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There is certainly no shortage of opposition and I’m soon raising a little capital.
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Since I’m playing this on an emulator, I’ll be sticking to savestates.Īt this point, I start to slog my way through as many monsters as possible to raise some money and level my party up. Saving is done at pubs in the towns without any cost. 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. 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 best weapons on offer are blowpipes which are a new one for me in an Ultima. I head for town and stock up on equipment for my fighters.
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This is the opposite of most RPG’s I’ve ever played. Magic points are quickly regained and it’s the front line fighters that I’m struggling with in the early encounters.
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They both have free spells which will take out entire parties of early level monsters (depending on monster type). 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. With such a large target, this makes it tricky to avoid combat with the numerous bands of creatures roaming around the land. Rather than having one character represent the party, the members trail along behind each other like a snake. 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. The tiles use some very bright colours but it looks a lot better than CGA graphics ever did.
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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. I’ve heard that some of the character classes are close to useless if you make the wrong choice at this point. Not knowing any differently I create a Fighter/Thief/Mage/Cleric party which worked well enough in the PC versions of the game. 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.Ĭharacter creation is a similar affair to what I’m used to. Personally, I preferred the original tracks but the new music is quite good if lacking the medieval Ultima approach. 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. 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. 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. 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.
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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.
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#Ultima iii manual manual#
The manual is fairly substantial but is nothing like as much fun as the original PC version with its two separate spell books. I’ve got two versions both featuring very un-Ultimaesque covers, the Japanese one especially with its manga characters on the front. 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. I’m informed however that this isn’t necessarily the case and the credits are solely Japanese names.
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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. 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.
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