https://wiki.ultimacodex.com/api.php?action=feedcontributions&user=Arthgon&feedformat=atomUltima Codex - User contributions [en]2024-03-28T18:52:26ZUser contributionsMediaWiki 1.35.4https://wiki.ultimacodex.com/index.php?title=Talk:Shields&diff=166745Talk:Shields2023-12-12T16:48:51Z<p>Arthgon: </p>
<hr />
<div>=="Shields in Symbolism" could be renamed==<br />
There's definite a better way to word it, I just don't know what it is... At time of writing, it has to encompass:<br />
* The talisman used in the Abyss<br />
* The Zealan ceremonial shield.<br />
"Ceremonial Shields" might have been a good one, but it doesn't really include the talisman.--[[User:The_Ultra-Mind|The Ultra-Mind]] ([[User_talk:The_Ultra-Mind|talk]]) 07:54, 12 December 2023 (MST)<br />
<br />
What about Symbolic Objects (Arthgon. Sorry. At this very moment I could not remember how to do this properly...oops)</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Talk:Shields&diff=166744Talk:Shields2023-12-12T16:39:49Z<p>Arthgon: </p>
<hr />
<div>=="Shields in Symbolism" could be renamed==<br />
There's definite a better way to word it, I just don't know what it is... At time of writing, it has to encompass:<br />
* The talisman used in the Abyss<br />
* The Zealan ceremonial shield.<br />
"Ceremonial Shields" might have been a good one, but it doesn't really include the talisman.--[[User:The_Ultra-Mind|The Ultra-Mind]] ([[User_talk:The_Ultra-Mind|talk]]) 07:54, 12 December 2023 (MST)<br />
<br />
What about Symbolic Objects?</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_II&diff=123939Computer ports of Ultima II2017-12-06T21:22:56Z<p>Arthgon: /* Japanese-only Ports */ WIP</p>
<hr />
<div>''[[Ultima II]]'' was the first game of the series to be ported to different systems at the original time of its release (''[[Ultima I]]'' was only ported in the re-release). The various ports are very interesting since, unlike the later games, the ports of ''Ultima II'' vary greatly in their presentation of the graphics, with two of them being VERY different from the rest.<br />
<br />
== The 8-Bit Ports ==<br />
<br />
=== The Apple II Original ===<br />
<br />
[[File:U2ap1.jpg|thumb|200px|Apple II title screen]][[File:U2ap2.jpg|thumb|200px|Apple II in-game]]<br />
The original game, on which all the other ports are based.<br />
<br />
In the year 1982, the platform of the Apple II was quite powerful, compared to other computers of that time. Graphically, the game looks very similar to ''Ultima I'', with only marginal improvements. However, the programming is much more streamlined compared to the first game and the code, being written in Assembly language instead of interpreted BASIC, is at least an order of magnitude faster. It also has an extra animation at the beginning that the other ports lack, where the dragon head appears, and then makes the ''"Ultima II"'' title appear in a fire cloud.<br />
<br />
Like the first part, the weakness of the graphics are the strange colors, which is especially noticeable in purple brick floors and multi-colored mountains. The game also has various glitches, like the dreaded numbers roll-over, which can make playing very difficult. Especially crippling is, that the "Strength" stat can never be raised du to one bug, making fights much harder than originally intended. It also makes the game unwinnable with certain charater combinations with too low strength to wear the correct armour for space flight.<br />
<br />
A little-known, slightly updated Apple II version was made available in the ''[[Ultima Trilogy I II III]]'' compilation, distinguished by blue borders around the gameplay/status boxes, a custom text font (that also included lowercase letters) and support for the up and down arrow keys of the Apple IIe and later systems. ''Only'' the Apple version of the ''Trilogy'' received this update; the Commodore 64 and IBM PC versions contained the original ''Ultima II'' for their respective platforms. The Apple update of ''Ultima II'' is notable for being the final Origin product to be written for the computer platform where ''Ultima'' itself was born.<br />
<br />
The game was released on two 5.25" floppy disks.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The C64-Port ===<br />
<br />
[[File:U2c641_.jpg|thumb|200px|C64 title screen]][[File:U2c64.jpg|thumb|200px|C64 in-game]]<br />
The port for the C64 -- made by someone called "Bobbit" -- is very surprising, since it looks quite different from the other 1982 ports.<br />
<br />
In the Apple II, IBM, and Atari 800 versions, each of the map tiles is drawn with a black background, making everything look really dark, and there is only sporadic use of color. The C64 port gives an appropriately-colored background to the various tiles (green for grassland, blue for water). The character sprites are in color as well, albeit only a single one for each, and the screen background is dark grey instead of black. However, there are still some strange color choices, such as purple mountains and blue swampland. The port also still has the problem that all of the versions of ''Ultima II'' have - the dreaded rolling-over of stats beyond 99 and gold and hitpoints beyond 9999.<br />
<br />
This is the only 1982 port of ''Ultima II'' to not feature the graphical title screen (the one with the dragon on it); it is replaced by a text-only title card with a color-cycling effect. Technical limitations can't be the reason, as the C64 was a powerful machine in its time, so the issue remains a mystery. Curiously, the title screen in the C64 ''Ultima Trilogy I II III'' re-release proclaims the game is presented by "Sierra On-Line and Lord British," while the Apple II and IBM versions of the ''Trilogy'' deleted all references to Sierra.<br />
<br />
The game was retailed on two 5.25" floppy disks, with the three sides being:<br />
* Disk 1 Side A: ''Program Master'' - Start disk and Data for Earth in its various time zones<br />
* Disk 1 Side B: ''Player Master'' - Master for the Player Disk, This one HAD to be copied and then only the copy HAD to be used. For each new character, a new copy was needed<br />
* Disk 2, Side A: ''Galactic Disk'' - All data for the verious planets outside of Earth<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port ===<br />
<br />
[[File:U2a81.jpg|thumb|200px|Atari 800 title screen]]<br />
[[File:UltimaII_Atari8bit.png|200px|thumb]]<br />
This port -- made by [[Chuckles]] -- was ported from the Apple II version. The 320x192 graphics mode of the Atari 8bit made porting of the Apple's graphics fairly straight forward. This however required the use of 'artifcating' to produce the blue/brown colors for the water/trees. Creative mixing allowed the mountains to retain the purple color used by the Apple as well. As Atari updated their computers the 'artifacting' colors shifted, so if played on an XL/XE series the colors will appear purple/green vs blue/brown. Later versions of Ultima could determine and adjust but ''Ultima II'' did not.<br />
<br />
Since artifacting is tied to the NTSC television system on the Atari 8-bit and does not occur on PAL (European) Ataris, the game will appear black-and-white on those.<br />
<br />
The Atari computers series had much better sound capabilities, however [[Origin]] decided to port over the 'speaker' sounds from the Apple II version.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The 16-Bit Ports ==<br />
<br />
=== The IBM-PC Port ===<br />
<br />
[[File:U2pc1.jpg|thumb|200px|IBM-PC title screen]][[File:U2pc2.jpg|thumb|200px|IBM-PC in-game]]<br />
The IBM-PC port uses the maximum available to a PC of 1982, which wasn't much back then.<br />
<br />
The graphics are shown in four-color CGA mode. The fact is, that the game was designed to be played with a CGA composite monitor, which would turn the four colors into something better (the bricks would be red and the water blue). However, the rise of the EGA standard effectively killed composite monitors and few remembered this fact after a while. Thus the game was only remembered as being in standard CGA.<br />
<br />
Beside the roll-over of stats of all ports, the port has some other problems as well. It has no frame limiter, meaning that it is unplayable on faster machines unless a slowdown utility or DOSBox are used. It also is badly programmed, which can cause a divide-by-zero error, hanging the game.<br />
<br />
The game was originally released on three 5.25" floppy disks. That caused problems later, as some files on the various disks used identical names while the content of those files was not identical. When the CD-edition was made, this fact was obviously overlooked and the files from the galactic disk were overwritten with the equally named (but different) files from the player master disk, breaking the game. The problem couldn't be avoided with sub-directories, since the game predated them by some years.<br />
<br />
However, the [[Ultima II Upgrade Patch]] fixes all of the above problems, while lifting the game to 16-color EGA graphics.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari ST Port ===<br />
<br />
[[File:U2atari.jpg|thumb|200px|Atari ST - In a city]][[File:U2st.jpg|thumb|200px|Atari ST - In the wilderness]]<br />
This port, which came out in 1985, looks very different from the others. It also plays different.<br />
<br />
Robert Eric Heitman, the author of this port, wired the game directly into the GEM interface of the Atari ST, which enables the player to control everything with the mouse. Therefore, the game has the most comfortable controls of all the ports. The inventory is also always visible, meaning that thefts of items by [[thieves]] are obvious right away, saving the player some grief, since a save after a theft of an important item without noticing was quite annoying. The name of the town or time perior, once learned, is also always displayed, another comfort missing from other ports. As a trade-off, the viewing windows shows less than in other ports.<br />
<br />
However, there is more. In this port, all the black seen in the original is replaced with white, making everything appear much brighter. This can look quite interesting when a spell is cast, since the effect now turns everything ''dark'' instead of bright. Also there is much more color, although some of it looks strange, like pink-colored mountains. It is undoubtedly the most advanced port of the original releases.<br />
<br />
The port was released on a single 3.5" floppy disk.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Macintosh Port ===<br />
<br />
[[File:U2mactitel.jpg|thumb|200px|Macintosh - Title]][[File:U2macgame.jpg|thumb|200px|Macintosh - In the wilderness]]<br />
This port from 1985 looks similar to the port for the Atari ST, but there are key differences.<br />
<br />
Like with the Atari ST, this version takes advantage of the Macintosh interface, and thus provides mouse support and has the presence of status windows. Due to the higher resolution, all the player information is visible all the time. This version does away with all keyboard commands, everything is done with the mouse. The Macintosh port was created from original code and possesses none of the original. The graphics in this port are monochrome, unlike the enhanced colours of the original, which was a deficiency of the Macintosh at the time. The game does take advantage of the Macintosh computer's high resolution mode, which however did not result in the player seeing more of their surroundings due to the various status windows. The title screen is not that of the original, but a simple text graphic with a gradient effect.<br />
<br />
The port was released on a single 3.5" floppy disk. Additionally, a 'Disk Cloning Guide' was packaged together with the game.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Japanese-only Ports ==<br />
<br />
=== PC-8801 Port ===<br />
[[Image:UltimaII-PC8801(2).jpg|thumb|200px|right|Title screen PC-88 Pony Canyon]]<br />
[[Image:UltimaII-PC8801.png|thumb|200px|In-game screenshot PC-88 Pony Canyon]]<br />
In 1985, Star Craft released ''Ultima II'' for the PC8801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Unlike the Pony Canyon port that came four years later, this is a straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:TitleScreenPC-88StarcraftU2.png|Title screen PC-88 (Star Craft)<br />
Image:ExploringTheWordMapPC-88StarcraftU2.png|Exploring the world map PC-88 (Star Craft)<br />
Image:VisitingaTownPC-88StarcraftU2.png|Visiting a Town called Linda PC-88 (Star Craft)<br />
Image:LordBritishCastlePC-88StarcraftU2.png|Lord British Castle PC-88 (Star Craft)<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== PC-9801 Port ===<br />
[[Image:CreditsPC-98PonyCanyonU2.png|thumb|200px|right|Copyright screen PC-98 Pony Canyon]]<br />
[[Image:TitleScreenPC98PonyCanyonU2.png|thumb|200px|right|Title Screen PC-98 Pony Canyon]]In 1985, Star Craft also released ''Ultima II'' for the PC-9801 series of computers, created by Thinking Rabbit for the PC-9801 operating system in Japan. Just like the PC-88 Star Craft version it is straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:MainMenuPC-98PonyCanyonU2.png|Main Menu (Pony Canyon)<br />
Image:CharacterCreationPC-98PonyCanyonU2.png|Character Creation (Pony Canyon)<br />
Image:OverlandPC-98PonyCanyonU2.png|Starting Location (Pony Canyon)<br />
Image:TownPC-98PonyCanyonU2.png|Entering a Town (Pony Canyon)<br />
Image:LordBritishPC-98PonyCanyonU2.png|Lord British (Pony Canyon)<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== MSX2 Port ===<br />
[[Image:CopyrightMSX2U2.png|thumb|200px|right|Copyright Screen MSX2]]<br />
[[Image:TitleScreenMSX2U2.png|thumb|200px|right|Title screen MSX2]]In 1988, Pony Canyon released ''Ultima II'' for the MSX2, who same as the Pony Canyon releases on the PC-88 and the PC-98, like the ''Ultima I'' version, use a completely new, brightly-colored and anime-ish tileset and original music score. <br />
<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:MainMenuMSX2U2.png|Main Menu MSX2<br />
Image:CharacterCreationMSX2U2.png|Character Creation MSX2<br />
Image:OverlandMSX2U2.png|Exploring the Overland MSX2<br />
Image:MeetingLordBritishMSX2U2.png|Meeting Lord British MSX2<br />
Image:EnteringaTownMSX2U2.png|Visiting a Town MSX2<br />
Image:InventoryListMSX2U2.png|Inventory MSX2<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
<br />
[[Image:U2fm5.jpg|thumb|200px|Title screen FM-Towns]]An upgraded port of ''Ultima II'' was made as part of the FM-Towns ''[[Ultima Trilogy I II III]]'' compilation, and released by [http://en.wikipedia.org/wiki/Fujitsu Fujitsu] in 1990. It offers completely redrawn graphics, with a new tile set that was also used for the FM-Towns version of ''[[Ultima I]]'' and ''[[Ultima III]]''.<br />
<br />
In addition, it also offers newly composed music, thus making it the only version of Ultima II with music. As the graphics, this music was also used for the other two titles of the compilation. Like most FM-Town ports, it is also offers a new [[FM-Towns Ultima II Intro|high-resolution introduction]] the player can watch outside the game, but unlike the game it has no English translation and can only be watched in Japanese.<br />
<br />
One interesting difference to the other ports is that [[Tri-Lithium]] can now ''only'' be found in dungeons, and not won from slain enemies. This makes dungeon exploration a requirement for winning the game, whereas it was only a pointless diversion in the other versions. Another modification is that one set of [[Blue Tassles]], necessary for commandeering a [[Ships|frigate]], disappears from the Stranger's inventory every time a boat is boarded, making strategic use of the [[Time Door|time doors]] a more prominent part of gameplay.<br />
<br />
The game was only released in Japan as part of a compilation, for a computer platform only available in Japan. In other markets, it is nearly completely unknown.<br />
<br />
<gallery orientation="none" widths="150"><br />
File:U2fm1.jpg|Timegate discovery<br />
File:U2fm2.jpg|Minax rising<br />
File:U2fm3.jpg|The Aftermath<br />
File:U2fm4.jpg|The Stranger leaves<br />
</gallery><br />
<br />
== The Apple IIGS Port ==<br />
Rebecca Heineman and Brutal Deluxe Software was working in the earlier years of 2011 on a new Apple IIGS port of Ultima II, based on the code of the Apple IIGS Ultima I. Unfortunately, this version was for 50% completed before being cancelled due to the market died and the steep licensing fees from current copyright holders Electronic Arts.<br />
<br />
The port would have been released on two disks. There was also plans to make ''[[Ultima III: Exodus | Ultima III]]'' for the Apple IIGS as well.<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=YgQgydgaVwg&feature=related YouTube - Ultima II - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=cPYI46jxHdg&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Apple II)]<br />
*[http://www.youtube.com/watch?v=9i0bCbr5DGM&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Commodore 64)]<br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima II]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:VisitingaTownPC-88StarcraftU2.png&diff=123938File:VisitingaTownPC-88StarcraftU2.png2017-12-06T16:47:59Z<p>Arthgon: Category:Ultima II Screenshots</p>
<hr />
<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_II&diff=123937Computer ports of Ultima II2017-12-06T16:36:49Z<p>Arthgon: /* PC-9801 Port */ WIP</p>
<hr />
<div>''[[Ultima II]]'' was the first game of the series to be ported to different systems at the original time of its release (''[[Ultima I]]'' was only ported in the re-release). The various ports are very interesting since, unlike the later games, the ports of ''Ultima II'' vary greatly in their presentation of the graphics, with two of them being VERY different from the rest.<br />
<br />
== The 8-Bit Ports ==<br />
<br />
=== The Apple II Original ===<br />
<br />
[[File:U2ap1.jpg|thumb|200px|Apple II title screen]][[File:U2ap2.jpg|thumb|200px|Apple II in-game]]<br />
The original game, on which all the other ports are based.<br />
<br />
In the year 1982, the platform of the Apple II was quite powerful, compared to other computers of that time. Graphically, the game looks very similar to ''Ultima I'', with only marginal improvements. However, the programming is much more streamlined compared to the first game and the code, being written in Assembly language instead of interpreted BASIC, is at least an order of magnitude faster. It also has an extra animation at the beginning that the other ports lack, where the dragon head appears, and then makes the ''"Ultima II"'' title appear in a fire cloud.<br />
<br />
Like the first part, the weakness of the graphics are the strange colors, which is especially noticeable in purple brick floors and multi-colored mountains. The game also has various glitches, like the dreaded numbers roll-over, which can make playing very difficult. Especially crippling is, that the "Strength" stat can never be raised du to one bug, making fights much harder than originally intended. It also makes the game unwinnable with certain charater combinations with too low strength to wear the correct armour for space flight.<br />
<br />
A little-known, slightly updated Apple II version was made available in the ''[[Ultima Trilogy I II III]]'' compilation, distinguished by blue borders around the gameplay/status boxes, a custom text font (that also included lowercase letters) and support for the up and down arrow keys of the Apple IIe and later systems. ''Only'' the Apple version of the ''Trilogy'' received this update; the Commodore 64 and IBM PC versions contained the original ''Ultima II'' for their respective platforms. The Apple update of ''Ultima II'' is notable for being the final Origin product to be written for the computer platform where ''Ultima'' itself was born.<br />
<br />
The game was released on two 5.25" floppy disks.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The C64-Port ===<br />
<br />
[[File:U2c641_.jpg|thumb|200px|C64 title screen]][[File:U2c64.jpg|thumb|200px|C64 in-game]]<br />
The port for the C64 -- made by someone called "Bobbit" -- is very surprising, since it looks quite different from the other 1982 ports.<br />
<br />
In the Apple II, IBM, and Atari 800 versions, each of the map tiles is drawn with a black background, making everything look really dark, and there is only sporadic use of color. The C64 port gives an appropriately-colored background to the various tiles (green for grassland, blue for water). The character sprites are in color as well, albeit only a single one for each, and the screen background is dark grey instead of black. However, there are still some strange color choices, such as purple mountains and blue swampland. The port also still has the problem that all of the versions of ''Ultima II'' have - the dreaded rolling-over of stats beyond 99 and gold and hitpoints beyond 9999.<br />
<br />
This is the only 1982 port of ''Ultima II'' to not feature the graphical title screen (the one with the dragon on it); it is replaced by a text-only title card with a color-cycling effect. Technical limitations can't be the reason, as the C64 was a powerful machine in its time, so the issue remains a mystery. Curiously, the title screen in the C64 ''Ultima Trilogy I II III'' re-release proclaims the game is presented by "Sierra On-Line and Lord British," while the Apple II and IBM versions of the ''Trilogy'' deleted all references to Sierra.<br />
<br />
The game was retailed on two 5.25" floppy disks, with the three sides being:<br />
* Disk 1 Side A: ''Program Master'' - Start disk and Data for Earth in its various time zones<br />
* Disk 1 Side B: ''Player Master'' - Master for the Player Disk, This one HAD to be copied and then only the copy HAD to be used. For each new character, a new copy was needed<br />
* Disk 2, Side A: ''Galactic Disk'' - All data for the verious planets outside of Earth<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port ===<br />
<br />
[[File:U2a81.jpg|thumb|200px|Atari 800 title screen]]<br />
[[File:UltimaII_Atari8bit.png|200px|thumb]]<br />
This port -- made by [[Chuckles]] -- was ported from the Apple II version. The 320x192 graphics mode of the Atari 8bit made porting of the Apple's graphics fairly straight forward. This however required the use of 'artifcating' to produce the blue/brown colors for the water/trees. Creative mixing allowed the mountains to retain the purple color used by the Apple as well. As Atari updated their computers the 'artifacting' colors shifted, so if played on an XL/XE series the colors will appear purple/green vs blue/brown. Later versions of Ultima could determine and adjust but ''Ultima II'' did not.<br />
<br />
Since artifacting is tied to the NTSC television system on the Atari 8-bit and does not occur on PAL (European) Ataris, the game will appear black-and-white on those.<br />
