We've been having a bit of a discussion about Ultima in the Gates of Delirium Live - Post 11 blog comments, and I was curious what everyone's thoughts were on the most authentic, interesting and error-free versions of each of the nine main Ultima games, not counting Akalabeth (though we can throw that in there too). This is both for my own selfish reasons of wanting to play these at some point (and to do it only once for each game) and also because I think this would prove to be an interesting discussion as I know everyone is very opinionated about the series. So, assuming you have access to any version - and any version's optimized hardware setup (for instance, you have an Apple II with two Mockingboards or a C-128), which would you pick, and in what order, say up to the top three systems for each version of the game? I'll start with my own only partially informed opinion.
0 - Akalabeth - World of Doom: PC DOS (version on Ultima Collection CD-ROM), Apple II original, dimjon's J2ME version
My reasoning: Since Akalabeth is such a simple and often frustrating game, it's best to play it in the most painless way possible. While the PC DOS version is not an original version, it does work well in Windows and is probably the easiest version to play. The Apple II version is the second choice because it's the original, but it's not readily available in ROM form and impossible to find an original. The Apple II version is also supposed to be rather slow, which is not appealing in an already dated and frustrating game. dimjon's J2ME version is one I've played on my old Nokia cell phone and seems to be a very faithful recreation, so that's why I put it as the third option. Having played quite a bit of Akalabeth, I really have no interest in ever finishing it, so this is one I'd definitely pass on, though again, if I ever did play it, I'd probably go with the PC DOS version.
1 - Ultima I: The First Age of Darkness: C-64 (1986 remake), Apple IIGS (1994 port), Apple II (1986 remake)
My reasoning: I don't think it would make much sense to run the original Apple II version, since it was written in a combination of BASIC and Assembly code as far as I know, making it a bit slow and buggy. The re-release in 1986 was an official remake entirely in assembly language, which also features slightly improved visuals. The idea of a IIGS-specific port intrigues me, though I'm not sure of its availability and how faithful it is considering it's not official (I'd rather not experience unofficial interpretations, even if they're better). I would be less opposed to playing an enhancement of this game as it probably benefits from it and was already done so by Origin themselves (meaning the unofficial IIGS update is not a foreign concept). If I received some assurances as to its worth, I'd definitely consider moving it to the first slot. I'd also rather avoid PC DOS versions whenever possible, since I know I'll be stuck on that platform for the later releases and I'm not a fan of PC speaker sound.
NOTE: Atari 8-bit was removed in combination with the C-64 in favor of solely the C-64
2 - Ultima II: The Revenge of the Enchantress: C-64, Apple II (1989 update), Apple II (original)
My reasoning: It's my understanding the official Apple II 1989 update - the only updated version of the game released - features bug fixes and a very slight tweak to the graphics and interface. Since the C-64 version already had all of this and more with the addition of extra sound in the first place, that would be the original version to go with.
NOTE: Atari 8-bit was removed in combination with the C-64 in favor of solely the C-64. The Atari 8-bit version was deemed graphically inferior to all versions courtesy of a poor port.
3 - Ultima III: Exodus: Apple II (original with Mockingboard support), Atari ST/Amiga, C-64
My reasoning: The most authentic version would be the Apple II release with Mockingboard, giving you originality and good sound. You get similar sound on the Amiga/Atari ST versions, as well as updated graphics. I'm not sure the latter is really necessary, though, and it may be more enjoyable on an older system. The C-64 version would be a good standby since it's very much like the Apple II release and has similar sound to the Mockingboard version.
4 - Ultima IV: Quest of the Avatar: Apple II (original with Mockingboard support), Atari ST/Amiga
My reasoning: The Apple II is competitive with all other 8-bit versions in terms of graphics and sound (with Mockingboard), so there's no reason not to play the original in this case (it also helps that I have this version complete in the box). Again, the ST/Amiga versions would offer updated visuals if that were important to me. By the way, this is one where the Sega Master System (SMS) version is rather tempting in that it appears to be a very faithful and visually updated representation of the 8-bit computer version, unlike the bastardized NES versions of the series.
