Ophidian Dragon blogs his way through the entire Ultima series, from beginning to end.

Showing posts with label akalabeth ultima. Show all posts
Showing posts with label akalabeth ultima. Show all posts

Friday, February 16, 2007

Akalabeth: Day 2

Technically, this blog is for "today" even though I played late, late last night, around 2 AM. The short news is--the game is over! I win! Woo hoo! The long story is probably more interesting. Using an Apple emulator has the huge advantage of save states, although the game can be finished without them pretty easily, I suspect--the only time I ever needed to re-load was when a gremlin was attacking me and I failed to notice until my food had all vanished.

Akalabeth is organized around a series of quests given to me by Lord British. On the right you see the initial encounter, the first introduction of the king in the series, where British oh-so generously raises my stats by one point. At this point I expected the game to take awhile, so I mapped the outer world again, chose a dungeon to explore. All the dungeons are infinitely deep (actually, I bet once you get to level 1024 or so they will roll over and scramble the game), and all contain the same sorts of critters. My first quest was killing a carrion crawler, but I felt I should make some maps of the dungeon to help me navigate. That's boring, and I decided to just leap right in--at which point I discovered that chests regenerated every time you go up or down a ladder! On level 2 of the dungeon I chose, three chest and a giant rat were near the door, so I simply gathered hundreds of gold pieces and lots of hit points, as well as dozens of magic amulets, by repeating "go downstairs, get chest, turn left, get chest, turn left, get chest, kill rat, turn right, turn right, go upstairs, repeat."

It was after this that I made my first mistake--I bought a bunch of weapons. However, in Akalabeth weapons are practically worthless because of all the thieves which somehow steal them right out of your hands while you are using them! I could wander around the dungeons with 20 axes (I was a Mage, and couldn't use rapiers), and they'd all be gone quick. Moreover, using the amulet to turn into a lizard man doubles (and more) your stats, allowing you to essentially never be hit again, and can stand there attacking with your hands until the enemty dies! I also realized that mapping the dungeon is a waste, because I could just use amulets to cast "ladder down" and "ladder up" to move between levels rapidly. If I ran out of amulets, I just need to revisit that spot in level 2 and get as many as I need. Once I had done that, the remainder of the game was a laugh--well, after the next quest: the gremlin.

Possibly the most absurd aspect of his game is the food. Outside, you eat one bite of food every step, while in the dungeon you eat a fraction of that every step. it's like you have a gigantic bag of potato chips on your back, and are constantly munching on them, and when the bag is empty you instantly die! Once I had turned into the lizard man, I was iffectively immune to attack, and even if I did get hit, with thousands of hit points it would be a piece of cake to escape before anything killed me. The exception is the gremlin,
which doesn't just steal your food, it instantly steals a bit less than half of your food, with every attack! I had to attack it slowly, using the amulet to escape if I got down below 100 food. After a few tries, it died. My next quests were the Mimic (which looks just like a chest), then the daemon and balrog, pictured on the left. The game was pretty anticlimactic after this point, because all I had to do to kill them was stand there attacking them. The image of me standing there punching a giant Balrog in the belly until it dies is pretty funny, though.

The endgame gave me my wish last night--a phone number to call! I did a quick reverse phone number search, but didn't find anything. Evidently it's not being used anymore. I would be amused at calling it to see what happens, but I suspect I'd just get a "disconnected" notice. Additionally, if you want some amusement, search for the number (including parenthesis and dashes, all in quotes) on Google.

I will now speak briefly about some issues with Ultima I. I have been trying to play the Apple version, the original creation, but I am having severe problems. The game plays extremely poorly--if I play at a normal speed, it is as slow as molasses; particularly infuriating is the way in which the screen is constantly redrawing in the dungeon, making me feel ill. In Akalabeth, I solved this by kicking up the speed--but it doesn't work in Ultima I because the in-game timer causes me to pass my turn too fast and I cannot get any commands in. I start the game, and I am instantly killed! I can see why it was re-made and the other Ultimas were not: it's basically unplayable. When you die, you are sometimes resurrected on the water or on a mountain, and after several resurrections, the game lost all my stats and I am no longer able to hit anything. It appears I may be forced to play the remake after all!

Thursday, February 15, 2007

Akalabeth: Day 1

Today I began my Ultima journey with a non-Ultima, Akalabeth: World of Doom. Lord British is featured in the game and it came out in 1979/1980, depending on who you believe. I consider it to be Ultima 0, and its importance requires that I play it. It features a 3x3 grid display for the overhead map full of meaningless trees, shops, and dungeons. It also has first person dungeons, where you fight hard monsters like balrogs, as well as total wimps like the skeleton on the right.

However, it's been a technical-problem filled day. I began, as i said I would yesterday, with the old DOS version that's been floating around the net. I made an outer-world map and a map for a dungeon (after deciding that my "lucky number" was 10 in order to create a character), only to discover that every entry of the dugeon is different--the locations of doors and ladders downward are screwed up. Ahhhh! I also discovered that Windows XP won't let me take screenshots of fullscreen command command prompt programs, and I cannot put them into a window. Double ahhhh!. Finally, i discovered that if I tabbed out of the game, I would be unable to get back to it. Triple ahhhh! At that point I gave up, and jumped to AppeWin and an the original version for the Apple II.

This game went a bit better, but not without its share of bugs--specifically, I discovered that for unknown reasons I quit getting gold from killing enemies or gaining hit points. Maybe I hit a hit point max? (In this game, you gain HP by entering dungeons, killing monsters, and leaving.) I also discovered annoying quirks in the visuals, so that sometimes I appear to be next to a door that vanishes when I turn. Oy. I believe tomorrow I'll be ready to play a full-length game, and I will use save states to avoid annoying glitches!

The goal of the game is straightforward--kill whatever British tells you to kill. My strategy is to begin with great stats--over 20 in all attributes, except maybe Wisdom which does not appear to do anything, and gold, which is easy to acquire in the dungeons. The next important thing to do is immediately buy a magic amulet and turn into a Lizard Man--preferably twice--because Lord British is one seriously stingy bastard with the attribute bonuses. I should be more acurate and say that I am using a magic amulet and casting the "xBad???" spell, which has the effect of turning me into either a lizard man or a toad.


I've never beaten this game on level 10 before, and I remember why I quit back in the day--In order to kill some hard enemies and appease His Laziness Lord British (his castle is on the left), you must delve WAY down the dungeons to find them, with thieves stealing the weapons out of your hands and gremlins gorging on massive quantities of food. However, I am desperate to see that level 10 endgame! I hope I am told to call and report my deed.