<br />
The Atari computers series had much better sound capabilities, however [[Origin]] decided to port over the 'speaker' sounds from the Apple II version.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The 16-Bit Ports ==<br />
<br />
=== The IBM-PC Port ===<br />
<br />
[[File:U2pc1.jpg|thumb|200px|IBM-PC title screen]][[File:U2pc2.jpg|thumb|200px|IBM-PC in-game]]<br />
The IBM-PC port uses the maximum available to a PC of 1982, which wasn't much back then.<br />
<br />
The graphics are shown in four-color CGA mode. The fact is, that the game was designed to be played with a CGA composite monitor, which would turn the four colors into something better (the bricks would be red and the water blue). However, the rise of the EGA standard effectively killed composite monitors and few remembered this fact after a while. Thus the game was only remembered as being in standard CGA.<br />
<br />
Beside the roll-over of stats of all ports, the port has some other problems as well. It has no frame limiter, meaning that it is unplayable on faster machines unless a slowdown utility or DOSBox are used. It also is badly programmed, which can cause a divide-by-zero error, hanging the game.<br />
<br />
The game was originally released on three 5.25" floppy disks. That caused problems later, as some files on the various disks used identical names while the content of those files was not identical. When the CD-edition was made, this fact was obviously overlooked and the files from the galactic disk were overwritten with the equally named (but different) files from the player master disk, breaking the game. The problem couldn't be avoided with sub-directories, since the game predated them by some years.<br />
<br />
However, the [[Ultima II Upgrade Patch]] fixes all of the above problems, while lifting the game to 16-color EGA graphics.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari ST Port ===<br />
<br />
[[File:U2atari.jpg|thumb|200px|Atari ST - In a city]][[File:U2st.jpg|thumb|200px|Atari ST - In the wilderness]]<br />
This port, which came out in 1985, looks very different from the others. It also plays different.<br />
<br />
Robert Eric Heitman, the author of this port, wired the game directly into the GEM interface of the Atari ST, which enables the player to control everything with the mouse. Therefore, the game has the most comfortable controls of all the ports. The inventory is also always visible, meaning that thefts of items by [[thieves]] are obvious right away, saving the player some grief, since a save after a theft of an important item without noticing was quite annoying. The name of the town or time perior, once learned, is also always displayed, another comfort missing from other ports. As a trade-off, the viewing windows shows less than in other ports.<br />
<br />
However, there is more. In this port, all the black seen in the original is replaced with white, making everything appear much brighter. This can look quite interesting when a spell is cast, since the effect now turns everything ''dark'' instead of bright. Also there is much more color, although some of it looks strange, like pink-colored mountains. It is undoubtedly the most advanced port of the original releases.<br />
<br />
The port was released on a single 3.5" floppy disk.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Macintosh Port ===<br />
<br />
[[File:U2mactitel.jpg|thumb|200px|Macintosh - Title]][[File:U2macgame.jpg|thumb|200px|Macintosh - In the wilderness]]<br />
This port from 1985 looks similar to the port for the Atari ST, but there are key differences.<br />
<br />
Like with the Atari ST, this version takes advantage of the Macintosh interface, and thus provides mouse support and has the presence of status windows. Due to the higher resolution, all the player information is visible all the time. This version does away with all keyboard commands, everything is done with the mouse. The Macintosh port was created from original code and possesses none of the original. The graphics in this port are monochrome, unlike the enhanced colours of the original, which was a deficiency of the Macintosh at the time. The game does take advantage of the Macintosh computer's high resolution mode, which however did not result in the player seeing more of their surroundings due to the various status windows. The title screen is not that of the original, but a simple text graphic with a gradient effect.<br />
<br />
The port was released on a single 3.5" floppy disk. Additionally, a 'Disk Cloning Guide' was packaged together with the game.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Japanese-only Ports ==<br />
<br />
=== PC-8801 Port ===<br />
[[Image:UltimaII-PC8801(2).jpg|thumb|200px|right|Title screen PC-88 Pony Canyon]]<br />
[[Image:UltimaII-PC8801.png|thumb|200px|In-game screenshot PC-88 Pony Canyon]]<br />
In 1985, Star Craft released ''Ultima II'' for the PC8801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Unlike the Pony Canyon port that came four years later, this is a straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:TitleScreenPC-88StarcraftU2.png|Title screen PC-88 Star Craft<br />
Image:ExploringTheWordMapPC-88StarcraftU2.png|Exporing the world map PC-88 Star Craft<br />
Image:LordBritishCastlePC-88StarcraftU2.png|Lord British Castle PC-88 Star Craft<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== PC-9801 Port ===<br />
[[Image:CreditsPC-98PonyCanyonU2.png|thumb|200px|right|Copyright screen PC-98 Pony Canyon]]<br />
[[Image:TitleScreenPC98PonyCanyonU2.png|thumb|200px|right|Title Screen PC-98 Pony Canyon]]In 1985, Star Craft also released ''Ultima II'' for the PC-9801 series of computers, created by Thinking Rabbit for the PC-9801 operating system in Japan. Just like the PC-88 Star Craft version it is straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:MainMenuPC-98PonyCanyonU2.png|Main Menu (Pony Canyon)<br />
Image:CharacterCreationPC-98PonyCanyonU2.png|Character Creation (Pony Canyon)<br />
Image:OverlandPC-98PonyCanyonU2.png|Starting Location (Pony Canyon)<br />
Image:TownPC-98PonyCanyonU2.png|Entering a Town (Pony Canyon)<br />
Image:LordBritishPC-98PonyCanyonU2.png|Lord British (Pony Canyon)<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== MSX2 Port ===<br />
[[Image:CopyrightMSX2U2.png|thumb|200px|right|Copyright Screen MSX2]]<br />
[[Image:TitleScreenMSX2U2.png|thumb|200px|right|Title screen MSX2]]In 1988, Pony Canyon released ''Ultima II'' for the MSX2, who same as the Pony Canyon releases on the PC-88 and the PC-98, like the ''Ultima I'' version, use a completely new, brightly-colored and anime-ish tileset and original music score. <br />
<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:MainMenuMSX2U2.png|Main Menu MSX2<br />
Image:CharacterCreationMSX2U2.png|Character Creation MSX2<br />
Image:OverlandMSX2U2.png|Exploring the Overland MSX2<br />
Image:MeetingLordBritishMSX2U2.png|Meeting Lord British MSX2<br />
Image:EnteringaTownMSX2U2.png|Visiting a Town MSX2<br />
Image:InventoryListMSX2U2.png|Inventory MSX2<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
<br />
[[Image:U2fm5.jpg|thumb|200px|Title screen FM-Towns]]An upgraded port of ''Ultima II'' was made as part of the FM-Towns ''[[Ultima Trilogy I II III]]'' compilation, and released by [http://en.wikipedia.org/wiki/Fujitsu Fujitsu] in 1990. It offers completely redrawn graphics, with a new tile set that was also used for the FM-Towns version of ''[[Ultima I]]'' and ''[[Ultima III]]''.<br />
<br />
In addition, it also offers newly composed music, thus making it the only version of Ultima II with music. As the graphics, this music was also used for the other two titles of the compilation. Like most FM-Town ports, it is also offers a new [[FM-Towns Ultima II Intro|high-resolution introduction]] the player can watch outside the game, but unlike the game it has no English translation and can only be watched in Japanese.<br />
<br />
One interesting difference to the other ports is that [[Tri-Lithium]] can now ''only'' be found in dungeons, and not won from slain enemies. This makes dungeon exploration a requirement for winning the game, whereas it was only a pointless diversion in the other versions. Another modification is that one set of [[Blue Tassles]], necessary for commandeering a [[Ships|frigate]], disappears from the Stranger's inventory every time a boat is boarded, making strategic use of the [[Time Door|time doors]] a more prominent part of gameplay.<br />
<br />
The game was only released in Japan as part of a compilation, for a computer platform only available in Japan. In other markets, it is nearly completely unknown.<br />
<br />
<gallery orientation="none" widths="150"><br />
File:U2fm1.jpg|Timegate discovery<br />
File:U2fm2.jpg|Minax rising<br />
File:U2fm3.jpg|The Aftermath<br />
File:U2fm4.jpg|The Stranger leaves<br />
</gallery><br />
<br />
== The Apple IIGS Port ==<br />
Rebecca Heineman and Brutal Deluxe Software was working in the earlier years of 2011 on a new Apple IIGS port of Ultima II, based on the code of the Apple IIGS Ultima I. Unfortunately, this version was for 50% completed before being cancelled due to the market died and the steep licensing fees from current copyright holders Electronic Arts.<br />
<br />
The port would have been released on two disks. There was also plans to make ''[[Ultima III: Exodus | Ultima III]]'' for the Apple IIGS as well.<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=YgQgydgaVwg&feature=related YouTube - Ultima II - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=cPYI46jxHdg&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Apple II)]<br />
*[http://www.youtube.com/watch?v=9i0bCbr5DGM&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Commodore 64)]<br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima II]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:LordBritishPC-98PonyCanyonU2.png&diff=123936File:LordBritishPC-98PonyCanyonU2.png2017-12-06T16:35:47Z<p>Arthgon: Category:Ultima II Screenshots</p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_II&diff=123931Computer ports of Ultima II2017-12-06T15:51:02Z<p>Arthgon: /* PC-9801 Port */ Fixed...I hope.</p>
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<div>''[[Ultima II]]'' was the first game of the series to be ported to different systems at the original time of its release (''[[Ultima I]]'' was only ported in the re-release). The various ports are very interesting since, unlike the later games, the ports of ''Ultima II'' vary greatly in their presentation of the graphics, with two of them being VERY different from the rest.<br />
<br />
== The 8-Bit Ports ==<br />
<br />
=== The Apple II Original ===<br />
<br />
[[File:U2ap1.jpg|thumb|200px|Apple II title screen]][[File:U2ap2.jpg|thumb|200px|Apple II in-game]]<br />
The original game, on which all the other ports are based.<br />
<br />
In the year 1982, the platform of the Apple II was quite powerful, compared to other computers of that time. Graphically, the game looks very similar to ''Ultima I'', with only marginal improvements. However, the programming is much more streamlined compared to the first game and the code, being written in Assembly language instead of interpreted BASIC, is at least an order of magnitude faster. It also has an extra animation at the beginning that the other ports lack, where the dragon head appears, and then makes the ''"Ultima II"'' title appear in a fire cloud.<br />
<br />
Like the first part, the weakness of the graphics are the strange colors, which is especially noticeable in purple brick floors and multi-colored mountains. The game also has various glitches, like the dreaded numbers roll-over, which can make playing very difficult. Especially crippling is, that the "Strength" stat can never be raised du to one bug, making fights much harder than originally intended. It also makes the game unwinnable with certain charater combinations with too low strength to wear the correct armour for space flight.<br />
<br />
A little-known, slightly updated Apple II version was made available in the ''[[Ultima Trilogy I II III]]'' compilation, distinguished by blue borders around the gameplay/status boxes, a custom text font (that also included lowercase letters) and support for the up and down arrow keys of the Apple IIe and later systems. ''Only'' the Apple version of the ''Trilogy'' received this update; the Commodore 64 and IBM PC versions contained the original ''Ultima II'' for their respective platforms. The Apple update of ''Ultima II'' is notable for being the final Origin product to be written for the computer platform where ''Ultima'' itself was born.<br />
<br />
The game was released on two 5.25" floppy disks.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The C64-Port ===<br />
<br />
[[File:U2c641_.jpg|thumb|200px|C64 title screen]][[File:U2c64.jpg|thumb|200px|C64 in-game]]<br />
The port for the C64 -- made by someone called "Bobbit" -- is very surprising, since it looks quite different from the other 1982 ports.<br />
<br />
In the Apple II, IBM, and Atari 800 versions, each of the map tiles is drawn with a black background, making everything look really dark, and there is only sporadic use of color. The C64 port gives an appropriately-colored background to the various tiles (green for grassland, blue for water). The character sprites are in color as well, albeit only a single one for each, and the screen background is dark grey instead of black. However, there are still some strange color choices, such as purple mountains and blue swampland. The port also still has the problem that all of the versions of ''Ultima II'' have - the dreaded rolling-over of stats beyond 99 and gold and hitpoints beyond 9999.<br />
<br />
This is the only 1982 port of ''Ultima II'' to not feature the graphical title screen (the one with the dragon on it); it is replaced by a text-only title card with a color-cycling effect. Technical limitations can't be the reason, as the C64 was a powerful machine in its time, so the issue remains a mystery. Curiously, the title screen in the C64 ''Ultima Trilogy I II III'' re-release proclaims the game is presented by "Sierra On-Line and Lord British," while the Apple II and IBM versions of the ''Trilogy'' deleted all references to Sierra.<br />
<br />
The game was retailed on two 5.25" floppy disks, with the three sides being:<br />
* Disk 1 Side A: ''Program Master'' - Start disk and Data for Earth in its various time zones<br />
* Disk 1 Side B: ''Player Master'' - Master for the Player Disk, This one HAD to be copied and then only the copy HAD to be used. For each new character, a new copy was needed<br />
* Disk 2, Side A: ''Galactic Disk'' - All data for the verious planets outside of Earth<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port ===<br />
<br />
[[File:U2a81.jpg|thumb|200px|Atari 800 title screen]]<br />
[[File:UltimaII_Atari8bit.png|200px|thumb]]<br />
This port -- made by [[Chuckles]] -- was ported from the Apple II version. The 320x192 graphics mode of the Atari 8bit made porting of the Apple's graphics fairly straight forward. This however required the use of 'artifcating' to produce the blue/brown colors for the water/trees. Creative mixing allowed the mountains to retain the purple color used by the Apple as well. As Atari updated their computers the 'artifacting' colors shifted, so if played on an XL/XE series the colors will appear purple/green vs blue/brown. Later versions of Ultima could determine and adjust but ''Ultima II'' did not.<br />
<br />
Since artifacting is tied to the NTSC television system on the Atari 8-bit and does not occur on PAL (European) Ataris, the game will appear black-and-white on those.<br />
<br />
The Atari computers series had much better sound capabilities, however [[Origin]] decided to port over the 'speaker' sounds from the Apple II version.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The 16-Bit Ports ==<br />
<br />
=== The IBM-PC Port ===<br />
<br />
[[File:U2pc1.jpg|thumb|200px|IBM-PC title screen]][[File:U2pc2.jpg|thumb|200px|IBM-PC in-game]]<br />
The IBM-PC port uses the maximum available to a PC of 1982, which wasn't much back then.<br />
<br />
The graphics are shown in four-color CGA mode. The fact is, that the game was designed to be played with a CGA composite monitor, which would turn the four colors into something better (the bricks would be red and the water blue). However, the rise of the EGA standard effectively killed composite monitors and few remembered this fact after a while. Thus the game was only remembered as being in standard CGA.<br />
<br />
Beside the roll-over of stats of all ports, the port has some other problems as well. It has no frame limiter, meaning that it is unplayable on faster machines unless a slowdown utility or DOSBox are used. It also is badly programmed, which can cause a divide-by-zero error, hanging the game.<br />
<br />
The game was originally released on three 5.25" floppy disks. That caused problems later, as some files on the various disks used identical names while the content of those files was not identical. When the CD-edition was made, this fact was obviously overlooked and the files from the galactic disk were overwritten with the equally named (but different) files from the player master disk, breaking the game. The problem couldn't be avoided with sub-directories, since the game predated them by some years.<br />
<br />
However, the [[Ultima II Upgrade Patch]] fixes all of the above problems, while lifting the game to 16-color EGA graphics.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari ST Port ===<br />
<br />
[[File:U2atari.jpg|thumb|200px|Atari ST - In a city]][[File:U2st.jpg|thumb|200px|Atari ST - In the wilderness]]<br />
This port, which came out in 1985, looks very different from the others. It also plays different.<br />
<br />
Robert Eric Heitman, the author of this port, wired the game directly into the GEM interface of the Atari ST, which enables the player to control everything with the mouse. Therefore, the game has the most comfortable controls of all the ports. The inventory is also always visible, meaning that thefts of items by [[thieves]] are obvious right away, saving the player some grief, since a save after a theft of an important item without noticing was quite annoying. The name of the town or time perior, once learned, is also always displayed, another comfort missing from other ports. As a trade-off, the viewing windows shows less than in other ports.<br />
<br />
However, there is more. In this port, all the black seen in the original is replaced with white, making everything appear much brighter. This can look quite interesting when a spell is cast, since the effect now turns everything ''dark'' instead of bright. Also there is much more color, although some of it looks strange, like pink-colored mountains. It is undoubtedly the most advanced port of the original releases.<br />
<br />
The port was released on a single 3.5" floppy disk.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Macintosh Port ===<br />
<br />
[[File:U2mactitel.jpg|thumb|200px|Macintosh - Title]][[File:U2macgame.jpg|thumb|200px|Macintosh - In the wilderness]]<br />
This port from 1985 looks similar to the port for the Atari ST, but there are key differences.<br />
<br />
Like with the Atari ST, this version takes advantage of the Macintosh interface, and thus provides mouse support and has the presence of status windows. Due to the higher resolution, all the player information is visible all the time. This version does away with all keyboard commands, everything is done with the mouse. The Macintosh port was created from original code and possesses none of the original. The graphics in this port are monochrome, unlike the enhanced colours of the original, which was a deficiency of the Macintosh at the time. The game does take advantage of the Macintosh computer's high resolution mode, which however did not result in the player seeing more of their surroundings due to the various status windows. The title screen is not that of the original, but a simple text graphic with a gradient effect.<br />
<br />
The port was released on a single 3.5" floppy disk. Additionally, a 'Disk Cloning Guide' was packaged together with the game.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Japanese-only Ports ==<br />
<br />
=== PC-8801 Port ===<br />
[[Image:UltimaII-PC8801(2).jpg|thumb|200px|right|Title screen PC-88 Pony Canyon]]<br />
[[Image:UltimaII-PC8801.png|thumb|200px|In-game screenshot PC-88 Pony Canyon]]<br />
In 1985, Star Craft released ''Ultima II'' for the PC8801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Unlike the Pony Canyon port that came four years later, this is a straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:TitleScreenPC-88StarcraftU2.png|Title screen PC-88 Star Craft<br />
Image:ExploringTheWordMapPC-88StarcraftU2.png|Exporing the world map PC-88 Star Craft<br />
Image:LordBritishCastlePC-88StarcraftU2.png|Lord British Castle PC-88 Star Craft<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== PC-9801 Port ===<br />
[[Image:CreditsPC-98PonyCanyonU2.png|thumb|200px|right|Copyright screen PC-98 Pony Canyon]]<br />
[[Image:TitleScreenPC98PonyCanyonU2.png|thumb|200px|right|Title Screen PC-98 Pony Canyon]]<br />
In 1985, Star Craft also released ''Ultima II'' for the PC-9801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Just like the PC-88 Star Craft version it is straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== MSX2 Port ===<br />
[[Image:CopyrightMSX2U2.png|thumb|200px|right|Copyright Screen MSX2]]<br />
[[Image:TitleScreenMSX2U2.png|thumb|200px|right|Title screen MSX2]]In 1988, Pony Canyon released ''Ultima II'' for the MSX2, who same as the Pony Canyon releases on the PC-88 and the PC-98, like the ''Ultima I'' version, use a completely new, brightly-colored and anime-ish tileset and original music score. <br />
<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:MainMenuMSX2U2.png|Main Menu MSX2<br />
Image:CharacterCreationMSX2U2.png|Character Creation MSX2<br />
Image:OverlandMSX2U2.png|Exploring the Overland MSX2<br />
Image:MeetingLordBritishMSX2U2.png|Meeting Lord British MSX2<br />
Image:EnteringaTownMSX2U2.png|Visiting a Town MSX2<br />
Image:InventoryListMSX2U2.png|Inventory MSX2<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
<br />
[[Image:U2fm5.jpg|thumb|200px|Title screen FM-Towns]]An upgraded port of ''Ultima II'' was made as part of the FM-Towns ''[[Ultima Trilogy I II III]]'' compilation, and released by [http://en.wikipedia.org/wiki/Fujitsu Fujitsu] in 1990. It offers completely redrawn graphics, with a new tile set that was also used for the FM-Towns version of ''[[Ultima I]]'' and ''[[Ultima III]]''.<br />
<br />