5 - Ultima V: Warriors of Destiny: Apple II (original with Mockingboard), C-128, Atari ST/Amiga
My reasoning: Since this is the last version ever made originally for the Apple II and really pushed that system to its limits, this has to be the preferred version. Also, with two Mockingboards, you have up to 12 sound channels/voices, though I don't believe they were all used (still very, very cool). The C-128 has to be the second choice since it's one of the few games to directly support the C-128 in some manner; on the C-64 you get no music, on the C-128 because of the extra memory, you get full music. The Atari ST/Amiga again, because of the enhanced visuals. I suppose the DOS port would be OK too, but definitely as a fourth choice for the hassles associated with DOS alone.
6 - Ultima VI: The False Prophet: DOS, Amiga/ST, C-64
My reasoning: DOS was the development platform, so that's the version that needs to be played. In addition, it supports pseudo-VGA and sound cards (though sound effects are still PC speaker). The Amiga/ST versions from my understanding were just straight ports of the DOS version and have few enhancements, as well as run slower. The C-64 version is supposed to be pathetic, but it's the only 8-bit version released (shockingly, the Apple II market was supposedly not considered viable enough for a new version of the game by 1990), so that has to count for something.
7 - 9 Ultima VII - IX: DOS/Windows
My reasoning: By this point there were no other ports to speak of, so playing the originals is where it's at. I would however play IX with the various fan-made patches to avoid many of the glitches, one of the few times I would really seek such a thing out. I may be wary of some of the content changes, however.
So does anyone have any thoughts about this? Know something more about any of the versions above? I own all the Ultima's on the PC, Ultima I - III (as part of the Trilogy box) on the C-64, and Ultima IV and V on the Apple II, so that could certainly play factors in my decisions as well. However, I obviously have the ability to pretty much recreate any version on any platform that I so choose, especially since I have all of the original materials and maps and what-not, so I wouldn't lose anything in the experience, making me very open to alternatives.
Comments
The Last Known Ongoing Ultima Blog Bites the Dust!
Here: http://ultimatrip.blogspot.com/
And yet another dig at Ultima II... Man, I've got to play that at some point!
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Bill Loguidice, Managing Director | Armchair Arcade, Inc.
This is half-OT and I try to be short ;-)
I call it "half-OT" as lots of early CRPGs were Apple-based ;-)
I can confirm your observation: There doesn't seem to be nearly as much available in electronic form (files or websites) than for other popular systems. Part of the reason could be that the Apple II wasn't as successful (it came much earlier, had higher prices) as the megasellers C64 or NES. On the other hand the Apple II wasn't perceived strictly as a game machine but rather as a universal computer with good graphics talents - at least until the machines with hardware sprites came out.
Actually, I have my knowledge from books (not with the pdf-extension - the ones with real paper ;-)
Though most books about Apple II graphics are also rather disappointing as they only deal with BASIC statements, there are some really excellent ones - for example "Graphically Speaking", based on a magazine column by Mark Pelczarski, author of the Graphics Magician which may ring a bell with you - but they are either hard to come by or rather expensive.
The original Apple reference manuals of the Apple II/IIc/IIe can give you very precise informations about the hardware - but they aren't tutorials and they expect you to be somewhat knowledgable in the Apple II (programming) world.
However, what I did find through the usenet group "comp.sys.apple2" two years ago is here:
http://www.computist-project.net/core/thumbs/core.html
The first issue of this short-lives magazine deals with graphics and has some useful articles as well as example listings. You can download a 20 MB PDF there.
What you don't find in there can be answered by me or in "comp.sys.apple2" - the people there are a terribly helpful bunch with some gurus from back then with a knowledge far far exceeding my humble bits and pieces.
