s My Avatar?”

   Posted by: wtf_dragon    in Joke Remakes


Produced by: Chris Hopkins
Website: Ultima IV Part 2 – an Ultima parody
Releases:
* Ultima IV Part 2 (13.2 MiB, 53 hits)

A “continuation” to , this is Chris Hopkins’ take on an spoof. As there is some plot to the game, it proposes to answer several key questions that arose in the interim period of Britannian history between Ultima 4 and , such as why the various dungeons were sealed, why Lake Generosity dried up, how Blackthorn was able to take over, why the Shadowlords were drawn to , and exactly how the was raised out of the .

Along the way, it pokes fun at a number of Ultima conventions and bits of Ultima history, such as the true fates of Mondain, Minax, and Exodus, the sudden cessation of space travel, the origin of the Guardian, the connection between ’s Castle and , and a bunch of other stuff.

Be thou forewarned: to play this game requires version 3.2 of Hopkins’ Adventure Creation Kit. DOSBox may also be of use.

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8
Jul

Request from a reader! (Updated!)

   Posted by: wtf_dragon    in Site News

I got this email about a week ago, and have been lax in posting it to the site here for community input.

Do you know where I might find technical information about how the tile shape data is stored/encoded on disks? The graphics for the tiles for the version of are mono-coloured. i.e. a single coloured. Therefore, I suspect the characters do not follow the same encoding format as was is used for the version in shapes.ega.

I recently discovered that the map data is actually stored as 256 chunks of 16×16 data. (the DOS version uses 64 chunks of 32×32 data)

To be honest, I haven’t the first clue about how to answer this question. The C64 predates my first foray into computing by a few years, and I’ve no “hands on” experience with that system, nor with the Ultima 4 version released for it. I had perhaps thought that Nodling Dragon would be a good resource to ask, and have suggested that the reader try and contact him…but any input from the community at large would be much appreciated!

Update: I love this community. Thanks everyone for helping George out! (see the comments)

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4
Jun

Ultima 4 downloads work again

   Posted by: wtf_dragon    in Site News

I’ve been a busy little beaver, and have manged to get the downloads working again in addition to the downloads that were repaired earlier this week.

Go me.

Anyhow, good reader: check thou them out!

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1
May

A new Richard Garriott interview

   Posted by: wtf_dragon    in Site News

Ergonpandilus Dragon alerted me to the existence of this one, conducted by the folks at CrispyGamer! The topic of discussion seems to be , for the most part:

Crispy Gamer: Ultima VII is one of my favorites in the series because it’s so immersive, interactive and easy on the eyes, but it is also very dark. To me it felt like you were tearing down what you created in the first six games. Would that be a fair statement?

Garriott: Ah, yes. Here’s how I would frame it. The first three Ultimas were really when I was, frankly, learning how to create a game. Ultima I was written in basic, Ultima II was the first assembly language program I ever wrote, and Ultima III was really the first time I felt that I had succeeded at creating a game, despite its level of sophistication. Ultima VI, V and VI were created at a time when I was learning the process of being a storyteller. They introduced things like the Virtues, etc. I began to pay much more attention to the craft of storytelling.

Frankly, Ultima I, II and III weren’t related to each other at all, in the sense that their stories weren’t connected. Ultima IV, V and VI were only related to each other in that I kind of realized that the series was going to go on for awhile, so I tried to pick up where I left off with each game.

Ultima VII (for me, the most important moment for the series since Ultima IV) was the first time I really sat down and said, “OK, what am I really trying to accomplish with this game?” I was trying to do things like set up stories and characters that would survive for more than one product. I had seen how people were reading into the philosophy I had put together with Ultima IV, V and VI, and so I was trying to — what you describe as “tearing down” — open it up, and say there are lots of other forms of thought that are either just as good or positive, or that might also seem good or positive but are actually quite dark. So I was trying to drive what I call alternatives.

Ultima IV, Ultima VII and are my favorites. And for me, the reason why VII that was true for was because it was a game where I most completely realized the virtual world I was trying to create. In other words, the depth of interaction and responsiveness of the world it played in.

As the bloggers say, read the whole thing!

And while you’re there, don’t forget to check out another interesting Ultima-themed feature currently underway at CrispyGamer: The Black Gate Murders — an “alternative” play-through of Ultima 7 in which the object is to a) kill everyone apart from respawning characters, and to b) pass the game. At the very least, this implies a rather careful methodology in regard to the order in which NPCs are dispatched, and I for one would be curious as to whether the blogger can pull it off.

He’s already done Trinsic, the Road to Paws, and Paws proper…

Powered by ScribeFire.

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16
Sep

EUO

   Posted by: Withstand the Fury Dragon    in Inspired Works, Online Remakes, Spin-offs

euo.png

Produced by: Max Breedon
Website: EUO
Releases:
* [drain file 77 url EUO Installer] ([drain file 77 size])
* [drain file 76 url Patcher Update (use only if needed)] ([drain file 76 size])
* [drain file 16 url Launcher (Client Configurator)] ([drain file 16 size])
* [drain file 75 url Map Editor] ([drain file 75 size])
* [drain file 103 url 3D Client] ([drain file 103 size])

Borrowing a fair bit from other RPGs, is intended to be a real-time, single/multi-player, persistent-world …one that looks and plays much like or . The project site proudly proclaims that those looking for mouse support and -style graphics should seek their fix elsewhere.

EUO uses a -like skill system, without player classes. Combat is based on dice rolling like in (and with more Ultima Online influences, apparently). Although the original EUO did feature a U4-like tileset, the current iteration is completely original (although most monsters and traps will be familiar to Ultima 5 fans). Spells can be cast using either the Ultima 5 runes, or through a simpler list for the less-than--proficient.

Also, the game now incorporates the scripting language, meaning that the player can influence the dungeons to a greater degree through certain key actions. Leveling is done at shrines, with stats being upgraded along the same lines as happened in .

The game features over 100 NPCs and over 50 quests, with more being added all the time. And now, a 3D client is even available!

 

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