In addition, it also offers newly composed music, thus making it the only version of Ultima II with music. As the graphics, this music was also used for the other two titles of the compilation. Like most FM-Town ports, it is also offers a new [[FM-Towns Ultima II Intro|high-resolution introduction]] the player can watch outside the game, but unlike the game it has no English translation and can only be watched in Japanese.<br />
<br />
One interesting difference to the other ports is that [[Tri-Lithium]] can now ''only'' be found in dungeons, and not won from slain enemies. This makes dungeon exploration a requirement for winning the game, whereas it was only a pointless diversion in the other versions. Another modification is that one set of [[Blue Tassles]], necessary for commandeering a [[Ships|frigate]], disappears from the Stranger's inventory every time a boat is boarded, making strategic use of the [[Time Door|time doors]] a more prominent part of gameplay.<br />
<br />
The game was only released in Japan as part of a compilation, for a computer platform only available in Japan. In other markets, it is nearly completely unknown.<br />
<br />
<gallery orientation="none" widths="150"><br />
File:U2fm1.jpg|Timegate discovery<br />
File:U2fm2.jpg|Minax rising<br />
File:U2fm3.jpg|The Aftermath<br />
File:U2fm4.jpg|The Stranger leaves<br />
</gallery><br />
<br />
== The Apple IIGS Port ==<br />
Rebecca Heineman and Brutal Deluxe Software was working in the earlier years of 2011 on a new Apple IIGS port of Ultima II, based on the code of the Apple IIGS Ultima I. Unfortunately, this version was for 50% completed before being cancelled due to the market died and the steep licensing fees from current copyright holders Electronic Arts.<br />
<br />
The port would have been released on two disks. There was also plans to make ''[[Ultima III: Exodus | Ultima III]]'' for the Apple IIGS as well.<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=YgQgydgaVwg&feature=related YouTube - Ultima II - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=cPYI46jxHdg&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Apple II)]<br />
*[http://www.youtube.com/watch?v=9i0bCbr5DGM&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Commodore 64)]<br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima II]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:TitleScreenPC-98PonyCanyonU2.png&diff=123930File:TitleScreenPC-98PonyCanyonU2.png2017-12-06T15:49:28Z<p>Arthgon: </p>
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<div>[[Category: Articles for Deletion]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:TitleScreenPC98PonyCanyonU2.png&diff=123929File:TitleScreenPC98PonyCanyonU2.png2017-12-06T15:47:11Z<p>Arthgon: Category:Ultima II Screenshots</p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:TitleScreenPC-98PonyCanyonU2.png&diff=123928File:TitleScreenPC-98PonyCanyonU2.png2017-12-06T15:44:40Z<p>Arthgon: </p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_II&diff=123927Computer ports of Ultima II2017-12-06T15:42:57Z<p>Arthgon: /* PC-9801 Port */</p>
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<div>''[[Ultima II]]'' was the first game of the series to be ported to different systems at the original time of its release (''[[Ultima I]]'' was only ported in the re-release). The various ports are very interesting since, unlike the later games, the ports of ''Ultima II'' vary greatly in their presentation of the graphics, with two of them being VERY different from the rest.<br />
<br />
== The 8-Bit Ports ==<br />
<br />
=== The Apple II Original ===<br />
<br />
[[File:U2ap1.jpg|thumb|200px|Apple II title screen]][[File:U2ap2.jpg|thumb|200px|Apple II in-game]]<br />
The original game, on which all the other ports are based.<br />
<br />
In the year 1982, the platform of the Apple II was quite powerful, compared to other computers of that time. Graphically, the game looks very similar to ''Ultima I'', with only marginal improvements. However, the programming is much more streamlined compared to the first game and the code, being written in Assembly language instead of interpreted BASIC, is at least an order of magnitude faster. It also has an extra animation at the beginning that the other ports lack, where the dragon head appears, and then makes the ''"Ultima II"'' title appear in a fire cloud.<br />
<br />
Like the first part, the weakness of the graphics are the strange colors, which is especially noticeable in purple brick floors and multi-colored mountains. The game also has various glitches, like the dreaded numbers roll-over, which can make playing very difficult. Especially crippling is, that the "Strength" stat can never be raised du to one bug, making fights much harder than originally intended. It also makes the game unwinnable with certain charater combinations with too low strength to wear the correct armour for space flight.<br />
<br />
A little-known, slightly updated Apple II version was made available in the ''[[Ultima Trilogy I II III]]'' compilation, distinguished by blue borders around the gameplay/status boxes, a custom text font (that also included lowercase letters) and support for the up and down arrow keys of the Apple IIe and later systems. ''Only'' the Apple version of the ''Trilogy'' received this update; the Commodore 64 and IBM PC versions contained the original ''Ultima II'' for their respective platforms. The Apple update of ''Ultima II'' is notable for being the final Origin product to be written for the computer platform where ''Ultima'' itself was born.<br />
<br />
The game was released on two 5.25" floppy disks.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The C64-Port ===<br />
<br />
[[File:U2c641_.jpg|thumb|200px|C64 title screen]][[File:U2c64.jpg|thumb|200px|C64 in-game]]<br />
The port for the C64 -- made by someone called "Bobbit" -- is very surprising, since it looks quite different from the other 1982 ports.<br />
<br />
In the Apple II, IBM, and Atari 800 versions, each of the map tiles is drawn with a black background, making everything look really dark, and there is only sporadic use of color. The C64 port gives an appropriately-colored background to the various tiles (green for grassland, blue for water). The character sprites are in color as well, albeit only a single one for each, and the screen background is dark grey instead of black. However, there are still some strange color choices, such as purple mountains and blue swampland. The port also still has the problem that all of the versions of ''Ultima II'' have - the dreaded rolling-over of stats beyond 99 and gold and hitpoints beyond 9999.<br />
<br />
This is the only 1982 port of ''Ultima II'' to not feature the graphical title screen (the one with the dragon on it); it is replaced by a text-only title card with a color-cycling effect. Technical limitations can't be the reason, as the C64 was a powerful machine in its time, so the issue remains a mystery. Curiously, the title screen in the C64 ''Ultima Trilogy I II III'' re-release proclaims the game is presented by "Sierra On-Line and Lord British," while the Apple II and IBM versions of the ''Trilogy'' deleted all references to Sierra.<br />
<br />
The game was retailed on two 5.25" floppy disks, with the three sides being:<br />
* Disk 1 Side A: ''Program Master'' - Start disk and Data for Earth in its various time zones<br />
* Disk 1 Side B: ''Player Master'' - Master for the Player Disk, This one HAD to be copied and then only the copy HAD to be used. For each new character, a new copy was needed<br />
* Disk 2, Side A: ''Galactic Disk'' - All data for the verious planets outside of Earth<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port ===<br />
<br />
[[File:U2a81.jpg|thumb|200px|Atari 800 title screen]]<br />
[[File:UltimaII_Atari8bit.png|200px|thumb]]<br />
This port -- made by [[Chuckles]] -- was ported from the Apple II version. The 320x192 graphics mode of the Atari 8bit made porting of the Apple's graphics fairly straight forward. This however required the use of 'artifcating' to produce the blue/brown colors for the water/trees. Creative mixing allowed the mountains to retain the purple color used by the Apple as well. As Atari updated their computers the 'artifacting' colors shifted, so if played on an XL/XE series the colors will appear purple/green vs blue/brown. Later versions of Ultima could determine and adjust but ''Ultima II'' did not.<br />
<br />
Since artifacting is tied to the NTSC television system on the Atari 8-bit and does not occur on PAL (European) Ataris, the game will appear black-and-white on those.<br />
<br />
The Atari computers series had much better sound capabilities, however [[Origin]] decided to port over the 'speaker' sounds from the Apple II version.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The 16-Bit Ports ==<br />
<br />
=== The IBM-PC Port ===<br />
<br />
[[File:U2pc1.jpg|thumb|200px|IBM-PC title screen]][[File:U2pc2.jpg|thumb|200px|IBM-PC in-game]]<br />
The IBM-PC port uses the maximum available to a PC of 1982, which wasn't much back then.<br />
<br />
The graphics are shown in four-color CGA mode. The fact is, that the game was designed to be played with a CGA composite monitor, which would turn the four colors into something better (the bricks would be red and the water blue). However, the rise of the EGA standard effectively killed composite monitors and few remembered this fact after a while. Thus the game was only remembered as being in standard CGA.<br />
<br />
Beside the roll-over of stats of all ports, the port has some other problems as well. It has no frame limiter, meaning that it is unplayable on faster machines unless a slowdown utility or DOSBox are used. It also is badly programmed, which can cause a divide-by-zero error, hanging the game.<br />
<br />
The game was originally released on three 5.25" floppy disks. That caused problems later, as some files on the various disks used identical names while the content of those files was not identical. When the CD-edition was made, this fact was obviously overlooked and the files from the galactic disk were overwritten with the equally named (but different) files from the player master disk, breaking the game. The problem couldn't be avoided with sub-directories, since the game predated them by some years.<br />
<br />
However, the [[Ultima II Upgrade Patch]] fixes all of the above problems, while lifting the game to 16-color EGA graphics.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari ST Port ===<br />
<br />
[[File:U2atari.jpg|thumb|200px|Atari ST - In a city]][[File:U2st.jpg|thumb|200px|Atari ST - In the wilderness]]<br />
This port, which came out in 1985, looks very different from the others. It also plays different.<br />
<br />
Robert Eric Heitman, the author of this port, wired the game directly into the GEM interface of the Atari ST, which enables the player to control everything with the mouse. Therefore, the game has the most comfortable controls of all the ports. The inventory is also always visible, meaning that thefts of items by [[thieves]] are obvious right away, saving the player some grief, since a save after a theft of an important item without noticing was quite annoying. The name of the town or time perior, once learned, is also always displayed, another comfort missing from other ports. As a trade-off, the viewing windows shows less than in other ports.<br />
<br />
However, there is more. In this port, all the black seen in the original is replaced with white, making everything appear much brighter. This can look quite interesting when a spell is cast, since the effect now turns everything ''dark'' instead of bright. Also there is much more color, although some of it looks strange, like pink-colored mountains. It is undoubtedly the most advanced port of the original releases.<br />
<br />
The port was released on a single 3.5" floppy disk.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Macintosh Port ===<br />
<br />
[[File:U2mactitel.jpg|thumb|200px|Macintosh - Title]][[File:U2macgame.jpg|thumb|200px|Macintosh - In the wilderness]]<br />
This port from 1985 looks similar to the port for the Atari ST, but there are key differences.<br />
<br />
Like with the Atari ST, this version takes advantage of the Macintosh interface, and thus provides mouse support and has the presence of status windows. Due to the higher resolution, all the player information is visible all the time. This version does away with all keyboard commands, everything is done with the mouse. The Macintosh port was created from original code and possesses none of the original. The graphics in this port are monochrome, unlike the enhanced colours of the original, which was a deficiency of the Macintosh at the time. The game does take advantage of the Macintosh computer's high resolution mode, which however did not result in the player seeing more of their surroundings due to the various status windows. The title screen is not that of the original, but a simple text graphic with a gradient effect.<br />
<br />
The port was released on a single 3.5" floppy disk. Additionally, a 'Disk Cloning Guide' was packaged together with the game.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Japanese-only Ports ==<br />
<br />
=== PC-8801 Port ===<br />
[[Image:UltimaII-PC8801(2).jpg|thumb|200px|right|Title screen PC-88 Pony Canyon]]<br />
[[Image:UltimaII-PC8801.png|thumb|200px|In-game screenshot PC-88 Pony Canyon]]<br />
In 1985, Star Craft released ''Ultima II'' for the PC8801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Unlike the Pony Canyon port that came four years later, this is a straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:TitleScreenPC-88StarcraftU2.png|Title screen PC-88 Star Craft<br />
Image:ExploringTheWordMapPC-88StarcraftU2.png|Exporing the world map PC-88 Star Craft<br />
Image:LordBritishCastlePC-88StarcraftU2.png|Lord British Castle PC-88 Star Craft<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== PC-9801 Port ===<br />
[[Image:CreditsPC-98PonyCanyonU2.png|thumb|200px|right|Copyright screen PC-98 Pony Canyon]]<br />
<br />
In 1985, Star Craft also released ''Ultima II'' for the PC-9801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Just like the PC-88 Star Craft version it is straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== MSX2 Port ===<br />
[[Image:CopyrightMSX2U2.png|thumb|200px|right|Copyright Screen MSX2]]<br />
[[Image:TitleScreenMSX2U2.png|thumb|200px|right|Title screen MSX2]]In 1988, Pony Canyon released ''Ultima II'' for the MSX2, who same as the Pony Canyon releases on the PC-88 and the PC-98, like the ''Ultima I'' version, use a completely new, brightly-colored and anime-ish tileset and original music score. <br />
<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:MainMenuMSX2U2.png|Main Menu MSX2<br />
Image:CharacterCreationMSX2U2.png|Character Creation MSX2<br />
Image:OverlandMSX2U2.png|Exploring the Overland MSX2<br />
Image:MeetingLordBritishMSX2U2.png|Meeting Lord British MSX2<br />
Image:EnteringaTownMSX2U2.png|Visiting a Town MSX2<br />
Image:InventoryListMSX2U2.png|Inventory MSX2<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
<br />
[[Image:U2fm5.jpg|thumb|200px|Title screen FM-Towns]]An upgraded port of ''Ultima II'' was made as part of the FM-Towns ''[[Ultima Trilogy I II III]]'' compilation, and released by [http://en.wikipedia.org/wiki/Fujitsu Fujitsu] in 1990. It offers completely redrawn graphics, with a new tile set that was also used for the FM-Towns version of ''[[Ultima I]]'' and ''[[Ultima III]]''.<br />
<br />
In addition, it also offers newly composed music, thus making it the only version of Ultima II with music. As the graphics, this music was also used for the other two titles of the compilation. Like most FM-Town ports, it is also offers a new [[FM-Towns Ultima II Intro|high-resolution introduction]] the player can watch outside the game, but unlike the game it has no English translation and can only be watched in Japanese.<br />
<br />
One interesting difference to the other ports is that [[Tri-Lithium]] can now ''only'' be found in dungeons, and not won from slain enemies. This makes dungeon exploration a requirement for winning the game, whereas it was only a pointless diversion in the other versions. Another modification is that one set of [[Blue Tassles]], necessary for commandeering a [[Ships|frigate]], disappears from the Stranger's inventory every time a boat is boarded, making strategic use of the [[Time Door|time doors]] a more prominent part of gameplay.<br />
<br />
The game was only released in Japan as part of a compilation, for a computer platform only available in Japan. In other markets, it is nearly completely unknown.<br />
<br />
<gallery orientation="none" widths="150"><br />
File:U2fm1.jpg|Timegate discovery<br />
File:U2fm2.jpg|Minax rising<br />
File:U2fm3.jpg|The Aftermath<br />
File:U2fm4.jpg|The Stranger leaves<br />
</gallery><br />
<br />
== The Apple IIGS Port ==<br />
Rebecca Heineman and Brutal Deluxe Software was working in the earlier years of 2011 on a new Apple IIGS port of Ultima II, based on the code of the Apple IIGS Ultima I. Unfortunately, this version was for 50% completed before being cancelled due to the market died and the steep licensing fees from current copyright holders Electronic Arts.<br />
<br />
The port would have been released on two disks. There was also plans to make ''[[Ultima III: Exodus | Ultima III]]'' for the Apple IIGS as well.<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=YgQgydgaVwg&feature=related YouTube - Ultima II - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=cPYI46jxHdg&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Apple II)]<br />
*[http://www.youtube.com/watch?v=9i0bCbr5DGM&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Commodore 64)]<br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima II]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:TitleScreenPC-98PonyCanyonU2.png&diff=123926File:TitleScreenPC-98PonyCanyonU2.png2017-12-06T15:33:19Z<p>Arthgon: Blanked the page</p>
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<div></div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:TitleScreenPC-98PonyCanyonU2.png&diff=123925File:TitleScreenPC-98PonyCanyonU2.png2017-12-06T15:29:45Z<p>Arthgon: Arthgon uploaded File:TitleScreenPC-98PonyCanyonU2.png</p>
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<div>#REDIRECT [[File:CreditsPC-98PonyCanyonU2.png]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:TitleScreenPC-98PonyCanyonU2.png&diff=123924File:TitleScreenPC-98PonyCanyonU2.png2017-12-06T15:28:23Z<p>Arthgon: Arthgon moved page File:TitleScreenPC-98PonyCanyonU2.png to File:CreditsPC-98PonyCanyonU2.png: It should have been Credits instead of Title Screen...Ooops</p>
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<div>#REDIRECT [[File:CreditsPC-98PonyCanyonU2.png]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:CreditsPC-98PonyCanyonU2.png&diff=123923File:CreditsPC-98PonyCanyonU2.png2017-12-06T15:28:23Z<p>Arthgon: Arthgon moved page File:TitleScreenPC-98PonyCanyonU2.png to File:CreditsPC-98PonyCanyonU2.png: It should have been Credits instead of Title Screen...Ooops</p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_II&diff=123922Computer ports of Ultima II2017-12-06T15:07:19Z<p>Arthgon: /* MSX2 Port */</p>
<hr />
<div>''[[Ultima II]]'' was the first game of the series to be ported to different systems at the original time of its release (''[[Ultima I]]'' was only ported in the re-release). The various ports are very interesting since, unlike the later games, the ports of ''Ultima II'' vary greatly in their presentation of the graphics, with two of them being VERY different from the rest.<br />
<br />
== The 8-Bit Ports ==<br />
<br />
=== The Apple II Original ===<br />
<br />
[[File:U2ap1.jpg|thumb|200px|Apple II title screen]][[File:U2ap2.jpg|thumb|200px|Apple II in-game]]<br />
The original game, on which all the other ports are based.<br />
<br />
In the year 1982, the platform of the Apple II was quite powerful, compared to other computers of that time. Graphically, the game looks very similar to ''Ultima I'', with only marginal improvements. However, the programming is much more streamlined compared to the first game and the code, being written in Assembly language instead of interpreted BASIC, is at least an order of magnitude faster. It also has an extra animation at the beginning that the other ports lack, where the dragon head appears, and then makes the ''"Ultima II"'' title appear in a fire cloud.<br />
<br />
Like the first part, the weakness of the graphics are the strange colors, which is especially noticeable in purple brick floors and multi-colored mountains. The game also has various glitches, like the dreaded numbers roll-over, which can make playing very difficult. Especially crippling is, that the "Strength" stat can never be raised du to one bug, making fights much harder than originally intended. It also makes the game unwinnable with certain charater combinations with too low strength to wear the correct armour for space flight.<br />
<br />
A little-known, slightly updated Apple II version was made available in the ''[[Ultima Trilogy I II III]]'' compilation, distinguished by blue borders around the gameplay/status boxes, a custom text font (that also included lowercase letters) and support for the up and down arrow keys of the Apple IIe and later systems. ''Only'' the Apple version of the ''Trilogy'' received this update; the Commodore 64 and IBM PC versions contained the original ''Ultima II'' for their respective platforms. The Apple update of ''Ultima II'' is notable for being the final Origin product to be written for the computer platform where ''Ultima'' itself was born.<br />
<br />
The game was released on two 5.25" floppy disks.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The C64-Port ===<br />
<br />
[[File:U2c641_.jpg|thumb|200px|C64 title screen]][[File:U2c64.jpg|thumb|200px|C64 in-game]]<br />
The port for the C64 -- made by someone called "Bobbit" -- is very surprising, since it looks quite different from the other 1982 ports.<br />
<br />
In the Apple II, IBM, and Atari 800 versions, each of the map tiles is drawn with a black background, making everything look really dark, and there is only sporadic use of color. The C64 port gives an appropriately-colored background to the various tiles (green for grassland, blue for water). The character sprites are in color as well, albeit only a single one for each, and the screen background is dark grey instead of black. However, there are still some strange color choices, such as purple mountains and blue swampland. The port also still has the problem that all of the versions of ''Ultima II'' have - the dreaded rolling-over of stats beyond 99 and gold and hitpoints beyond 9999.<br />
<br />