You think too complicated ;-)
Here's the basic stuff about the 6-color standard hi-res mode which works on all Apple II models is the most widely used mode in games (I ignore the lo-res modes with 40x48 pixels and the so-called "double-hi-res" mode which came with the IIc/e and wasn't as widely used):
What the Apple II *doesn't* have:
There are no colors in the text mode (only white text on a black screen), no user-definable character sets, no color registers(!), no separate color memory (like the C64 has), no hardware sprites, no display interrupts and except on the IIe no vertical blank detection mechanism (and by that I don't mean a CPU-cycle friendly "vertical blanking interrupt").
In fact an NTSC-capable Apple doesn't even output colors to the screen! Wait - how can that be? You see, the output are always (white) pixels - but at a certain timing. This results in the display to generate the colors - by artifacting. The Apple II was designed that way by genius Stephen Wozniak (aka The Woz) who exploited all kinds of things to keep the chip count on his motherboard low.
What's there, then?
You can have either 192 or 160 lines of graphics - the latter having four text mode lines at the bottom, as said before, but the memory usage is always the same: 8 KB. Because of this large framebuffer and having to write everything in 6502 assembler (no hardware sprites...) Apple II game programmers were often the best 6502 programmers - they had to write extremely efficient code.
The memory for the bottom four text lines (if enabled) is the same as in the text mode which resides at another fixed location.
In fact you can switch the four lines on or off with a single POKE (or equivalent machine code).
These hi-res modes have two framebuffers starting at fixed addresses ($2000 and $4000) which can be switched by software.
So you can - with careful timing - generate flicker-free animations.
The lines are sadly not linear but that can be a good thing as they don't cross page boundaries (which could cost a 6502 instruction an additional memory cycle).
The lines always consist of 40 linear bytes but the bits in them are reversed and bit 7 is used as a "color bit" that shifts the video timing a half pixel resulting in the video display generating different colors.
I can't get into too much detail here but let's just say: It's one of the most complicated frame buffer designs you'll ever see.
The link above should give you enough material to read and you surely will come to the same conclusion: That many games naturally used two bytes for their tiles (or a multiple of two like the innovative Origin RPG "Moebius" which used four bytes per tile).
The reason for the jumble frame buffer architecture is that Woz used the counters of the DRAM refresh logic to drive the video output logic - at the same time and with a minuscule amount of TTL chips. IMHO this is his masterpiece on the Apple II mainboard (the other being the separate floppy disk controller but that one can't be explained in a forum posting by a mere human ;-)
So, from a (game) programmer's view the choice was pretty easy when he wanted to use either colored text or text and graphics at the same time: He _had_ to use one of these graphics modes.
But how to "print" something on them? Use BASIC commands or ROM routines? Nope - the motto was: "Write your own character generator!" or in other words: Printing text to the graphics screen became a standard exercise and lots of people got good at it and later expanded their character printing into a "tile printing" routine. "Plotting" text characters pixel by pixel to the hi-res screen was something for beginner's articles in low-level magazines - several Apple II specific ones offered machine code listings.
Also because of the way the color generation worked "good" programmers/designers didn't use the built-in character data as the basis for their hi-res printing routines but rather defined their own character sets (good examples: The "Where in the world is Carmen Sandiego"-series from Broderbund or the Sherlock Holmes graphics adventure "Another Bow" from Bantam Software).
The Apple has no such mode but I agree with your position as the TI had a pretty fixed hardware.
Using illegal 6502 opcodes would be another example for this: On the Apple II you can't use them as the majority of the models was produced with a 65C02 that didn't support them but on the C64 you could use them without problems as the CPU wasn't changed (and emulators usually support them).
The 6502 in the Apple - unobstructed by stolen CPU-cycles of a video chip (like the 8-bit Ataris and the C64 have) - has quite a good memory access. And as a 11x11 matrix easily fits in a single 6502 memory page (256 bytes) it can be addressed very quickly.
I remember having re-created the U4 LOS-algorithm more than twenty years ago on my trusty Atari (simply by observing what was happening while playing on my friends C64) but I had no speed problems at all - and I won't dare to call my code optimized.