This is the only 1982 port of ''Ultima II'' to not feature the graphical title screen (the one with the dragon on it); it is replaced by a text-only title card with a color-cycling effect. Technical limitations can't be the reason, as the C64 was a powerful machine in its time, so the issue remains a mystery. Curiously, the title screen in the C64 ''Ultima Trilogy I II III'' re-release proclaims the game is presented by "Sierra On-Line and Lord British," while the Apple II and IBM versions of the ''Trilogy'' deleted all references to Sierra.<br />
<br />
The game was retailed on two 5.25" floppy disks, with the three sides being:<br />
* Disk 1 Side A: ''Program Master'' - Start disk and Data for Earth in its various time zones<br />
* Disk 1 Side B: ''Player Master'' - Master for the Player Disk, This one HAD to be copied and then only the copy HAD to be used. For each new character, a new copy was needed<br />
* Disk 2, Side A: ''Galactic Disk'' - All data for the verious planets outside of Earth<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port ===<br />
<br />
[[File:U2a81.jpg|thumb|200px|Atari 800 title screen]]<br />
[[File:UltimaII_Atari8bit.png|200px|thumb]]<br />
This port -- made by [[Chuckles]] -- was ported from the Apple II version. The 320x192 graphics mode of the Atari 8bit made porting of the Apple's graphics fairly straight forward. This however required the use of 'artifcating' to produce the blue/brown colors for the water/trees. Creative mixing allowed the mountains to retain the purple color used by the Apple as well. As Atari updated their computers the 'artifacting' colors shifted, so if played on an XL/XE series the colors will appear purple/green vs blue/brown. Later versions of Ultima could determine and adjust but ''Ultima II'' did not.<br />
<br />
Since artifacting is tied to the NTSC television system on the Atari 8-bit and does not occur on PAL (European) Ataris, the game will appear black-and-white on those.<br />
<br />
The Atari computers series had much better sound capabilities, however [[Origin]] decided to port over the 'speaker' sounds from the Apple II version.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The 16-Bit Ports ==<br />
<br />
=== The IBM-PC Port ===<br />
<br />
[[File:U2pc1.jpg|thumb|200px|IBM-PC title screen]][[File:U2pc2.jpg|thumb|200px|IBM-PC in-game]]<br />
The IBM-PC port uses the maximum available to a PC of 1982, which wasn't much back then.<br />
<br />
The graphics are shown in four-color CGA mode. The fact is, that the game was designed to be played with a CGA composite monitor, which would turn the four colors into something better (the bricks would be red and the water blue). However, the rise of the EGA standard effectively killed composite monitors and few remembered this fact after a while. Thus the game was only remembered as being in standard CGA.<br />
<br />
Beside the roll-over of stats of all ports, the port has some other problems as well. It has no frame limiter, meaning that it is unplayable on faster machines unless a slowdown utility or DOSBox are used. It also is badly programmed, which can cause a divide-by-zero error, hanging the game.<br />
<br />
The game was originally released on three 5.25" floppy disks. That caused problems later, as some files on the various disks used identical names while the content of those files was not identical. When the CD-edition was made, this fact was obviously overlooked and the files from the galactic disk were overwritten with the equally named (but different) files from the player master disk, breaking the game. The problem couldn't be avoided with sub-directories, since the game predated them by some years.<br />
<br />
However, the [[Ultima II Upgrade Patch]] fixes all of the above problems, while lifting the game to 16-color EGA graphics.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari ST Port ===<br />
<br />
[[File:U2atari.jpg|thumb|200px|Atari ST - In a city]][[File:U2st.jpg|thumb|200px|Atari ST - In the wilderness]]<br />
This port, which came out in 1985, looks very different from the others. It also plays different.<br />
<br />
Robert Eric Heitman, the author of this port, wired the game directly into the GEM interface of the Atari ST, which enables the player to control everything with the mouse. Therefore, the game has the most comfortable controls of all the ports. The inventory is also always visible, meaning that thefts of items by [[thieves]] are obvious right away, saving the player some grief, since a save after a theft of an important item without noticing was quite annoying. The name of the town or time perior, once learned, is also always displayed, another comfort missing from other ports. As a trade-off, the viewing windows shows less than in other ports.<br />
<br />
However, there is more. In this port, all the black seen in the original is replaced with white, making everything appear much brighter. This can look quite interesting when a spell is cast, since the effect now turns everything ''dark'' instead of bright. Also there is much more color, although some of it looks strange, like pink-colored mountains. It is undoubtedly the most advanced port of the original releases.<br />
<br />
The port was released on a single 3.5" floppy disk.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Macintosh Port ===<br />
<br />
[[File:U2mactitel.jpg|thumb|200px|Macintosh - Title]][[File:U2macgame.jpg|thumb|200px|Macintosh - In the wilderness]]<br />
This port from 1985 looks similar to the port for the Atari ST, but there are key differences.<br />
<br />
Like with the Atari ST, this version takes advantage of the Macintosh interface, and thus provides mouse support and has the presence of status windows. Due to the higher resolution, all the player information is visible all the time. This version does away with all keyboard commands, everything is done with the mouse. The Macintosh port was created from original code and possesses none of the original. The graphics in this port are monochrome, unlike the enhanced colours of the original, which was a deficiency of the Macintosh at the time. The game does take advantage of the Macintosh computer's high resolution mode, which however did not result in the player seeing more of their surroundings due to the various status windows. The title screen is not that of the original, but a simple text graphic with a gradient effect.<br />
<br />
The port was released on a single 3.5" floppy disk. Additionally, a 'Disk Cloning Guide' was packaged together with the game.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Japanese-only Ports ==<br />
<br />
=== PC-8801 Port ===<br />
[[Image:UltimaII-PC8801(2).jpg|thumb|200px|right|Title screen PC-88 Pony Canyon]]<br />
[[Image:UltimaII-PC8801.png|thumb|200px|In-game screenshot PC-88 Pony Canyon]]<br />
In 1985, Star Craft released ''Ultima II'' for the PC8801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Unlike the Pony Canyon port that came four years later, this is a straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:TitleScreenPC-88StarcraftU2.png|Title screen PC-88 Star Craft<br />
Image:ExploringTheWordMapPC-88StarcraftU2.png|Exporing the world map PC-88 Star Craft<br />
Image:LordBritishCastlePC-88StarcraftU2.png|Lord British Castle PC-88 Star Craft<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== PC-9801 Port ===<br />
[[Image:TitleScreenPC-98PonyCanyonU2.png|thumb|200px|right|Copyright screen PC-98 Pony Canyon]]<br />
<br />
In 1985, Star Craft also released ''Ultima II'' for the PC-9801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Just like the PC-88 Star Craft version it is straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== MSX2 Port ===<br />
[[Image:CopyrightMSX2U2.png|thumb|200px|right|Copyright Screen MSX2]]<br />
[[Image:TitleScreenMSX2U2.png|thumb|200px|right|Title screen MSX2]]In 1988, Pony Canyon released ''Ultima II'' for the MSX2, who same as the Pony Canyon releases on the PC-88 and the PC-98, like the ''Ultima I'' version, use a completely new, brightly-colored and anime-ish tileset and original music score. <br />
<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:MainMenuMSX2U2.png|Main Menu MSX2<br />
Image:CharacterCreationMSX2U2.png|Character Creation MSX2<br />
Image:OverlandMSX2U2.png|Exploring the Overland MSX2<br />
Image:MeetingLordBritishMSX2U2.png|Meeting Lord British MSX2<br />
Image:EnteringaTownMSX2U2.png|Visiting a Town MSX2<br />
Image:InventoryListMSX2U2.png|Inventory MSX2<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
<br />
[[Image:U2fm5.jpg|thumb|200px|Title screen FM-Towns]]An upgraded port of ''Ultima II'' was made as part of the FM-Towns ''[[Ultima Trilogy I II III]]'' compilation, and released by [http://en.wikipedia.org/wiki/Fujitsu Fujitsu] in 1990. It offers completely redrawn graphics, with a new tile set that was also used for the FM-Towns version of ''[[Ultima I]]'' and ''[[Ultima III]]''.<br />
<br />
In addition, it also offers newly composed music, thus making it the only version of Ultima II with music. As the graphics, this music was also used for the other two titles of the compilation. Like most FM-Town ports, it is also offers a new [[FM-Towns Ultima II Intro|high-resolution introduction]] the player can watch outside the game, but unlike the game it has no English translation and can only be watched in Japanese.<br />
<br />
One interesting difference to the other ports is that [[Tri-Lithium]] can now ''only'' be found in dungeons, and not won from slain enemies. This makes dungeon exploration a requirement for winning the game, whereas it was only a pointless diversion in the other versions. Another modification is that one set of [[Blue Tassles]], necessary for commandeering a [[Ships|frigate]], disappears from the Stranger's inventory every time a boat is boarded, making strategic use of the [[Time Door|time doors]] a more prominent part of gameplay.<br />
<br />
The game was only released in Japan as part of a compilation, for a computer platform only available in Japan. In other markets, it is nearly completely unknown.<br />
<br />
<gallery orientation="none" widths="150"><br />
File:U2fm1.jpg|Timegate discovery<br />
File:U2fm2.jpg|Minax rising<br />
File:U2fm3.jpg|The Aftermath<br />
File:U2fm4.jpg|The Stranger leaves<br />
</gallery><br />
<br />
== The Apple IIGS Port ==<br />
Rebecca Heineman and Brutal Deluxe Software was working in the earlier years of 2011 on a new Apple IIGS port of Ultima II, based on the code of the Apple IIGS Ultima I. Unfortunately, this version was for 50% completed before being cancelled due to the market died and the steep licensing fees from current copyright holders Electronic Arts.<br />
<br />
The port would have been released on two disks. There was also plans to make ''[[Ultima III: Exodus | Ultima III]]'' for the Apple IIGS as well.<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=YgQgydgaVwg&feature=related YouTube - Ultima II - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=cPYI46jxHdg&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Apple II)]<br />
*[http://www.youtube.com/watch?v=9i0bCbr5DGM&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Commodore 64)]<br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima II]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_III&diff=123921Computer ports of Ultima III2017-12-06T15:04:23Z<p>Arthgon: /* The FM-Towns Port */</p>
<hr />
<div>''[[Ultima III]]'' is the first game in the series to contain music, meaning that now another factor for differences in the various ports has appeared. Indeed, the ports of the game are almost as diverse as the ones of ''[[Ultima II]]'', with the first time that a proper 16-bit port exists (for the Amiga and Atari ST).<br />
<br />
Note that this page covers neither the original black-and-white Macintosh port from Origin Systems, nor the fan-made color remake on the Macintosh from 1995, nor the [[Ultima III - Gameboy Color|Gameboy Color remake from 2001]].<br />
<br />
== The Original Ports (1983) ==<br />
<br />
=== The Apple II Original ===<br />
[[File:U3app1.jpg|thumb|200px|Apple II title screen]][[File:U3app2.jpg|thumb|200px|Apple II in-game]]<br />
The original game, upon which all other ports are based.<br />
<br />
The game's graphics are similar to the graphics of the two previous games, although there are now blue borders around the different screen areas and the Apple's hardware "mixed mode", with graphics above and four lines of color-fringed text below, is no longer used; instead, text is written into the graphical bit map, which allows free placement of text and reduces the color fringing issue. There are some issues with the color: the limited palette is noticeable in that many things are in monochrome and some colors are off, like purple brick floor and strangely colored mountains. This is also the first ''Ultima'' game with music. The music requires a sound card (Mockingboard or compatible), as Apple's hardware doesn't allow playing music through the internal speaker while simultaneously doing other things, such as animating the screen.<br />
<br />
The game also has several glitches which, at worst, can make further advancement impossible.<br />
<br />
The game was sold on a single, double-sided 5.25" floppy disk.<br />
<br />
There are at least two versions. One version has no concept of move numbers, which the PC port does. Another version does keep track of moves, but the move counter only ticks while you are on the mainland of Sosaria.<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port===<br />
[[File:U3 Title Atari8bit.png|thumb|200px|Atari 800 title screen]][[File:U3_Game_Atari8bit.png|200px|thumb]]<br />
The port for the Atari 8-bit (made by Chuckles) is essentially the same game as the original on the Apple II. It utilized the Atari high resolution 320x192 graphics mode with 'artifacting' to provide color, which means that like most Atari 8-bit Ultimas, it will display in black-and-white on European (PAL) Ataris which don't offer artifact color. As with ''Ultima II'', the colors would appear different depending on the Atari 8bit computer used. The screenshots show how the color was supposed to look. The movement and attack sounds are presented through the built-in speaker (or its emulation channel on XL/XE machines) rather than through the sound chip, and they sound like the Apple II version. Fortunately, [[Origin]] still took advantage of the excellent sound capabilities on the Atari and provided the full musical score.<br />
<br />
It was sold on a 5.25" floppy disk.<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Commodore 64 Port===<br />
[[File:U3C64TitleScreen.PNG|thumb|200px|C64 Title Screen]][[File:U3C64In-game.PNG|thumb|200px|C64 in-game]]<br />
Of the ports made in 1983, the C64-port, made by [[Chuckles]], is perhaps the most advanced.<br />
<br />
The game actually made use of the C64's 320x200 "monochrome" mode, that allowed the foreground and background color to be independently defined for each 8x8 pixel block (one character of text). The game is more colorful compared to the Apple II original, although the graphics otherwise look very similar. The colors used on the C64 are more logical (for example, the brick floors are red instead of purple, and mountains are brown). However, the 3D dungeons, which were shown in color on the Apple, were simple black-and-white ones on the C64. Also, the game is noticeably slower than on the Apple, since the graphics code of this port is actually that of the Apple original, running through an interpreter to convert the result to a format the C64 can understand in "real time".<br />
<br />
The first ''Ultima'' with music, ''Exodus'' took full advantage of the C64 music processor, the [[wikipedia:MOS Technology SID|SID chip]]. This port contains the full musical score, with no need for additional hardware such as the Mockingboard sound card on the Apple. The music does sound nicer than on the Apple, since the SID chip is more capable of producing complex harmonies than the General Instruments AY-3-8910 chip used on the Mockingboard.<br />
<br />
The game was released on a single, double sided 5.25" floppy disk. Note that the game has no built-in fastloader, since these programs only came into being in late 1984 on the C64, meaning that the loading times are rather long. <br />
<br />
In 2007, a crack of the ''Ultima III'' port for the C64 known as ''[http://noname.c64.org/csdb/release/?id=51363&show=summary Ultima III Gold]'' was released at [http://noname.c64.org/csdb/event/?id=1225 Big Floppy People] by [http://noname.c64.org/csdb/scener/?id=8141 MagerValp]. This crack, which uses built-in data compression to fit on a single floppy side, included numerous bug fixes and improvements, and can be found at [http://www.paradroid.net/u3/ http://www.paradroid.net/u3/] <br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The IBM-PC Port===<br />
[[File:U3pc1.jpg|thumb|200px|IBM-PC title screen]][[File:U3pc2.jpg|thumb|200px|IBM-PC in-game]]<br />
The IBM-PC port, made by James Van Artsdalen, was the port with the lowest audiovisual quality at its release. As the PC of 1983 was perceived as a machine for the workplace, games were slow to appear on the platform, and were often less advanced, in audiovisual terms, than their equivalents on other contemporary systems.<br />
<br />
As was the case with ''[[Ultima II]]'', the graphics are displayed in four-color CGA (black, light gray, magenta and cyan), which was the only form of (comparatively) high resolution graphics available for the PC at the time. However, if the game is played on a ''composite'' CGA monitor or TV set, the use of artifacting and dithering makes it appear much more colorful; in fact, under these conditions it looks quite similar to the Apple II version. The advent of the EGA standard bypassed this "feature" of CGA entirely, meaning older games like ''Ultima III'' would be doomed to a drab four-color existence henceforth.<br />
<br />
The game also has no music and only basic PC speaker sound effects. PC sound cards as we think of them today only came along in 1988, with the advent of the original Adlib card. Also, the game has no frame limiter (a common shortfall of early PC games), making it virtually unplayable on a modern system without an external slowdown utility.<br />
<br />
Note that the fan-made [[Ultima III Upgrade Patch]] addresses most of these issues: the game gets updated 16-color EGA graphics, a frame limiter is added, and the music of the Apple and Commodore ports is restored in MIDI quality. A more recent update to the patch includes the option of 256-color VGA graphics as well as a simulation of how the CGA mode would have appeared on a composite screen.<br />
<br />
The game retailed on a single 5.25" floppy disk.<br />
<br />
One difference from the Apple II port is that the ''[[Dag Acron]]'', the wizard's teleport spell, works while you are on a boat, teleporting you to another water location. This can include teleporting you to the water in front of the Castle of Fire, therefore allowing to cheat: a player can skip the quest to acquire the Mark of Snake completely.<br />
<br style="clear:both;" /><br />
<br />
== The 16-bit Ports of 1986 ==<br />
<br />
=== The Amiga and Atari ST Ports===<br />
[[File:U3amig1.jpg|thumb|200px|Amiga and Atari ST title screen]][[File:U3amig2.jpg|thumb|200px|Amiga and Atari ST in-game]]<br />
These two ports were created by "Banjo" Bob Hardy in 1986 and are essentially identical twins, with the only real difference being sound. They are both the most technically advanced on the ports made by [[Origin]].<br />
<br />
It is very noticeable that three years had passed since the original game, as the graphics are much better and more colorful, as expected of a 16-bit port. However, as seen on the title screen and things like the borders, the color sometimes goes overbord and does not confirm to the originally intended color scheme as seen on the Apple II. The ports also have mouse support, making the game much easier to control and play. Both ports have the fully musical score of the original, which of course also sounds much better, since both computers have superior sound chips. Due to better hardware, the music does sound better on the Amiga.<br />
<br />
Both of the ports, Amiga and Atari ST, were retailed each on a single 3.5" floppy disk, eliminating any kind of disk swapping.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The Japanese Ports (1985-1990) ==<br />
<br />
=== The PC-8801 Port ===<br />
[[File:TitleScreenPC-88PonyCanyonU3.png|200px|thumb|PC-8801 Pony Canyon Title Screen]]<br />
In 1985, Star Craft released an English-only version of ''Ultima III'', created by [http://en.wikipedia.org/wiki/Thinking_Rabbit Thinking Rabbit] for the PC-8801 operating system in Japan. This version features a 2-colour display, but is identical to the original Apple II release of ''Ultima III'' in gameplay.<br />
<br />
This version was created 4 years before the PC-8801 version of ''Ultima III'' that was included with the Japanese ''Ultima Collection'' by [http://en.wikipedia.org/wiki/Pony_Canyon Pony Canyon] in 1989.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
File:TitleScreenPC-88StarCraftU3.png|Thinking Rabbit PC-8801 Title Screen<br />
File:WildernessPC-88StarcraftU3.png|Thinking Rabbit PC-8801 In-game Screenshot<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The MSX Port===<br />
[[File:TitleScreenMSX2U3.png|200px|thumb|Cartridge MSX Title Screen]]<br />
Released after the [[NES-Port of Ultima III]], this port who's built from the Newtopia Planning version was only released in Japan on a cartridge in the year 1988 and looks and sounds exactly like it. Therefore, all that applies to the NES port also applies to this one. However, some of the graphics were redrawn, and the music was downgraded to play on the MSX PSG. <br />
<br />
The Pony Canyon MSX2 that's released in 1989 is instead a port of the PC-88/98 games and released on disk.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
File:CreatingCharacterMSXU2.png|Cartridge MSX Character Creation<br />
File:LordBritshMSXU3.png|Cartridge MSX Meeting Lord British<br />
File:ShoppingInWeaponShopMSXU3.png|Cartridge MSX Shopping at a Weapon Shop<br />
File:SaveGameMSXU3.png|Catridge MSX Saving the Game<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
[[File:CreditsM-TownsU3.png|thumb|200px|Copyright]][[File:Ultima III FM-Towns(5).png|thumb|200px|Title screen]]<br />
This port of ''Ultima III'' was made as part of the [[wikipedia:FM-Towns|FM-Towns]] ''[[Ultima Trilogy I II III]]'' compilation, and released by [[wikipedia:Fujitsu|Fujitsu]] in 1990. As such it offers redrawn graphics with a new tile set that was also used for the FM-Towns version of ''[[Ultima I]]'' and ''[[Ultima II]]''. This port was only released as part of the compilation, and only in Japan.<br />
<br />
In addition it also offers newly composed music, which replaces the original compositions from Kenneth Arnold. As the graphics, these musics were also used for the other two titles of the compilation.<br />
<br />
Like most FM-Town ports, it is also offers a [[FM-Towns Ultima III Intro|high resolution introduction]] that the player can watch outside the game. Unlike the game, the introduction has no English translation and can only be watched in Japanese.<br />
<br />
The complete [[Ultima III: FM-Towns Epilogue|epilogue]] from this system is also available.<br />
<br />
<gallery orientation="none" widths="200"><br />
File:Ultima III FM-Towns(1).png|Overworld<br />
File:Ultima III FM-Towns(3).png|Intro: Isle of Fire<br />
File:Ultima III FM-Towns(2).png|Combat<br />
File:LordBritishFM-TownsU3.png|Meeting Lord British<br />
File:TownFM-TownsU3.png|Entering Britian...I mean...Britain<br />
File:GroceryM-TownsU3.png|Food is very important!<br />
</gallery><br />
<br style="clear:both;" /><br />
<br />
==See also==<br />
*[[NES-Port of Ultima III]]<br />
*[[Ultima III: FM-Towns Epilogue]]<br />
*[[Ultima III Transcript (FM-Towns)]]<br />
<br />
==External links==<br />
*[http://www.youtube.com/watch?v=DWGVTc20v60&feature=related YouTube - Ultima III - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=HErKitZ0ovM YouTube - Ultima III: Exodus (Apple II)]<br />
*[http://www.youtube.com/watch?v=lYdgzxbf-YM YouTube - Ultima III: Exodus (Commodore 64)]<br />
*[http://www.youtube.com/watch?v=Q1qH5XFJs7k YouTube - Ultima III: Exodus (PC)]<br />
<br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima III]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:TownFM-TownsU3.png&diff=123920File:TownFM-TownsU3.png2017-12-06T15:02:14Z<p>Arthgon: Category:Ultima III Screenshots</p>
<hr />
<div>[[Category:Ultima III Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:GroceryM-TownsU3.png&diff=123919File:GroceryM-TownsU3.png2017-12-06T15:00:30Z<p>Arthgon: Category:Ultima III Screenshots</p>
<hr />
<div>[[Category:Ultima III Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:LordBritishFM-TownsU3.png&diff=123918File:LordBritishFM-TownsU3.png2017-12-06T14:56:29Z<p>Arthgon: Category:Ultima III Screenshots</p>
<hr />
<div>[[Category:Ultima III Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_III&diff=123917Computer ports of Ultima III2017-12-06T14:46:48Z<p>Arthgon: /* The FM-Towns Port */</p>
<hr />
<div>''[[Ultima III]]'' is the first game in the series to contain music, meaning that now another factor for differences in the various ports has appeared. Indeed, the ports of the game are almost as diverse as the ones of ''[[Ultima II]]'', with the first time that a proper 16-bit port exists (for the Amiga and Atari ST).<br />
<br />
Note that this page covers neither the original black-and-white Macintosh port from Origin Systems, nor the fan-made color remake on the Macintosh from 1995, nor the [[Ultima III - Gameboy Color|Gameboy Color remake from 2001]].<br />
<br />
== The Original Ports (1983) ==<br />
<br />
=== The Apple II Original ===<br />
[[File:U3app1.jpg|thumb|200px|Apple II title screen]][[File:U3app2.jpg|thumb|200px|Apple II in-game]]<br />
The original game, upon which all other ports are based.<br />
<br />
The game's graphics are similar to the graphics of the two previous games, although there are now blue borders around the different screen areas and the Apple's hardware "mixed mode", with graphics above and four lines of color-fringed text below, is no longer used; instead, text is written into the graphical bit map, which allows free placement of text and reduces the color fringing issue. There are some issues with the color: the limited palette is noticeable in that many things are in monochrome and some colors are off, like purple brick floor and strangely colored mountains. This is also the first ''Ultima'' game with music. The music requires a sound card (Mockingboard or compatible), as Apple's hardware doesn't allow playing music through the internal speaker while simultaneously doing other things, such as animating the screen.<br />
<br />
The game also has several glitches which, at worst, can make further advancement impossible.<br />
<br />
The game was sold on a single, double-sided 5.25" floppy disk.<br />
<br />
There are at least two versions. One version has no concept of move numbers, which the PC port does. Another version does keep track of moves, but the move counter only ticks while you are on the mainland of Sosaria.<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port===<br />
[[File:U3 Title Atari8bit.png|thumb|200px|Atari 800 title screen]][[File:U3_Game_Atari8bit.png|200px|thumb]]<br />
The port for the Atari 8-bit (made by Chuckles) is essentially the same game as the original on the Apple II. It utilized the Atari high resolution 320x192 graphics mode with 'artifacting' to provide color, which means that like most Atari 8-bit Ultimas, it will display in black-and-white on European (PAL) Ataris which don't offer artifact color. As with ''Ultima II'', the colors would appear different depending on the Atari 8bit computer used. The screenshots show how the color was supposed to look. The movement and attack sounds are presented through the built-in speaker (or its emulation channel on XL/XE machines) rather than through the sound chip, and they sound like the Apple II version. Fortunately, [[Origin]] still took advantage of the excellent sound capabilities on the Atari and provided the full musical score.<br />
<br />
It was sold on a 5.25" floppy disk.<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Commodore 64 Port===<br />
[[File:U3C64TitleScreen.PNG|thumb|200px|C64 Title Screen]][[File:U3C64In-game.PNG|thumb|200px|C64 in-game]]<br />
Of the ports made in 1983, the C64-port, made by [[Chuckles]], is perhaps the most advanced.<br />
<br />
The game actually made use of the C64's 320x200 "monochrome" mode, that allowed the foreground and background color to be independently defined for each 8x8 pixel block (one character of text). The game is more colorful compared to the Apple II original, although the graphics otherwise look very similar. The colors used on the C64 are more logical (for example, the brick floors are red instead of purple, and mountains are brown). However, the 3D dungeons, which were shown in color on the Apple, were simple black-and-white ones on the C64. Also, the game is noticeably slower than on the Apple, since the graphics code of this port is actually that of the Apple original, running through an interpreter to convert the result to a format the C64 can understand in "real time".<br />
<br />
The first ''Ultima'' with music, ''Exodus'' took full advantage of the C64 music processor, the [[wikipedia:MOS Technology SID|SID chip]]. This port contains the full musical score, with no need for additional hardware such as the Mockingboard sound card on the Apple. The music does sound nicer than on the Apple, since the SID chip is more capable of producing complex harmonies than the General Instruments AY-3-8910 chip used on the Mockingboard.<br />
<br />
The game was released on a single, double sided 5.25" floppy disk. Note that the game has no built-in fastloader, since these programs only came into being in late 1984 on the C64, meaning that the loading times are rather long. <br />
<br />
In 2007, a crack of the ''Ultima III'' port for the C64 known as ''[http://noname.c64.org/csdb/release/?id=51363&show=summary Ultima III Gold]'' was released at [http://noname.c64.org/csdb/event/?id=1225 Big Floppy People] by [http://noname.c64.org/csdb/scener/?id=8141 MagerValp]. This crack, which uses built-in data compression to fit on a single floppy side, included numerous bug fixes and improvements, and can be found at [http://www.paradroid.net/u3/ http://www.paradroid.net/u3/] <br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The IBM-PC Port===<br />
[[File:U3pc1.jpg|thumb|200px|IBM-PC title screen]][[File:U3pc2.jpg|thumb|200px|IBM-PC in-game]]<br />
The IBM-PC port, made by James Van Artsdalen, was the port with the lowest audiovisual quality at its release. As the PC of 1983 was perceived as a machine for the workplace, games were slow to appear on the platform, and were often less advanced, in audiovisual terms, than their equivalents on other contemporary systems.<br />
<br />
As was the case with ''[[Ultima II]]'', the graphics are displayed in four-color CGA (black, light gray, magenta and cyan), which was the only form of (comparatively) high resolution graphics available for the PC at the time. However, if the game is played on a ''composite'' CGA monitor or TV set, the use of artifacting and dithering makes it appear much more colorful; in fact, under these conditions it looks quite similar to the Apple II version. The advent of the EGA standard bypassed this "feature" of CGA entirely, meaning older games like ''Ultima III'' would be doomed to a drab four-color existence henceforth.<br />
<br />
The game also has no music and only basic PC speaker sound effects. PC sound cards as we think of them today only came along in 1988, with the advent of the original Adlib card. Also, the game has no frame limiter (a common shortfall of early PC games), making it virtually unplayable on a modern system without an external slowdown utility.<br />
<br />
Note that the fan-made [[Ultima III Upgrade Patch]] addresses most of these issues: the game gets updated 16-color EGA graphics, a frame limiter is added, and the music of the Apple and Commodore ports is restored in MIDI quality. A more recent update to the patch includes the option of 256-color VGA graphics as well as a simulation of how the CGA mode would have appeared on a composite screen.<br />
<br />
The game retailed on a single 5.25" floppy disk.<br />
<br />
One difference from the Apple II port is that the ''[[Dag Acron]]'', the wizard's teleport spell, works while you are on a boat, teleporting you to another water location. This can include teleporting you to the water in front of the Castle of Fire, therefore allowing to cheat: a player can skip the quest to acquire the Mark of Snake completely.<br />
<br style="clear:both;" /><br />
<br />
== The 16-bit Ports of 1986 ==<br />
<br />
=== The Amiga and Atari ST Ports===<br />
[[File:U3amig1.jpg|thumb|200px|Amiga and Atari ST title screen]][[File:U3amig2.jpg|thumb|200px|Amiga and Atari ST in-game]]<br />
These two ports were created by "Banjo" Bob Hardy in 1986 and are essentially identical twins, with the only real difference being sound. They are both the most technically advanced on the ports made by [[Origin]].<br />
<br />
It is very noticeable that three years had passed since the original game, as the graphics are much better and more colorful, as expected of a 16-bit port. However, as seen on the title screen and things like the borders, the color sometimes goes overbord and does not confirm to the originally intended color scheme as seen on the Apple II. The ports also have mouse support, making the game much easier to control and play. Both ports have the fully musical score of the original, which of course also sounds much better, since both computers have superior sound chips. Due to better hardware, the music does sound better on the Amiga.<br />
<br />
Both of the ports, Amiga and Atari ST, were retailed each on a single 3.5" floppy disk, eliminating any kind of disk swapping.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The Japanese Ports (1985-1990) ==<br />
<br />
=== The PC-8801 Port ===<br />
[[File:TitleScreenPC-88PonyCanyonU3.png|200px|thumb|PC-8801 Pony Canyon Title Screen]]<br />
In 1985, Star Craft released an English-only version of ''Ultima III'', created by [http://en.wikipedia.org/wiki/Thinking_Rabbit Thinking Rabbit] for the PC-8801 operating system in Japan. This version features a 2-colour display, but is identical to the original Apple II release of ''Ultima III'' in gameplay.<br />
<br />
This version was created 4 years before the PC-8801 version of ''Ultima III'' that was included with the Japanese ''Ultima Collection'' by [http://en.wikipedia.org/wiki/Pony_Canyon Pony Canyon] in 1989.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
File:TitleScreenPC-88StarCraftU3.png|Thinking Rabbit PC-8801 Title Screen<br />
File:WildernessPC-88StarcraftU3.png|Thinking Rabbit PC-8801 In-game Screenshot<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The MSX Port===<br />
[[File:TitleScreenMSX2U3.png|200px|thumb|Cartridge MSX Title Screen]]<br />
Released after the [[NES-Port of Ultima III]], this port who's built from the Newtopia Planning version was only released in Japan on a cartridge in the year 1988 and looks and sounds exactly like it. Therefore, all that applies to the NES port also applies to this one. However, some of the graphics were redrawn, and the music was downgraded to play on the MSX PSG. <br />
<br />
The Pony Canyon MSX2 that's released in 1989 is instead a port of the PC-88/98 games and released on disk.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
File:CreatingCharacterMSXU2.png|Cartridge MSX Character Creation<br />
File:LordBritshMSXU3.png|Cartridge MSX Meeting Lord British<br />
File:ShoppingInWeaponShopMSXU3.png|Cartridge MSX Shopping at a Weapon Shop<br />
File:SaveGameMSXU3.png|Catridge MSX Saving the Game<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
[[File:CreditsM-TownsU3.png|thumb|200px|Copyright]][[File:Ultima III FM-Towns(5).png|thumb|200px|Title screen]]<br />
This port of ''Ultima III'' was made as part of the [[wikipedia:FM-Towns|FM-Towns]] ''[[Ultima Trilogy I II III]]'' compilation, and released by [[wikipedia:Fujitsu|Fujitsu]] in 1990. As such it offers redrawn graphics with a new tile set that was also used for the FM-Towns version of ''[[Ultima I]]'' and ''[[Ultima II]]''. This port was only released as part of the compilation, and only in Japan.<br />
<br />
In addition it also offers newly composed music, which replaces the original compositions from Kenneth Arnold. As the graphics, these musics were also used for the other two titles of the compilation.<br />
<br />
Like most FM-Town ports, it is also offers a [[FM-Towns Ultima III Intro|high resolution introduction]] that the player can watch outside the game. Unlike the game, the introduction has no English translation and can only be watched in Japanese.<br />
<br />
The complete [[Ultima III: FM-Towns Epilogue|epilogue]] from this system is also available.<br />
<br />
<gallery orientation="none" widths="200"><br />
File:Ultima III FM-Towns(1).png|Overworld<br />
File:Ultima III FM-Towns(3).png|Intro: Isle of Fire<br />
File:Ultima III FM-Towns(2).png|Combat<br />
</gallery><br />
<br style="clear:both;" /><br />
<br />
==See also==<br />
*[[NES-Port of Ultima III]]<br />
*[[Ultima III: FM-Towns Epilogue]]<br />
*[[Ultima III Transcript (FM-Towns)]]<br />
<br />
==External links==<br />
*[http://www.youtube.com/watch?v=DWGVTc20v60&feature=related YouTube - Ultima III - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=HErKitZ0ovM YouTube - Ultima III: Exodus (Apple II)]<br />
*[http://www.youtube.com/watch?v=lYdgzxbf-YM YouTube - Ultima III: Exodus (Commodore 64)]<br />
*[http://www.youtube.com/watch?v=Q1qH5XFJs7k YouTube - Ultima III: Exodus (PC)]<br />
<br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima III]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:CreditsM-TownsU3.png&diff=123916File:CreditsM-TownsU3.png2017-12-06T14:31:57Z<p>Arthgon: Category:Ultima III Screenshots</p>
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<div>[[Category:Ultima III Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_II&diff=123915Computer ports of Ultima II2017-12-06T14:23:17Z<p>Arthgon: /* MSX2 Port */</p>
<hr />
<div>''[[Ultima II]]'' was the first game of the series to be ported to different systems at the original time of its release (''[[Ultima I]]'' was only ported in the re-release). The various ports are very interesting since, unlike the later games, the ports of ''Ultima II'' vary greatly in their presentation of the graphics, with two of them being VERY different from the rest.<br />
<br />
== The 8-Bit Ports ==<br />
<br />
=== The Apple II Original ===<br />
<br />
[[File:U2ap1.jpg|thumb|200px|Apple II title screen]][[File:U2ap2.jpg|thumb|200px|Apple II in-game]]<br />
The original game, on which all the other ports are based.<br />
<br />
In the year 1982, the platform of the Apple II was quite powerful, compared to other computers of that time. Graphically, the game looks very similar to ''Ultima I'', with only marginal improvements. However, the programming is much more streamlined compared to the first game and the code, being written in Assembly language instead of interpreted BASIC, is at least an order of magnitude faster. It also has an extra animation at the beginning that the other ports lack, where the dragon head appears, and then makes the ''"Ultima II"'' title appear in a fire cloud.<br />
<br />
Like the first part, the weakness of the graphics are the strange colors, which is especially noticeable in purple brick floors and multi-colored mountains. The game also has various glitches, like the dreaded numbers roll-over, which can make playing very difficult. Especially crippling is, that the "Strength" stat can never be raised du to one bug, making fights much harder than originally intended. It also makes the game unwinnable with certain charater combinations with too low strength to wear the correct armour for space flight.<br />
<br />
A little-known, slightly updated Apple II version was made available in the ''[[Ultima Trilogy I II III]]'' compilation, distinguished by blue borders around the gameplay/status boxes, a custom text font (that also included lowercase letters) and support for the up and down arrow keys of the Apple IIe and later systems. ''Only'' the Apple version of the ''Trilogy'' received this update; the Commodore 64 and IBM PC versions contained the original ''Ultima II'' for their respective platforms. The Apple update of ''Ultima II'' is notable for being the final Origin product to be written for the computer platform where ''Ultima'' itself was born.<br />
<br />
The game was released on two 5.25" floppy disks.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The C64-Port ===<br />
<br />
[[File:U2c641_.jpg|thumb|200px|C64 title screen]][[File:U2c64.jpg|thumb|200px|C64 in-game]]<br />
The port for the C64 -- made by someone called "Bobbit" -- is very surprising, since it looks quite different from the other 1982 ports.<br />
<br />
In the Apple II, IBM, and Atari 800 versions, each of the map tiles is drawn with a black background, making everything look really dark, and there is only sporadic use of color. The C64 port gives an appropriately-colored background to the various tiles (green for grassland, blue for water). The character sprites are in color as well, albeit only a single one for each, and the screen background is dark grey instead of black. However, there are still some strange color choices, such as purple mountains and blue swampland. The port also still has the problem that all of the versions of ''Ultima II'' have - the dreaded rolling-over of stats beyond 99 and gold and hitpoints beyond 9999.<br />
<br />
This is the only 1982 port of ''Ultima II'' to not feature the graphical title screen (the one with the dragon on it); it is replaced by a text-only title card with a color-cycling effect. Technical limitations can't be the reason, as the C64 was a powerful machine in its time, so the issue remains a mystery. Curiously, the title screen in the C64 ''Ultima Trilogy I II III'' re-release proclaims the game is presented by "Sierra On-Line and Lord British," while the Apple II and IBM versions of the ''Trilogy'' deleted all references to Sierra.<br />
<br />
The game was retailed on two 5.25" floppy disks, with the three sides being:<br />
* Disk 1 Side A: ''Program Master'' - Start disk and Data for Earth in its various time zones<br />
* Disk 1 Side B: ''Player Master'' - Master for the Player Disk, This one HAD to be copied and then only the copy HAD to be used. For each new character, a new copy was needed<br />
* Disk 2, Side A: ''Galactic Disk'' - All data for the verious planets outside of Earth<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port ===<br />
<br />
[[File:U2a81.jpg|thumb|200px|Atari 800 title screen]]<br />
[[File:UltimaII_Atari8bit.png|200px|thumb]]<br />
This port -- made by [[Chuckles]] -- was ported from the Apple II version. The 320x192 graphics mode of the Atari 8bit made porting of the Apple's graphics fairly straight forward. This however required the use of 'artifcating' to produce the blue/brown colors for the water/trees. Creative mixing allowed the mountains to retain the purple color used by the Apple as well. As Atari updated their computers the 'artifacting' colors shifted, so if played on an XL/XE series the colors will appear purple/green vs blue/brown. Later versions of Ultima could determine and adjust but ''Ultima II'' did not.<br />
<br />
Since artifacting is tied to the NTSC television system on the Atari 8-bit and does not occur on PAL (European) Ataris, the game will appear black-and-white on those.<br />
<br />
The Atari computers series had much better sound capabilities, however [[Origin]] decided to port over the 'speaker' sounds from the Apple II version.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The 16-Bit Ports ==<br />
<br />
=== The IBM-PC Port ===<br />
<br />
[[File:U2pc1.jpg|thumb|200px|IBM-PC title screen]][[File:U2pc2.jpg|thumb|200px|IBM-PC in-game]]<br />
The IBM-PC port uses the maximum available to a PC of 1982, which wasn't much back then.<br />
<br />
The graphics are shown in four-color CGA mode. The fact is, that the game was designed to be played with a CGA composite monitor, which would turn the four colors into something better (the bricks would be red and the water blue). However, the rise of the EGA standard effectively killed composite monitors and few remembered this fact after a while. Thus the game was only remembered as being in standard CGA.<br />
<br />
Beside the roll-over of stats of all ports, the port has some other problems as well. It has no frame limiter, meaning that it is unplayable on faster machines unless a slowdown utility or DOSBox are used. It also is badly programmed, which can cause a divide-by-zero error, hanging the game.<br />
<br />
The game was originally released on three 5.25" floppy disks. That caused problems later, as some files on the various disks used identical names while the content of those files was not identical. When the CD-edition was made, this fact was obviously overlooked and the files from the galactic disk were overwritten with the equally named (but different) files from the player master disk, breaking the game. The problem couldn't be avoided with sub-directories, since the game predated them by some years.<br />