The Atari was clocked 80% higher than the Apple but the video processor stole quite a large chunk of the memory accesses resulting in a comparable performance compared to all other popular 6502-based machines like the unaccelerated Apple or the C64 .
When in doubt I would make the gameplay a bit slower and NOT leave out sounds or other things that make a game world detailed - thus making each step a bit more "meaningful". At least if you aren't deliberately making an action-oriented game.
In the Apple II version of Ultima IV you can walk one or two steps per second(!). The problem doesn't seem to be the screen refresh/tile rendering but the whole gaming world including NPCs, monsters etc.
I'm in no way accustomed to the TI architecturen (other than knowing that it is quite complicated - at least in the standard 16K configuration with the built-in BASIC that is written in an interpreted language itself) so I dutifully agree ;-)
There - I said I tried to be short!
take care,
Calibrator
Tiles
When you examine the Apple hi-res graphics hardware you'll notice some things that are a given: You have to combine a multiple of two horizontally adjacent bytes (even, uneven byte position) to be able to replicate tiles without color problems. This is because of a clever color bit that Woz introduced to get the high amount of colors you mention in the next paragraph.
So if you want lots of tiles you work with the smallest possible tile width - two bytes. This pretty much defined the height of the tile as well: 14 to 16 lines to get an optically pleasing effect.
Cool! Know any websites that describe EXACTLY how the Apple hi-res mode works? I've looked for a few years for one, but they're strangely absent.
It has 160 lines of hi-res graphics and four text-mode lines, while the pure hi-res graphics mode uses 192 lines.
I stand corrected. :) When I said "hack", I suppose I meant that internally, they were overlaying hi-res graphics on a text-screen, letting you use the standard text mode printing commands rather than having to plot text to screen. (Or, at least, I think that's how it worked. Again, more information on Apple graphic modes in excruciating detail needed!)
I hear it a lot with the TI's "half-bitmap" mode too... it's a perfectly legitimate mode, but because it involves address masking a lot of people consider it "non-standard", and act like a standard emulation can't or shouldn't support it.
Of course: 9 horizontal tile lines less than U2, but this is surely to save CPU cycles as the rendering with the line-of-sight algorithm is much more complicated (Nice disassembly on your site, BTW!).
Thanks. Yeah, doing an 11x11 matrix isn't too expensive, computationally. In fact, the Ultima IV LOS routine is not even optimized. I added several optimizations for special-cases to my TI version in order to speed it up. As is, the TI is about equal in speed, maybe a bit faster, than the Apple at the job. Of course, I'm also doing a slightly larger window, but I found with 15x15 that it could slow way down. I haven't checked, but I'd guess that now that my present version is timed via sound effects, I may be able to simplify the algorithm to run without optimizations and basically see the same performance.
What would be nice on the TI is if I could somehow utilize the full register for the LOS work, so I can do twice the amount of work in the same number of cycles. Take advantage of that 16-bits. :) I can't think of a way to do it, though, since the number of bytes involved in the window are odd...
Adamantyr
Tiles & Tales
Every programmer halfway knowledgable in 6502 and with an understanding of Apple hi-res graphics can write a fast tile graphics routine, even I can give you one with source in Merlin format. It's more or less only a memcopy routine with a lot of special cases exploited.
When you examine the Apple hi-res graphics hardware you'll notice some things that are a given: You have to combine a multiple of two horizontally adjacent bytes (even, uneven byte position) to be able to replicate tiles without color problems. This is because of a clever color bit that Woz introduced to get the high amount of colors you mention in the next paragraph.
So if you want lots of tiles you work with the smallest possible tile width - two bytes. This pretty much defined the height of the tile as well: 14 to 16 lines to get an optically pleasing effect.
In fact most Apple rpgs (especially the ones released *after* Ultima) and strategy games of the time used these tile size.
Several of the strategy game programmers at the time used BASIC or compiled BASIC (or weren't as proficient as young Garriott) so the rendering is much slower. However, thinking a day about the algorithm before implementing it can give you a tenfold speed increase.