<br />
However, the [[Ultima II Upgrade Patch]] fixes all of the above problems, while lifting the game to 16-color EGA graphics.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari ST Port ===<br />
<br />
[[File:U2atari.jpg|thumb|200px|Atari ST - In a city]][[File:U2st.jpg|thumb|200px|Atari ST - In the wilderness]]<br />
This port, which came out in 1985, looks very different from the others. It also plays different.<br />
<br />
Robert Eric Heitman, the author of this port, wired the game directly into the GEM interface of the Atari ST, which enables the player to control everything with the mouse. Therefore, the game has the most comfortable controls of all the ports. The inventory is also always visible, meaning that thefts of items by [[thieves]] are obvious right away, saving the player some grief, since a save after a theft of an important item without noticing was quite annoying. The name of the town or time perior, once learned, is also always displayed, another comfort missing from other ports. As a trade-off, the viewing windows shows less than in other ports.<br />
<br />
However, there is more. In this port, all the black seen in the original is replaced with white, making everything appear much brighter. This can look quite interesting when a spell is cast, since the effect now turns everything ''dark'' instead of bright. Also there is much more color, although some of it looks strange, like pink-colored mountains. It is undoubtedly the most advanced port of the original releases.<br />
<br />
The port was released on a single 3.5" floppy disk.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Macintosh Port ===<br />
<br />
[[File:U2mactitel.jpg|thumb|200px|Macintosh - Title]][[File:U2macgame.jpg|thumb|200px|Macintosh - In the wilderness]]<br />
This port from 1985 looks similar to the port for the Atari ST, but there are key differences.<br />
<br />
Like with the Atari ST, this version takes advantage of the Macintosh interface, and thus provides mouse support and has the presence of status windows. Due to the higher resolution, all the player information is visible all the time. This version does away with all keyboard commands, everything is done with the mouse. The Macintosh port was created from original code and possesses none of the original. The graphics in this port are monochrome, unlike the enhanced colours of the original, which was a deficiency of the Macintosh at the time. The game does take advantage of the Macintosh computer's high resolution mode, which however did not result in the player seeing more of their surroundings due to the various status windows. The title screen is not that of the original, but a simple text graphic with a gradient effect.<br />
<br />
The port was released on a single 3.5" floppy disk. Additionally, a 'Disk Cloning Guide' was packaged together with the game.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Japanese-only Ports ==<br />
<br />
=== PC-8801 Port ===<br />
[[Image:UltimaII-PC8801(2).jpg|thumb|200px|right|Title screen PC-88 Pony Canyon]]<br />
[[Image:UltimaII-PC8801.png|thumb|200px|In-game screenshot PC-88 Pony Canyon]]<br />
In 1985, Star Craft released ''Ultima II'' for the PC8801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Unlike the Pony Canyon port that came four years later, this is a straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:TitleScreenPC-88StarcraftU2.png|Title screen PC-88 Star Craft<br />
Image:ExploringTheWordMapPC-88StarcraftU2.png|Exporing the world map PC-88 Star Craft<br />
Image:LordBritishCastlePC-88StarcraftU2.png|Lord British Castle PC-88 Star Craft<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== PC-9801 Port ===<br />
[[Image:TitleScreenPC-98PonyCanyonU2.png|thumb|200px|right|Copyright screen PC-98 Pony Canyon]]<br />
<br />
In 1985, Star Craft also released ''Ultima II'' for the PC-9801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Just like the PC-88 Star Craft version it is straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== MSX2 Port ===<br />
[[Image:CopyrightMSX2U2.png|thumb|200px|right|Copyright Screen MSX2]]<br />
[[Image:TitleScreenMSX2U2.png|thumb|200px|right|Title screen MSX2]]In 1988, Pony Canyon released ''Ultima II'' for the MSX2, who same as the Pony Canyon releases on the PC-88 and the PC-98, like the ''Ultima I'' version, use a completely new, brightly-colored and anime-ish tileset and original music score. <br />
<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:MainMenuMSX2U2.png|Main Menu<br />
Image:CharacterCreationMSX2U2.png|The Character Creation Screen<br />
Image:OverlandMSX2U2.png|Exploring the Overland<br />
Image:MeetingLordBritishMSX2U2.png|Meeting Lord British<br />
Image:EnteringaTownMSX2U2.png|Visiting a Town<br />
Image:InventoryListMSX2U2.png|Inventory<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
<br />
[[Image:U2fm5.jpg|thumb|200px|Title screen FM-Towns]]An upgraded port of ''Ultima II'' was made as part of the FM-Towns ''[[Ultima Trilogy I II III]]'' compilation, and released by [http://en.wikipedia.org/wiki/Fujitsu Fujitsu] in 1990. It offers completely redrawn graphics, with a new tile set that was also used for the FM-Towns version of ''[[Ultima I]]'' and ''[[Ultima III]]''.<br />
<br />
In addition, it also offers newly composed music, thus making it the only version of Ultima II with music. As the graphics, this music was also used for the other two titles of the compilation. Like most FM-Town ports, it is also offers a new [[FM-Towns Ultima II Intro|high-resolution introduction]] the player can watch outside the game, but unlike the game it has no English translation and can only be watched in Japanese.<br />
<br />
One interesting difference to the other ports is that [[Tri-Lithium]] can now ''only'' be found in dungeons, and not won from slain enemies. This makes dungeon exploration a requirement for winning the game, whereas it was only a pointless diversion in the other versions. Another modification is that one set of [[Blue Tassles]], necessary for commandeering a [[Ships|frigate]], disappears from the Stranger's inventory every time a boat is boarded, making strategic use of the [[Time Door|time doors]] a more prominent part of gameplay.<br />
<br />
The game was only released in Japan as part of a compilation, for a computer platform only available in Japan. In other markets, it is nearly completely unknown.<br />
<br />
<gallery orientation="none" widths="150"><br />
File:U2fm1.jpg|Timegate discovery<br />
File:U2fm2.jpg|Minax rising<br />
File:U2fm3.jpg|The Aftermath<br />
File:U2fm4.jpg|The Stranger leaves<br />
</gallery><br />
<br />
== The Apple IIGS Port ==<br />
Rebecca Heineman and Brutal Deluxe Software was working in the earlier years of 2011 on a new Apple IIGS port of Ultima II, based on the code of the Apple IIGS Ultima I. Unfortunately, this version was for 50% completed before being cancelled due to the market died and the steep licensing fees from current copyright holders Electronic Arts.<br />
<br />
The port would have been released on two disks. There was also plans to make ''[[Ultima III: Exodus | Ultima III]]'' for the Apple IIGS as well.<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=YgQgydgaVwg&feature=related YouTube - Ultima II - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=cPYI46jxHdg&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Apple II)]<br />
*[http://www.youtube.com/watch?v=9i0bCbr5DGM&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Commodore 64)]<br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima II]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:InventoryListMSX2U2.png&diff=123914File:InventoryListMSX2U2.png2017-12-06T14:22:10Z<p>Arthgon: Category:Ultima II Screenshots</p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:TownMSX2U2.png&diff=123913File:TownMSX2U2.png2017-12-06T14:10:51Z<p>Arthgon: </p>
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<div>[[Category: Articles for Deletion]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:EnteringaTownMSX2U2.png&diff=123912File:EnteringaTownMSX2U2.png2017-12-06T14:07:14Z<p>Arthgon: Category:Ultima II Screenshots</p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:CharacterCreationScreenMSX2U2.png&diff=123910File:CharacterCreationScreenMSX2U2.png2017-12-06T14:01:25Z<p>Arthgon: </p>
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<div>[[Category: Articles for Deletion]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:CharacterCreationMSX2U2.png&diff=123909File:CharacterCreationMSX2U2.png2017-12-06T13:59:00Z<p>Arthgon: Category:Ultima II Screenshots</p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:MeetingLordBritishMSX2U2.png&diff=123908File:MeetingLordBritishMSX2U2.png2017-12-06T13:37:26Z<p>Arthgon: Category:Ultima II Screenshots</p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:MainMenuMSX2U2.png&diff=123907File:MainMenuMSX2U2.png2017-12-06T13:33:04Z<p>Arthgon: Category:Ultima II Screenshots</p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_II&diff=123906Computer ports of Ultima II2017-12-06T13:24:26Z<p>Arthgon: /* MSX2 Port */</p>
<hr />
<div>''[[Ultima II]]'' was the first game of the series to be ported to different systems at the original time of its release (''[[Ultima I]]'' was only ported in the re-release). The various ports are very interesting since, unlike the later games, the ports of ''Ultima II'' vary greatly in their presentation of the graphics, with two of them being VERY different from the rest.<br />
<br />
== The 8-Bit Ports ==<br />
<br />
=== The Apple II Original ===<br />
<br />
[[File:U2ap1.jpg|thumb|200px|Apple II title screen]][[File:U2ap2.jpg|thumb|200px|Apple II in-game]]<br />
The original game, on which all the other ports are based.<br />
<br />
In the year 1982, the platform of the Apple II was quite powerful, compared to other computers of that time. Graphically, the game looks very similar to ''Ultima I'', with only marginal improvements. However, the programming is much more streamlined compared to the first game and the code, being written in Assembly language instead of interpreted BASIC, is at least an order of magnitude faster. It also has an extra animation at the beginning that the other ports lack, where the dragon head appears, and then makes the ''"Ultima II"'' title appear in a fire cloud.<br />
<br />
Like the first part, the weakness of the graphics are the strange colors, which is especially noticeable in purple brick floors and multi-colored mountains. The game also has various glitches, like the dreaded numbers roll-over, which can make playing very difficult. Especially crippling is, that the "Strength" stat can never be raised du to one bug, making fights much harder than originally intended. It also makes the game unwinnable with certain charater combinations with too low strength to wear the correct armour for space flight.<br />
<br />
A little-known, slightly updated Apple II version was made available in the ''[[Ultima Trilogy I II III]]'' compilation, distinguished by blue borders around the gameplay/status boxes, a custom text font (that also included lowercase letters) and support for the up and down arrow keys of the Apple IIe and later systems. ''Only'' the Apple version of the ''Trilogy'' received this update; the Commodore 64 and IBM PC versions contained the original ''Ultima II'' for their respective platforms. The Apple update of ''Ultima II'' is notable for being the final Origin product to be written for the computer platform where ''Ultima'' itself was born.<br />
<br />
The game was released on two 5.25" floppy disks.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The C64-Port ===<br />
<br />
[[File:U2c641_.jpg|thumb|200px|C64 title screen]][[File:U2c64.jpg|thumb|200px|C64 in-game]]<br />
The port for the C64 -- made by someone called "Bobbit" -- is very surprising, since it looks quite different from the other 1982 ports.<br />
<br />
In the Apple II, IBM, and Atari 800 versions, each of the map tiles is drawn with a black background, making everything look really dark, and there is only sporadic use of color. The C64 port gives an appropriately-colored background to the various tiles (green for grassland, blue for water). The character sprites are in color as well, albeit only a single one for each, and the screen background is dark grey instead of black. However, there are still some strange color choices, such as purple mountains and blue swampland. The port also still has the problem that all of the versions of ''Ultima II'' have - the dreaded rolling-over of stats beyond 99 and gold and hitpoints beyond 9999.<br />
<br />
This is the only 1982 port of ''Ultima II'' to not feature the graphical title screen (the one with the dragon on it); it is replaced by a text-only title card with a color-cycling effect. Technical limitations can't be the reason, as the C64 was a powerful machine in its time, so the issue remains a mystery. Curiously, the title screen in the C64 ''Ultima Trilogy I II III'' re-release proclaims the game is presented by "Sierra On-Line and Lord British," while the Apple II and IBM versions of the ''Trilogy'' deleted all references to Sierra.<br />
<br />
The game was retailed on two 5.25" floppy disks, with the three sides being:<br />
* Disk 1 Side A: ''Program Master'' - Start disk and Data for Earth in its various time zones<br />
* Disk 1 Side B: ''Player Master'' - Master for the Player Disk, This one HAD to be copied and then only the copy HAD to be used. For each new character, a new copy was needed<br />
* Disk 2, Side A: ''Galactic Disk'' - All data for the verious planets outside of Earth<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port ===<br />
<br />
[[File:U2a81.jpg|thumb|200px|Atari 800 title screen]]<br />
[[File:UltimaII_Atari8bit.png|200px|thumb]]<br />
This port -- made by [[Chuckles]] -- was ported from the Apple II version. The 320x192 graphics mode of the Atari 8bit made porting of the Apple's graphics fairly straight forward. This however required the use of 'artifcating' to produce the blue/brown colors for the water/trees. Creative mixing allowed the mountains to retain the purple color used by the Apple as well. As Atari updated their computers the 'artifacting' colors shifted, so if played on an XL/XE series the colors will appear purple/green vs blue/brown. Later versions of Ultima could determine and adjust but ''Ultima II'' did not.<br />
<br />
Since artifacting is tied to the NTSC television system on the Atari 8-bit and does not occur on PAL (European) Ataris, the game will appear black-and-white on those.<br />
<br />
The Atari computers series had much better sound capabilities, however [[Origin]] decided to port over the 'speaker' sounds from the Apple II version.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The 16-Bit Ports ==<br />
<br />
=== The IBM-PC Port ===<br />
<br />
[[File:U2pc1.jpg|thumb|200px|IBM-PC title screen]][[File:U2pc2.jpg|thumb|200px|IBM-PC in-game]]<br />
The IBM-PC port uses the maximum available to a PC of 1982, which wasn't much back then.<br />
<br />
The graphics are shown in four-color CGA mode. The fact is, that the game was designed to be played with a CGA composite monitor, which would turn the four colors into something better (the bricks would be red and the water blue). However, the rise of the EGA standard effectively killed composite monitors and few remembered this fact after a while. Thus the game was only remembered as being in standard CGA.<br />
<br />
Beside the roll-over of stats of all ports, the port has some other problems as well. It has no frame limiter, meaning that it is unplayable on faster machines unless a slowdown utility or DOSBox are used. It also is badly programmed, which can cause a divide-by-zero error, hanging the game.<br />
<br />
The game was originally released on three 5.25" floppy disks. That caused problems later, as some files on the various disks used identical names while the content of those files was not identical. When the CD-edition was made, this fact was obviously overlooked and the files from the galactic disk were overwritten with the equally named (but different) files from the player master disk, breaking the game. The problem couldn't be avoided with sub-directories, since the game predated them by some years.<br />
<br />
However, the [[Ultima II Upgrade Patch]] fixes all of the above problems, while lifting the game to 16-color EGA graphics.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari ST Port ===<br />
<br />
[[File:U2atari.jpg|thumb|200px|Atari ST - In a city]][[File:U2st.jpg|thumb|200px|Atari ST - In the wilderness]]<br />
This port, which came out in 1985, looks very different from the others. It also plays different.<br />
<br />
Robert Eric Heitman, the author of this port, wired the game directly into the GEM interface of the Atari ST, which enables the player to control everything with the mouse. Therefore, the game has the most comfortable controls of all the ports. The inventory is also always visible, meaning that thefts of items by [[thieves]] are obvious right away, saving the player some grief, since a save after a theft of an important item without noticing was quite annoying. The name of the town or time perior, once learned, is also always displayed, another comfort missing from other ports. As a trade-off, the viewing windows shows less than in other ports.<br />
<br />
However, there is more. In this port, all the black seen in the original is replaced with white, making everything appear much brighter. This can look quite interesting when a spell is cast, since the effect now turns everything ''dark'' instead of bright. Also there is much more color, although some of it looks strange, like pink-colored mountains. It is undoubtedly the most advanced port of the original releases.<br />
<br />
The port was released on a single 3.5" floppy disk.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Macintosh Port ===<br />
<br />
[[File:U2mactitel.jpg|thumb|200px|Macintosh - Title]][[File:U2macgame.jpg|thumb|200px|Macintosh - In the wilderness]]<br />
This port from 1985 looks similar to the port for the Atari ST, but there are key differences.<br />
<br />
Like with the Atari ST, this version takes advantage of the Macintosh interface, and thus provides mouse support and has the presence of status windows. Due to the higher resolution, all the player information is visible all the time. This version does away with all keyboard commands, everything is done with the mouse. The Macintosh port was created from original code and possesses none of the original. The graphics in this port are monochrome, unlike the enhanced colours of the original, which was a deficiency of the Macintosh at the time. The game does take advantage of the Macintosh computer's high resolution mode, which however did not result in the player seeing more of their surroundings due to the various status windows. The title screen is not that of the original, but a simple text graphic with a gradient effect.<br />
<br />
The port was released on a single 3.5" floppy disk. Additionally, a 'Disk Cloning Guide' was packaged together with the game.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Japanese-only Ports ==<br />
<br />
=== PC-8801 Port ===<br />
[[Image:UltimaII-PC8801(2).jpg|thumb|200px|right|Title screen PC-88 Pony Canyon]]<br />
[[Image:UltimaII-PC8801.png|thumb|200px|In-game screenshot PC-88 Pony Canyon]]<br />
In 1985, Star Craft released ''Ultima II'' for the PC8801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Unlike the Pony Canyon port that came four years later, this is a straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:TitleScreenPC-88StarcraftU2.png|Title screen PC-88 Star Craft<br />
Image:ExploringTheWordMapPC-88StarcraftU2.png|Exporing the world map PC-88 Star Craft<br />
Image:LordBritishCastlePC-88StarcraftU2.png|Lord British Castle PC-88 Star Craft<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== PC-9801 Port ===<br />
[[Image:TitleScreenPC-98PonyCanyonU2.png|thumb|200px|right|Copyright screen PC-98 Pony Canyon]]<br />
<br />
In 1985, Star Craft also released ''Ultima II'' for the PC-9801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Just like the PC-88 Star Craft version it is straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== MSX2 Port ===<br />
[[Image:CopyrightMSX2U2.png|thumb|200px|right|Copyright Screen MSX2]]<br />
[[Image:TitleScreenMSX2U2.png|thumb|200px|right|Title screen MSX2]]<br />
<br />
In 1988, Pony Canyon released ''Ultima II'' for the MSX2, who same as the Pony Canyon releases on the PC-88 and the PC-98, like the ''Ultima I'' version, use a completely new, brightly-colored and anime-ish tileset and original music score. <br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:OverlandMSX2U2.png|The Overland MSX2<br />
Image:CharacterCreationScreenMSX2U2.png|The Character Creation Screen MSX2<br />
Image:TownMSX2U2.png|Visiting a Town MSX2<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
<br />
[[Image:U2fm5.jpg|thumb|200px|Title screen FM-Towns]]An upgraded port of ''Ultima II'' was made as part of the FM-Towns ''[[Ultima Trilogy I II III]]'' compilation, and released by [http://en.wikipedia.org/wiki/Fujitsu Fujitsu] in 1990. It offers completely redrawn graphics, with a new tile set that was also used for the FM-Towns version of ''[[Ultima I]]'' and ''[[Ultima III]]''.<br />
<br />
In addition, it also offers newly composed music, thus making it the only version of Ultima II with music. As the graphics, this music was also used for the other two titles of the compilation. Like most FM-Town ports, it is also offers a new [[FM-Towns Ultima II Intro|high-resolution introduction]] the player can watch outside the game, but unlike the game it has no English translation and can only be watched in Japanese.<br />
<br />
One interesting difference to the other ports is that [[Tri-Lithium]] can now ''only'' be found in dungeons, and not won from slain enemies. This makes dungeon exploration a requirement for winning the game, whereas it was only a pointless diversion in the other versions. Another modification is that one set of [[Blue Tassles]], necessary for commandeering a [[Ships|frigate]], disappears from the Stranger's inventory every time a boat is boarded, making strategic use of the [[Time Door|time doors]] a more prominent part of gameplay.<br />
<br />
The game was only released in Japan as part of a compilation, for a computer platform only available in Japan. In other markets, it is nearly completely unknown.<br />
<br />
<gallery orientation="none" widths="150"><br />
File:U2fm1.jpg|Timegate discovery<br />
File:U2fm2.jpg|Minax rising<br />
File:U2fm3.jpg|The Aftermath<br />
File:U2fm4.jpg|The Stranger leaves<br />
</gallery><br />
<br />
== The Apple IIGS Port ==<br />
Rebecca Heineman and Brutal Deluxe Software was working in the earlier years of 2011 on a new Apple IIGS port of Ultima II, based on the code of the Apple IIGS Ultima I. Unfortunately, this version was for 50% completed before being cancelled due to the market died and the steep licensing fees from current copyright holders Electronic Arts.<br />
<br />
The port would have been released on two disks. There was also plans to make ''[[Ultima III: Exodus | Ultima III]]'' for the Apple IIGS as well.<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=YgQgydgaVwg&feature=related YouTube - Ultima II - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=cPYI46jxHdg&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Apple II)]<br />
*[http://www.youtube.com/watch?v=9i0bCbr5DGM&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Commodore 64)]<br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima II]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:CopyrightMSX2U2.png&diff=123905File:CopyrightMSX2U2.png2017-12-06T13:22:17Z<p>Arthgon: Category:Ultima II Screenshots</p>
<hr />
<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_II&diff=123904Computer ports of Ultima II2017-12-06T13:18:48Z<p>Arthgon: /* PC-9801 Port */ It should have been Copyright Screen instead of Title Screen of the Pony Canyon release. Oops,</p>
<hr />
<div>''[[Ultima II]]'' was the first game of the series to be ported to different systems at the original time of its release (''[[Ultima I]]'' was only ported in the re-release). The various ports are very interesting since, unlike the later games, the ports of ''Ultima II'' vary greatly in their presentation of the graphics, with two of them being VERY different from the rest.<br />
<br />
== The 8-Bit Ports ==<br />
<br />
=== The Apple II Original ===<br />
<br />
[[File:U2ap1.jpg|thumb|200px|Apple II title screen]][[File:U2ap2.jpg|thumb|200px|Apple II in-game]]<br />
The original game, on which all the other ports are based.<br />
<br />
In the year 1982, the platform of the Apple II was quite powerful, compared to other computers of that time. Graphically, the game looks very similar to ''Ultima I'', with only marginal improvements. However, the programming is much more streamlined compared to the first game and the code, being written in Assembly language instead of interpreted BASIC, is at least an order of magnitude faster. It also has an extra animation at the beginning that the other ports lack, where the dragon head appears, and then makes the ''"Ultima II"'' title appear in a fire cloud.<br />
<br />
Like the first part, the weakness of the graphics are the strange colors, which is especially noticeable in purple brick floors and multi-colored mountains. The game also has various glitches, like the dreaded numbers roll-over, which can make playing very difficult. Especially crippling is, that the "Strength" stat can never be raised du to one bug, making fights much harder than originally intended. It also makes the game unwinnable with certain charater combinations with too low strength to wear the correct armour for space flight.<br />
<br />
A little-known, slightly updated Apple II version was made available in the ''[[Ultima Trilogy I II III]]'' compilation, distinguished by blue borders around the gameplay/status boxes, a custom text font (that also included lowercase letters) and support for the up and down arrow keys of the Apple IIe and later systems. ''Only'' the Apple version of the ''Trilogy'' received this update; the Commodore 64 and IBM PC versions contained the original ''Ultima II'' for their respective platforms. The Apple update of ''Ultima II'' is notable for being the final Origin product to be written for the computer platform where ''Ultima'' itself was born.<br />
<br />
The game was released on two 5.25" floppy disks.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The C64-Port ===<br />
<br />
[[File:U2c641_.jpg|thumb|200px|C64 title screen]][[File:U2c64.jpg|thumb|200px|C64 in-game]]<br />
The port for the C64 -- made by someone called "Bobbit" -- is very surprising, since it looks quite different from the other 1982 ports.<br />
<br />
In the Apple II, IBM, and Atari 800 versions, each of the map tiles is drawn with a black background, making everything look really dark, and there is only sporadic use of color. The C64 port gives an appropriately-colored background to the various tiles (green for grassland, blue for water). The character sprites are in color as well, albeit only a single one for each, and the screen background is dark grey instead of black. However, there are still some strange color choices, such as purple mountains and blue swampland. The port also still has the problem that all of the versions of ''Ultima II'' have - the dreaded rolling-over of stats beyond 99 and gold and hitpoints beyond 9999.<br />
<br />
This is the only 1982 port of ''Ultima II'' to not feature the graphical title screen (the one with the dragon on it); it is replaced by a text-only title card with a color-cycling effect. Technical limitations can't be the reason, as the C64 was a powerful machine in its time, so the issue remains a mystery. Curiously, the title screen in the C64 ''Ultima Trilogy I II III'' re-release proclaims the game is presented by "Sierra On-Line and Lord British," while the Apple II and IBM versions of the ''Trilogy'' deleted all references to Sierra.<br />
<br />
The game was retailed on two 5.25" floppy disks, with the three sides being:<br />
* Disk 1 Side A: ''Program Master'' - Start disk and Data for Earth in its various time zones<br />
* Disk 1 Side B: ''Player Master'' - Master for the Player Disk, This one HAD to be copied and then only the copy HAD to be used. For each new character, a new copy was needed<br />
* Disk 2, Side A: ''Galactic Disk'' - All data for the verious planets outside of Earth<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port ===<br />
<br />
[[File:U2a81.jpg|thumb|200px|Atari 800 title screen]]<br />
[[File:UltimaII_Atari8bit.png|200px|thumb]]<br />
This port -- made by [[Chuckles]] -- was ported from the Apple II version. The 320x192 graphics mode of the Atari 8bit made porting of the Apple's graphics fairly straight forward. This however required the use of 'artifcating' to produce the blue/brown colors for the water/trees. Creative mixing allowed the mountains to retain the purple color used by the Apple as well. As Atari updated their computers the 'artifacting' colors shifted, so if played on an XL/XE series the colors will appear purple/green vs blue/brown. Later versions of Ultima could determine and adjust but ''Ultima II'' did not.<br />
<br />
Since artifacting is tied to the NTSC television system on the Atari 8-bit and does not occur on PAL (European) Ataris, the game will appear black-and-white on those.<br />
<br />
The Atari computers series had much better sound capabilities, however [[Origin]] decided to port over the 'speaker' sounds from the Apple II version.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The 16-Bit Ports ==<br />
<br />
=== The IBM-PC Port ===<br />
<br />
[[File:U2pc1.jpg|thumb|200px|IBM-PC title screen]][[File:U2pc2.jpg|thumb|200px|IBM-PC in-game]]<br />
The IBM-PC port uses the maximum available to a PC of 1982, which wasn't much back then.<br />
<br />
The graphics are shown in four-color CGA mode. The fact is, that the game was designed to be played with a CGA composite monitor, which would turn the four colors into something better (the bricks would be red and the water blue). However, the rise of the EGA standard effectively killed composite monitors and few remembered this fact after a while. Thus the game was only remembered as being in standard CGA.<br />
<br />
Beside the roll-over of stats of all ports, the port has some other problems as well. It has no frame limiter, meaning that it is unplayable on faster machines unless a slowdown utility or DOSBox are used. It also is badly programmed, which can cause a divide-by-zero error, hanging the game.<br />
<br />
The game was originally released on three 5.25" floppy disks. That caused problems later, as some files on the various disks used identical names while the content of those files was not identical. When the CD-edition was made, this fact was obviously overlooked and the files from the galactic disk were overwritten with the equally named (but different) files from the player master disk, breaking the game. The problem couldn't be avoided with sub-directories, since the game predated them by some years.<br />
<br />
However, the [[Ultima II Upgrade Patch]] fixes all of the above problems, while lifting the game to 16-color EGA graphics.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari ST Port ===<br />
<br />
[[File:U2atari.jpg|thumb|200px|Atari ST - In a city]][[File:U2st.jpg|thumb|200px|Atari ST - In the wilderness]]<br />
This port, which came out in 1985, looks very different from the others. It also plays different.<br />
<br />
Robert Eric Heitman, the author of this port, wired the game directly into the GEM interface of the Atari ST, which enables the player to control everything with the mouse. Therefore, the game has the most comfortable controls of all the ports. The inventory is also always visible, meaning that thefts of items by [[thieves]] are obvious right away, saving the player some grief, since a save after a theft of an important item without noticing was quite annoying. The name of the town or time perior, once learned, is also always displayed, another comfort missing from other ports. As a trade-off, the viewing windows shows less than in other ports.<br />
<br />
However, there is more. In this port, all the black seen in the original is replaced with white, making everything appear much brighter. This can look quite interesting when a spell is cast, since the effect now turns everything ''dark'' instead of bright. Also there is much more color, although some of it looks strange, like pink-colored mountains. It is undoubtedly the most advanced port of the original releases.<br />
<br />
The port was released on a single 3.5" floppy disk.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Macintosh Port ===<br />
<br />
[[File:U2mactitel.jpg|thumb|200px|Macintosh - Title]][[File:U2macgame.jpg|thumb|200px|Macintosh - In the wilderness]]<br />
This port from 1985 looks similar to the port for the Atari ST, but there are key differences.<br />
<br />
Like with the Atari ST, this version takes advantage of the Macintosh interface, and thus provides mouse support and has the presence of status windows. Due to the higher resolution, all the player information is visible all the time. This version does away with all keyboard commands, everything is done with the mouse. The Macintosh port was created from original code and possesses none of the original. The graphics in this port are monochrome, unlike the enhanced colours of the original, which was a deficiency of the Macintosh at the time. The game does take advantage of the Macintosh computer's high resolution mode, which however did not result in the player seeing more of their surroundings due to the various status windows. The title screen is not that of the original, but a simple text graphic with a gradient effect.<br />
<br />
The port was released on a single 3.5" floppy disk. Additionally, a 'Disk Cloning Guide' was packaged together with the game.<br />
<br />
<br style="clear:both;" /><br />
<br />
== Japanese-only Ports ==<br />
<br />
=== PC-8801 Port ===<br />
[[Image:UltimaII-PC8801(2).jpg|thumb|200px|right|Title screen PC-88 Pony Canyon]]<br />
[[Image:UltimaII-PC8801.png|thumb|200px|In-game screenshot PC-88 Pony Canyon]]<br />
In 1985, Star Craft released ''Ultima II'' for the PC8801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Unlike the Pony Canyon port that came four years later, this is a straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:TitleScreenPC-88StarcraftU2.png|Title screen PC-88 Star Craft<br />
Image:ExploringTheWordMapPC-88StarcraftU2.png|Exporing the world map PC-88 Star Craft<br />
Image:LordBritishCastlePC-88StarcraftU2.png|Lord British Castle PC-88 Star Craft<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== PC-9801 Port ===<br />
[[Image:TitleScreenPC-98PonyCanyonU2.png|thumb|200px|right|Copyright screen PC-98 Pony Canyon]]<br />
<br />
In 1985, Star Craft also released ''Ultima II'' for the PC-9801 series of computers, created by Thinking Rabbit for the PC-8801 operating system in Japan. Just like the PC-88 Star Craft version it is straight port of the Apple II.<br />
<br />
Four years later another port of ''Ultima II'' was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima II'', but features improved tile graphics and dungeon graphics. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== MSX2 Port ===<br />
[[Image:TitleScreenMSX2U2.png|thumb|200px|right|Title screen MSX2]]<br />
<br />
In 1988, Pony Canyon released ''Ultima II'' for the MSX2, who same as the Pony Canyon releases on the PC-88 and the PC-98, like the ''Ultima I'' version, use a completely new, brightly-colored and anime-ish tileset and original music score. <br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:OverlandMSX2U2.png|The Overland MSX2<br />
Image:CharacterCreationScreenMSX2U2.png|The Character Creation Screen MSX2<br />
Image:TownMSX2U2.png|Visiting a Town MSX2<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
<br />
[[Image:U2fm5.jpg|thumb|200px|Title screen FM-Towns]]An upgraded port of ''Ultima II'' was made as part of the FM-Towns ''[[Ultima Trilogy I II III]]'' compilation, and released by [http://en.wikipedia.org/wiki/Fujitsu Fujitsu] in 1990. It offers completely redrawn graphics, with a new tile set that was also used for the FM-Towns version of ''[[Ultima I]]'' and ''[[Ultima III]]''.<br />
<br />
In addition, it also offers newly composed music, thus making it the only version of Ultima II with music. As the graphics, this music was also used for the other two titles of the compilation. Like most FM-Town ports, it is also offers a new [[FM-Towns Ultima II Intro|high-resolution introduction]] the player can watch outside the game, but unlike the game it has no English translation and can only be watched in Japanese.<br />
<br />
One interesting difference to the other ports is that [[Tri-Lithium]] can now ''only'' be found in dungeons, and not won from slain enemies. This makes dungeon exploration a requirement for winning the game, whereas it was only a pointless diversion in the other versions. Another modification is that one set of [[Blue Tassles]], necessary for commandeering a [[Ships|frigate]], disappears from the Stranger's inventory every time a boat is boarded, making strategic use of the [[Time Door|time doors]] a more prominent part of gameplay.<br />
<br />
The game was only released in Japan as part of a compilation, for a computer platform only available in Japan. In other markets, it is nearly completely unknown.<br />
<br />
<gallery orientation="none" widths="150"><br />
File:U2fm1.jpg|Timegate discovery<br />
File:U2fm2.jpg|Minax rising<br />
File:U2fm3.jpg|The Aftermath<br />
File:U2fm4.jpg|The Stranger leaves<br />
</gallery><br />
<br />
== The Apple IIGS Port ==<br />
Rebecca Heineman and Brutal Deluxe Software was working in the earlier years of 2011 on a new Apple IIGS port of Ultima II, based on the code of the Apple IIGS Ultima I. Unfortunately, this version was for 50% completed before being cancelled due to the market died and the steep licensing fees from current copyright holders Electronic Arts.<br />
<br />
The port would have been released on two disks. There was also plans to make ''[[Ultima III: Exodus | Ultima III]]'' for the Apple IIGS as well.<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=YgQgydgaVwg&feature=related YouTube - Ultima II - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=cPYI46jxHdg&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Apple II)]<br />
*[http://www.youtube.com/watch?v=9i0bCbr5DGM&feature=related YouTube - Ultima II: The Revenge of the Enchantress (Commodore 64)]<br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima II]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:OverlandMSX2U2.png&diff=123903File:OverlandMSX2U2.png2017-12-06T13:08:55Z<p>Arthgon: Arthgon uploaded a new version of File:OverlandMSX2U2.png</p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:TitleScreenMSX2U2.png&diff=123902File:TitleScreenMSX2U2.png2017-12-06T12:56:09Z<p>Arthgon: Arthgon uploaded a new version of File:TitleScreenMSX2U2.png</p>
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<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:Practice.gif&diff=123901File:Practice.gif2017-12-06T12:50:24Z<p>Arthgon: Arthgon uploaded a new version of File:Practice.gif</p>
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<div>[[Category:Ultima I Animations]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:Practice.gif&diff=123900File:Practice.gif2017-12-06T12:49:01Z<p>Arthgon: Arthgon uploaded a new version of File:Practice.gif</p>
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<div>[[Category:Ultima I Animations]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Ultima_Codex_talk:Main_Page_news&diff=123899Ultima Codex talk:Main Page news2017-12-05T16:09:09Z<p>Arthgon: /* More news about the Disneyland do */</p>
<hr />
<div>== Archive move ==<br />
Shouldn't the last new be the one about the move, and the previous should be the one to be archived? It seems weird that we're just... deleting that the move happened. I'm ok with adding an updated new, but I think it's better to keep the move article below it, instead of the Sept 14 one.--[[User:Sega381|Sega381]] 18:27, 7 December 2010 (PST)<br />
:I understand your reasoning. I just deleted the move one because I thought that message seemed less necessary at this point, and it was kind of hinted at in the new message. Feel free to change it if you'd prefer the other way. Maybe just change "We have a new home, but the hard work continues." to "The hard work continues despite our October 26th move from Wikia." [[User:Dungy|Dungy]] 18:32, 7 December 2010 (PST)<br />
<br />
::Ok, seems good enough, thanks :).--[[User:Sega381|Sega381]] 07:31, 8 December 2010 (PST)<br />
<br />
== More news about the Disneyland do ==<br />
<br />
Who was in attendance? Privacy concerns? [[User:The Ultra-Mind|The Ultra-Mind]] ([[User talk:The Ultra-Mind|talk]]) 20:07, 27 November 2017 (MST)<br />
: I was! :) The special guests included [[Nystul]], [[Dr. Cat]], [[Lord British]], [[Lord Blackthorn]], and the voice of the [[Avatar]] -- [[User:Fenyx4|Fenyx4]] 22:08, 27 November 2017 (MST)<br />
::I meant of the contributors. [[User:The Ultra-Mind|The Ultra-Mind]] ([[User talk:The Ultra-Mind|talk]]) 07:30, 28 November 2017 (MST)<br />
::: I was! And I can confirm there were others but I will let them announce themselves as they see fit. -- [[User:Fenyx4|Fenyx4]] 18:42, 28 November 2017 (MST)<br />
:::: I was there as well!! --[[User:Arthgon|Arthgon]] ([[User talk:Arthgon|talk]]) 09:09, 5 December 2017 (MST)<br />
<br />
:Yeah, I didn't think I should presume the partygoers would be comfortable with having themselves singled out. Plus, there was the potential to omit contributors I was unaware had attended. --[[User:Terilem|Terilem]] ([[User talk:Terilem|talk]]) 21:14, 28 November 2017 (MST)</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_I&diff=123802Computer ports of Ultima I2017-10-20T18:36:18Z<p>Arthgon: /* PC-9801 Port */ Instead of Credits I have Title Screen as name of Screenshot by accident! Oops.</p>
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<div>'''''[[Ultima I]]''''' comes in two versions. The original game from 1981 was released only on the Apple II and later converted for the Atari 800 (same code used). The later remake created in 1986 had ports of the game for various systems.<br />
<br />
== The Original Game ==<br />
<br />
=== The Apple II Original ===<br />
<br />
[[Image:U1oap1.jpg|thumb|200px|Title Screen]][[Image:U1oap2.jpg|thumb|200px|In-game shot]] <br />
This was the very first incarnation of the game, the one that held the name "Ultima" for the first time. <br />
<br />
The game sported a (for the time) impressive representation of the terrain with the help of tiles. However, nothing was yet animated (animation of water tiles came in ''[[Ultima II]]'', animated characters made their debut in ''[[Ultima III]]''). <br />
<br />
Much of the game was programmed in Applesoft BASIC, making it hard to port it to other systems with different BASIC dialects. The game is also plagued by glitches and other programming errors (something that was common at the time). The keyboard assignment for the movement keys only forms (roughly) a diamond on the original Apple II and Apple II+ systems, which makes the game awkward to use on the later Apple IIe system. Additionally, the game is incompatible with the Enhanced Apple IIe, the Apple IIc and IIc+, and the Apple II<sub>GS</sub>, because the outer-space combat section uses so-called ''illegal opcodes'' of the MOS Technology 6502 CPU used in the first Apples, which do not exist on the Western Design Center 65C02 and 65816 CPUs used in the later systems. The symptom of this is that the space combats are not winnable on the mentioned newer Apple models, which makes completion of the game impossible.<br />
<br />
There also is another problem. Due to a bug with the dungeons, their layout never stays the same, as it should be, and instead is changed every time when entering the level again. This does make mapping virtually impossible.<br />
<br />
The game was released on a single double-sided 5.25" floppy disk. <br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Atari 8-bit Port ===<br />
<br />
[[Image:U1 Title Atari8bit.png|thumb|200px|8-bit Title Screen]] <br />
[[Image:U1o82.jpg|thumb|200px|8-bit in-game]] <br />
In 1983, Sierra Online re-released the game on the Atari 800. The game was converted by Sigma Micro Systems. The game is virtually unchanged from the Apple II release. This was the only ''Ultima'' that utilized the Atari's color graphic modes for the main window. Though numerous colors are available the developers decided to match the Apple II look as much as possible. This version of ''Ultima'' should look nearly the same across the Atari 8bit line, including the European (PAL) Ataris. <br />
<br />
All of the glitches of the original version were kept in the Atari 800 port. One small new detail was added: The four continents got names for the first time, namely "The Continent of Ho", "... of Eyo", "... of He", and "... of Hum". The names were taken from the song of the jester and they are different from the names adopted in the re-release. <br />
<br />
It was released on a single 5.25" floppy disk. <br />