The Commodore 64 version had more colors, but they also decided to change the appearance of the game by using a non-black background. Not a terrible thing, but it gives the game a distinctly different appearance.
This is absolutely true - it gives the game a somewhat darker mood. Thank god the conversions of U3 and U4 were more faithful to their originals.
AFAIK all Apple Ultimas used their own DOS (or a modified third-party DOS).
Very possible.
This mode is a standard mode, not a hacked one.
It has 160 lines of hi-res graphics and four text-mode lines, while the pure hi-res graphics mode uses 192 lines.
On the contrary: You would get more tiles on screen without the text window at the bottom.
You can see this
The original Apple U2 uses 20x10 tiles - which fills the whole graphics window. (The C64 does the same but with character/text graphics).
The enhanced Apple U2 uses the same 20x10 tiles but draws a blue border at the screen edges - I guess they make a simple overdraw (which reduces speed a little). What they should've done is reducing the tile window to 19x9 - this way they wouldn't have any overdraw, had less tiles to draw and the avatar would be positioned exactly in the middle of the screen.
In other words: They didn't spend too much time with the "enhanced" Apple version as the PC had less speed problems.
In later Ultimas they used a different tile window which uses a 11x11 matrix - an additional vertical tile line.
Of course: 9 horizontal tile lines less than U2, but this is surely to save CPU cycles as the rendering with the line-of-sight algorithm is much more complicated (Nice disassembly on your site, BTW!).
max. 20% ;-)
On the other hand you lose those sucky green and purple tinted characters when you can use your own carefully designed ones.
Underworld Dragon's Notable Ultima pages are an invaluable source of information on the Ultima series... would that he not have disappeared a year or so before Ultima 9's release...
http://www.notableultima.com/collectibles/Title_Collections.html
Thanks for the link!
take care,
Calibrator
I have an authentic 1982
I have an authentic 1982 copy of Ultima II for the Apple II, and I've even played it on an actual Apple IIe I own. Honestly, the Apple II version is pretty slick; I'm impressed with how fast the tile engine goes, considering that the Apple II had to blit everything to screen, and not rely on an internal cell-based screen architecture. The Apple IIe was also superior in color depth to most other contemporary systems running Ultima II. Six colors is a lot better than four, albeit with some limitations.
The Commodore 64 version had more colors, but they also decided to change the appearance of the game by using a non-black background. Not a terrible thing, but it gives the game a distinctly different appearance. It runs all right, and I didn't notice any particular sluggishness involving the disk drive. I think most developers at the time would throw out the built-in I/O and do their own, since that was the source of the problem.
I've seen the "upgraded" version that's been talked about, with the blue borders around the tiles. I think that was primarily done for the PC version at the re-issue in 1989. I don't think they did it for the Apple II, because the Apple II version was using a hacked video mode that rendered the top half of the screen in graphics and the bottom four lines in pure text. In order to overcome that, you'd have to go full-graphics, which would actually reduce the tile-count seen on screen, and add a lot more overhead, and be a LOT more work to do. Most of the effort in the collections went towards Ultima I (which justifiably commanded the most attention) and towards removing Sierra Online references from Ultima II.
Underworld Dragon's Notable Ultima pages are an invaluable source of information on the Ultima series... would that he not have disappeared a year or so before Ultima 9's release...
http://www.notableultima.com/collectibles/Title_Collections.html
C64 version of U2
Well, I'll take that then as definitive. I would imagine, for instance, ignoring the weak overall Atari 8-bit ports, that the version in the Ultima Trilogy (which is the only one I have) for the C-64 didn't need a graphical overhaul since it already benefited from being both ported and lightly enhanced already in its stand-alone incarnation. If what you described above was indeed the "graphical overhaul" the Apple II edition received in 1989 - and it obviously didn't get a Mockingboard update, then either the Apple II original or C-64 port would be more or less a wash, and one would be perfectly fine with the C-64 version. Works for me and I'll update the blog entry...
I'm 100% sure that there is no U2 version that supports the Mockingboard as I would've
read about that in countless usenet postings and the keepers of this website gladly
would've included it together with U3, U4 and U5: http://www.applevault.com/ultima/
Actually, I'm not sure which (if any) version has music at all - I don't remember any in
the C64 conversion.
There are also some japanese MSX2 and FM Towns versions and they may have music
but I doubt it (I wonder who did the conversion).
Now, I haven't played any Apple U2 version - would've done that if I had the chance -
but the C64 is pretty much all you need. It's fast, has enough colors and some sounds.
I don't know if the slower disk access is a problem but I don't remember that a problem
back then.
take care,
Calibrator
Ultima II 1989 - Case Closed
About the enhanced Apple II U2.
From what I've read this version was available *only* in the Ultima Trilogy - not
separately.
About the differences: The graphics overhaul mostly consisted of a blue border
around the tile window - similarily to U4 but without the party stats, obviously.
Also, the the up and down cursor keys are usable now and one can play with the
keyboard set to lower case letters (for those who don't know: the original Apple
II/II+ had no lower case without non-standard third-party upgrades).
Both the original and the upgraded versions were 100% machine code so don't
expect a speed increase.
Well, I'll take that then as definitive. I would imagine, for instance, ignoring the weak overall Atari 8-bit ports, that the version in the Ultima Trilogy (which is the only one I have) for the C-64 didn't need a graphical overhaul since it already benefited from being both ported and lightly enhanced already in its stand-alone incarnation. If what you described above was indeed the "graphical overhaul" the Apple II edition received in 1989 - and it obviously didn't get a Mockingboard update, then either the Apple II original or C-64 port would be more or less a wash, and one would be perfectly fine with the C-64 version. Works for me and I'll update the blog entry...
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Bill Loguidice, Managing Director | Armchair Arcade, Inc.
Re Re Re
Re Bill:
You deserve something you know will be good after GoD...
;-)
About the enhanced Apple II U2.
From what I've read this version was available *only* in the Ultima Trilogy - not
separately.
About the differences: The graphics overhaul mostly consisted of a blue border
around the tile window - similarily to U4 but without the party stats, obviously.
Also, the the up and down cursor keys are usable now and one can play with the
keyboard set to lower case letters (for those who don't know: the original Apple
II/II+ had no lower case without non-standard third-party upgrades).
Both the original and the upgraded versions were 100% machine code so don't
expect a speed increase.
Re Matt:
I, too, think these retro-blogs are invaluable as they show what's playing those classics
(or forgotten games like Wizard's Crown) with todays eyes and brains. You can really get
an impression what computer gaming used to be in the past - if you weren't there in the
first place.
I play video games for more than a quarter of a century now and I often reminisce what
primitive presentation and often content used to be the standard back then - and how
games will be in another 25 years...
Re Stu:
In the later episodes of the Blogging Ultima blog he carefully tries to not avoid subquests.
A problem might be that he always played for some hours and wrote the blog entry on the next day.
This way not a lot of the content is invariably lost, the tedious bits are barely mentioned etc.
I also don't consider him a cheater - he may have exploited things a bit but not as a rule
(and who can throw the first stone of not having done this in the past?).
Cheating:
I always used cheats as a last resort type of help and mostly in adventure games.
But even then I don't play with a walkthrough near the game but get a tip, return
to the game and play with my own brains again. This way I'm simply more satisfied
and have the feeling that I've accomplished something.
Now I don't consider me either very intelligent nor dumb but some games have such
deviously designed puzzles that I would never come to a solution. I can live with
that but not with weak interface design or tiny objects consisting of very few pixels
to find in a graphics adventure. In such a case I'm more likely to ask for "external help".
I also think Zen philosophy can be applied to a video game: The way is the goal.
take care,
Calibrator
Might I suggest waiting for
Might I suggest waiting for the book? :) I'm sure there must be some games I talk about in there that may pique your interest!
Next blog series
I'm rolling some games around in my head....
-- Stu --
You deserve something you know will be good after GoD...
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Bill Loguidice, Managing Director | Armchair Arcade, Inc.