<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:AtariBoxArtU1.jpg|The Game Box art<br />
</gallery><br />
<br style="clear:both;" /><br />
== The 1986 Remake ==<br />
<br />
=== The Apple II Port ===<br />
<br />
[[Image:U1ap1.jpg|thumb|200px|Apple II Title Screen]][[Image:U1ap2.jpg|thumb|200px|Apple II in-game]] <br />
Compared to the original version of the game, the remake got improved looks and runs very noticeably faster. It was written entirely in assembly language, making porting issues trivial. A new title screen and some text screens were added, many aspects of the game were revised. While there was still not an individual map for ''every'' town and castle, at least there were now four different city maps and two different castle maps. Wandering monsters on the overworld were now included. <br />
<br />
The graphics, while still looking a little like the original, are somewhat more detailed, and tiles are now animated. All of the original's glitches were removed as well. <br />
<br />
The game was released on a single 5.25" disk. <br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The C64-Port ===<br />
<br />
[[Image:U1ITitleScreenC64.png|thumb|200px|right|C64 Title Screen.]][[Image:U1InGameC64.png|thumb|200px|C64 Overland.]] The port for the C64 is in many ways a lot like the one on the Apple II. <br />
<br />
The similarities between the two ports are no coincidence, since they do share much of the same code due to the very similar system construction. One difference is the graphics. The graphics of the C64 port make full use of the system's capabilities. Everything is much more colorful and the colors are not as distorted as they sometimes are on the Apple II. The improvement in color is especially noticeable in the towns (just look at the walls). <br />
<br />
The game was sold on a single 5.25" floppy disk. <br />
<br />
<gallery orientation="original" widths="200" spacing="middle" captionalign="left"><br />
Image:CastleC64U1.png|Visiting a King.<br />
Image:CityBritainC64U1.png|The City Britain.<br />
</gallery><br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The IBM-PC Port ===<br />
<br />
[[Image:U1title.jpg|thumb|200px|IBM-PC Title Screen]][[Image:U1pcing.jpg|thumb|200px|IBM-PC in-game]] The port for the IBM-PC was finished one year after the other two. <br />
<br />
Right from the start, the graphics of this port are clearly superior to the ones on the C64 and Apple II. The game is using a 16-colors EGA mode, which is the same number of colors as the C64, but unlike the C64, the PC EGA hardware allows programs to select those 16 from a palette of 64 colors, and it has less limitations on placement of colors than the C64. The port also got a new title screen, which looks nicer than the one on the other two ports. <br />
<br />
The port however does have a problem: there is no frame limiter built into the game, which makes it virtually impossible to play it on a modern system, unless artificially slowed down. Since the PC has a CPU that's very different from those used in the C64 and the Apple II, the assembly code for the game had to be rewritten, introducing some new bugs. For example armor doesn't protect the player at all while in the [[dungeons]], which makes the fights in there much harder than on the Apple and C64 versions of the re-release. <br />
<br />
The port was sold on a single 5.25" floppy disk and is still commonly available on various compilations. <br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The Apple IIgs Port ===<br />
<br />
(Text from [http://users.foxvalley.net/~joko/ultima.html http://users.foxvalley.net/~joko/ultima.html]) <br />
<br />
[[Image:TitleScreenAppleIIgsPortU1.png|right|thumb|200px|Title Screen]][[File:Ultimashot1.gif|thumb|200px|The overworld on the IIgs]]In 1994, IIGS programming master Bill Heineman assembled the same team of programmers, musicians and artists who ported "Out of this World" to the IIGS, with the goal of creating an updated GS/OS-specific version of ''Ultima I'' for the IIGS. With Super Hi Res graphics and a synthLAB-based musical soundtrack, ''Ultima I'' for the IIGS was brought to market by Vitesse, and it received critical acclaim from Apple IIGS game players. <br />
<br />
Ultima I for the IIGS was available for sale for only a short time, as Vitesse is no longer in business. But, in order to assure that even new IIGS owners could partake in the same joys as previous generations of Apple II users, Bill Heineman and Joe Kohn teamed up again to make the IIGS version of ''Ultima I'' available from Joe Kohn's small software distribution business, Shareware Solutions II. Unfortunately, Mr. Kohn passed away in January 2010, and as of January 2011 the page for purchasing items online from Shareware Solutions II was no longer accessible. <br />
<gallery orientation="none" widths="150"><br />
File:U1-IIgs.png|A [[Skeletons|skeleton]] from the IIgs port<br />
File:U1-IIgs-ranger.gif|A [[Ranger|ranger]] from the IIgs port<br />
</gallery><br />
<br style="clear:both;" /><br />
<br />
== Japanese-only ports ==<br />
=== The MSX 2 Port ===<br />
<br />
[[Image:U1msx1.jpg|thumb|right|200px|MSX Title Screen]] This port was created in 1989 and only released in Japan. Unlike other Japanese ports of Ultima games, there is no english version available. <br />
<br />
This port offers a whole new tileset which is much more colored than the original graphics and in higher (512x212) resolution, as well as totally original music. Outside of these cosmetic differences, the game is an exact copy of the 1986 remake. <br />
<gallery orientation="none" widths="150"><br />
Image:U1msx2.jpg|MSX in-game<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
===PC-8801 Port===<br />
[[Image:UltimaI-PC88-Title.jpg|thumb|200px|right|PC-8801 Title screen]][[Image:OverworldUltimaIPC-88.png|thumb|right|200px|The overworld on the PC-8801]]<br />
This port of ''Ultima I'' for the PC8801 series of computers was released in Japan in 1989, and was re-released in 1998 as a part of the Japanese version of the ''[[Ultima Collection]]''. The original translation was done by Miyo-C/Desktop Inc., and was released by [http://en.wikipedia.org/wiki/Pony_Canyon PonyCanyon Inc.]<br />
<br />
Gameplay is similar to the PC version of ''Ultima I'', but features improved tile graphics and dungeon graphics identical to the MSX-2 version featured above. This version does not include the improved music and introduction sequences of the Japanese FM-Towns version featured below.<br />
<gallery orientation="none" widths="150"><br />
Image:BritainPC-88U1.png|The City Britian...uh...Britain on the PC-88<br />
Image:CastlePC-88U1.png|Exploring a Castle on the PC-8801<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
===PC-9801 Port===<br />
[[Image:TitleScreenPC-98UltimaI.png|thumb|right|200px|PC-9801 Title screen]][[Image:UltimaI PC98.jpg|thumb|right|200px|The overworld on the PC-98]]<br />
This port of ''Ultima I'' for the PC9801 series of computers was released in Japan in 1988 and distributed by Ponycanyon. It is based on the 1986 remake and comes in the usual videotape like box featuring the original cover art work. Instead of the separate cardboard maps, the four images are now printed side by side on a single cloth map. In 1998 it was re-released in the Japanese [[Ultima Collection]] who was published by LOCUS. <br />
<br />
Gameplay is similar to the PC version of ''Ultima I'', but features a high-resolution and multi-piece soundtrack.<br />
<gallery orientation="none" widths="150"><br />
Image:TitleScreenPC-98U1.png|PC-9801 Credits<br />
Image:CastlePC-98U1.png|Speaking to a King on the PC-98<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;"/><br />
<br />
=== The FM-Towns Port ===<br />
[[File:TitleScreenU1FM-Towns.png|thumb|right|200px||Title Screen]][[File:Ultima I FM-Towns(1).png|thumb|right|200px|Overworld]]<br />
This port of Ultima I was made as part of the FM-Towns ''[[Ultima Trilogy I II III]]'' compilation, and released by [http://en.wikipedia.org/wiki/Fujitsu Fujitsu] in 1990. As such it offers redrawn graphics with a new tile set that was also used for the FM-Towns version of ''[[Ultima II]]'' and ''[[Ultima III]]''. Additionally, cities and castles are on the same scale as the wilderness, meaning that unlike all other versions, they are multi-screen instead of single-screen.<br />
<br />
In addition it also offers newly composed music. Like the graphics, this music was also used for the other two titles of the compilation. <br />
<br />
Like most FM-Town ports, it is also offers a new [[FM-Towns Ultima I Intro|hi-resolution introduction]] the player can watch outside the game, but unlike the game, the intro has no English translation and can only be watched in Japanese. <br />
<br />
The game was only released as part of a compilation, and only in Japan. Outside of Japan, it is nearly completely unknown. <gallery orientation="none" widths="150"><br />
File:Ultima I FM-Towns(3).png|Dungeons<br />
File:Ultima I FM-Towns(2).png|Lord British<br />
File:Ultima I FM-Towns(4).png|Mondain's hordes<br />
</gallery><br />
<br style="clear:both;" /><br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=reE8Ch_af7A&feature=related YouTube - ''Ultima I'' - FM Towns Introduction]<br />
*[http://www.youtube.com/watch?v=e_sRrHs5dXY&feature=related YouTube - ''Ultima I'' Gameplay Video (Tandy)]<br />
*[http://www.youtube.com/watch?v=VfoBBXvkAGw&feature=related YouTube - ''Ultima I'' Introduction (Commodore 64)]<br />
*[http://www.youtube.com/watch?v=yFUqtFORKsk YouTube - ''Ultima I'' Gameplay Video (PC - 1986)] <br />
{{Ports}}<br />
[[Category:Technical]]<br />
[[Category:Ultima I]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Computer_ports_of_Ultima_V&diff=123801Computer ports of Ultima V2017-10-20T17:50:53Z<p>Arthgon: /* The Sharp x68000 Port */</p>
<hr />
<div>[[Ultima V]] was the last game of the series to be originally developed on the Apple II. Like ''[[Ultima IV]]'', the growing technology of computers created several ports that technically looked and sounded quite different, despite having the same game content. Note that this does not cover the [[NES-Port of Ultima V]], which is a separate article because of serious changes done to the game content-wise. <br />
<br />
== The 8-Bit Ports ==<br />
=== The Apple II-Series Original ===<br />
<br />
[[Image:U5ap1.jpg|thumb|200px|Apple II Title Screen]] [[Image:U5ap2.jpg|thumb|200px|Apple II In a Tavern]] ''Ultima V'' was initially written to run on all 8-bit Apple II series (II, II+, IIe, IIc, IIc+) computers; the 16-bit Apple II<sub>GS</sub> ran it using its transparent built-in //e emulation mode. The game came on four double-sided 5.25" floppy disks: Program & Dungeons, Britannia & Underworld, Townes & Dwellings, Castles & Keeps. The Britannia disk was used for the savegame; the bootup Program disk was the only one that couldn't be read and copied by standard disk-copying software for unprotected disks.<br />
<br />
The game made full use of the II's 280×196 high-resolution mode, which had six colors: orange, blue, magenta, green, black and white. As with other Apple II software, ''Ultima V'' made use of blue & orange being offset from the other colors by a half-pixel to smooth the edges of images &amp; fonts. This was augmented by the slightly fuzzy images produced by the NTSC-based signals and composite monitors, an effect not seen on most Apple II emulators or screenshots. <br />
<br />
As with other platforms, a wide range of sound effects was included; a number of short situational melodies were available as well. A full musical score was available for an Apple IIe with 128k of RAM or Apple II<sub>GS</sub> equipped with one of several popular sound and MIDI cards, such as [http://apple2.info/wiki/index.php?title=Mockingboard Sweet Micro Systems' Mockingboard], [http://en.wikipedia.org/wiki/Phasor_(sound_synthesizer) Applied Engineering's Phasor], or [http://books.google.com/books?id=uD0EAAAAMBAJ&pg=PA30#v=onepage&q=Passport%20Designs&f=false Passport Designs' MIDI interface]. With the Passport Designs card, one could play the music through the same MIDI instruments used as by professional musicians; the end-results varied but could be quite impressive with the right setup. Examples of the soundtrack played with different hardware: [http://www.youtube.com/watch?v=bO6Jappcl30 Phasor] and [http://www.youtube.com/user/dauntlessmath#grid/user/33A1BD9119BB4CE6 dual Mockingboards.] Unfortunately, the built-in music chip of the Apple II<sub>GS</sub> is not supported. The frequency of disk accesses is also reduced on systems with 128KB or more of RAM, since some code is cached in the extra memory that has to be reloaded from disk all the time on 64k systems. <br />
<br />
This game pushed the aging Apple II architecture to its limits, however, and therefore it can be slow in certain situations. To offset this, the game supported hardware accelerators for the Apple, offering a command to enable and disable acceleration from within the game. Also, unlike all previous parts, this game will not automatically pass a turn when the player waits too long without giving a command; this means that players with an accelerator can think as long and as carefully as players without one.<br />
<br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;" /><br />
<br />
=== The C64/128 Port ===<br />
<br />
[[Image:U5c641_.jpg|thumb|200px|C64 Title screen]][[Image:U5c642_.jpg|thumb|200px|C64 Intro]][[Image:U5c643_.jpg|thumb|200px|C64 In-game Shot]] The port for the C64/C128 was created by Dr. Cat. <br />
<br />
First off, compared to the Apple II, the graphics are clearly improved. They are now much more colorful and the color also is at the right spots (such as red paved roads). For a resolution of 320x200, they managed to get out the maximum. The low resolution however means, that indoor peer maps are never completely on the screen. Also, while the dungeon graphics are even better than the Apple II ones, they are still only one color. Also, this color is mostly off, since the cave dungeons are all blue, while brown would have been more fitting. The introduction remains in bad graphics. <br />
<br />
While the port features a full musical score (though with only three voices compared to the eight of the Apple II version), the C64 simply does not have enough available RAM to play it. To access the music, the game must be played on a C128 computer running in native C128 mode (not in C64 emulation mode as almost all other games, including the other Ultimas), and started by having the disk in the drive when the computer is turned on, or by the BOOT command, not by the usual LOAD and RUN sequence typical of C64 games. Running on the C128 has the additional benefit of reducing the frequency of disk accesses, as some code that has to be re-loaded from disk all the time on the C64 can be cached in the extra memory.<br />
<br />
There also were technical problems with the fastloader. Thanks to sloppy programming, it only works on a NTSC C64, not a PAL one, which greatly annoyed players in Europe. The game can be played on a European C64 by telling it at the start screen that you don't have a Commodore floppy drive but a third-party drive, but then, loading times will be extremely long, which, combined with very frequent and big loads, makes them highly annoying. On a C128, the fastloder code is not used at all, but this is less of a problem as this computer, in its native mode, loads noticeably faster than the C64 even without extra acceleration, provided a 1570 or 1571 floppy drive (as opposed to a 1541) is used.<br />
<br />
One last thing of interest: the C64 port was released on 4 double-sided 5.25" floppy disks. Thankfully [[Origin]] had been wise enough to partition them into logical chunks to keep disk-swapping at a minimum. The sides are: <br />
<br />
*Game (loading, menu and saved games)<br />
<br />
*Dungeon (everything in the dungeons)<br />
<br />
*Britannia (the overworld)<br />
<br />
*Underworld (as the name says)<br />
<br />
*Towne (cities and villages)<br />
<br />
*Dwelling (huts. Also contains the intro and endgame)<br />
<br />
*Castle (big castles like [[Castle Britannia]])<br />
<br />
*Keep (small fortresses like [[Bordermarch]])<br />
<br />
[http://www.youtube.com/watch?v=e60FnNqtDqM The Intro in the C128-mode with music] <br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;" /><br />
<br />
=== The Atari 8-bit Port ===<br />
[[file:U5_Atari8bit_Title.png|200px|thumb|8-bit title screen]]<br />
[[file:U5_Atari8bit_Credits.png|200px|thumb|8-bit credits]]<br />
The Atari 8-bit port of ''Ultima V'' was started but seemingly never finished.<br />
<br />
Disk 1 and 2 have been found, however the "Britannia" disk has not, essentially making this port up to now unplayable. Richard Garriott, in a 1988 [[List of interviews done by Richard Garriott|online conference]] with The Gamers' Forum on CompuServe, informed the Atari community that the 8-bit port had been contracted out for development. To date, image captures of the title and credits screens are the only tangible pieces of evidence of this port that have been uncovered. Rob Satonica, of Creative Software Systems, is credited for the code translation.<br />
<br />
<br style="clear:both;" /><br />
<br />
== The 16-Bit Ports ==<br />
<br />
[[Image:U5title.jpg|thumb|right|200px|16-bit Title Screen]][[Image:U5pc.jpg|thumb|right|200px|PC In-Game]][[Image:U5amig.jpg|thumb|200px|Amiga In-Game]] The ports for the 16-bit machines done for the '''Amiga, Atari ST''' and the '''IBM-PC''' are far more advanced than the previous two. Graphically they all look exactly the same; 16 color graphics in a 320x200 resolution. The Amiga and Atari always have an "Ultima V" logo on the screen. <br />
<br />
The Amiga and Atari ST ports have mouse support, something that the PC port doesn't have (a mouse still was only optional for a PC in 1988). <br />
<br />
The Amiga version is rather buggy, especially with the way the keyboard is read. Too often, keypresses will either not be read at all, or will "stutter" and (for example) a single keystroke will be interpreted as three. The Atari ST version in turn also suffers from a bad bug. In this case, the game is prone to crash by first suddenly asking for a different disk and then hanging, thus forcing a complete reset. This normally meant the loss of considerable game progress since the last save.<br />
<br />
These bugs have never been patched. Furthermore on the Amiga and Atari ST there was no option to transfer the character from Ultima IV and it was not possible to copy one of the disks to have multiple characters at the same time. If one wanted to create a new character the old one was overwritten by the new one. Since the PC version could be installed onto a hard disk, it circumvented this problem and also allowed character transfers.<br />
<br />
The biggest difference is how music is handled: <br />
* The Atari ST port has full music. However, the pieces are played in places that do not correspond with the C128 or Apple II version. For example, "Villager Tarantella" is played in all eight Cities of Virtue in the C128/Apple II versions, but the Atari ST version instead plays "Greyson's Tale" in all but [[New Magincia]]. <br />
* On the Amiga, only one song (unique to this version of the game) is playing the entire time, despite the Amiga clearly being able to shoulder all of the music. It is unknown why this decision was made. Also, few minor sound effects begin playing if music is turned off. Mainly when moving around and some combat effects.<br />
* The IBM-PC port originally had no music at all, since Adlib soundcards only came on the market a little after ''Ultima V''<nowiki>'</nowiki>s release. The ''[[Ultima V Upgrade Patch]]'' re-inserts all the music from other versions. <br />
<br />
The IBM-PC port consists of four 5.25" floppies, and it is supposed to be installed on the hard disk. The Atari port has three 3.5" floppies and the Amiga two 3.5". The Amiga version cannot be installed to a hard drive and the computer must be booted from the floppies in order to play the game. <br />
<br />
<br style="clear:both;" /><br />
<br />
== The Japanese Ports ==<br />
=== The Sharp x68000 Port ===<br />
<br />
[[File:Ultima-V(Sharpx68000).jpg|thumb|right|200px|Sharp x68000 Title Screen]][[File:CreditsSharpX68000U5.png|thumb|right|200px|Sharp x68000 Credits]]The Sharp x68000 version of ''Ultima V'' contains completely redrawn tile graphics that take advantage of the Sharp X68000's superior graphic abilities. This is especially noticeable inside the dungeons. This version also includes the complete music track available in other versions. This version is only available in Japanese. Note that the port for the PC-98 is identical to this one, down to the last pixel. However, the Japanese text looks different.<br />
<br />
<gallery orientation="none" widths="150"><br />
File:u5x86d.jpg|x68000 Dungeon<br />
File:Moongate.png|x68000 Overland Screenshot<br />
</gallery><br />
<hr style="margin-top:1em; margin-bottom:1em; clear:both;" /><br />
<br />
=== The FM-Towns Port===<br />
<br />
[[File:Fmt u5.png|thumb|right|200px|FM-Towns Title Screen]]The FM-Towns version of ''Ultima V'' plays identical to other versions of ''Ultima V'', but takes advantage of the CD-ROM capabilities of the FM-Towns machine to include high-colour graphics in the introduction, even though they still are only upscaled 320x240 apart from the text. The tile graphics appears to be based on the other 16-Bits versions but seems to have a smaller color palette which makes them look slightly inferior. A CD-quality music track accompanies the FM-Towns version of ''Ultima V'', although the music is used in a way that is different from both the Apple II/C128 version and the Atari ST version&nbsp;: for instance "Greyson's Tale" will play into the cities of Virtue like in the Atari ST version, but "Stones" will play while camping just like in the Apple II/C128 version.<br />
<br />
This port came with a special [[Ultima V FM-Towns Poster|full-colour poster]] not found in other versions. Additionally, as the other versions of the games on the FM-Towns up to this one, the game does sport a [[FM-Towns Ultima V Intro|special intro]] not seen in any other port of the game.<br />
<br />
<gallery orientation="none" widths="150"><br />
File:fmtowns2.jpg|FM-Towns Intro<br />
File:Ultima_V_FM-towns.jpg|FM-Towns Introduction 2<br />
</gallery><br />
<br style="clear:both;" /><br />
<br />
==See Also==<br />
*[[NES-Port of Ultima V]]<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=e60FnNqtDqM YouTube - ''Ultima V'' Gameplay Video (Commodore 128)]<br />
*[http://www.youtube.com/watch?v=bO6Jappcl30&feature=related YouTube - ''Ultima V'' Gameplay Video (Apple II)]<br />
*[http://www.youtube.com/watch?v=moriUCYk-yA YouTube - FM Towns Story]<br />
{{Ports}} <br />
<br />
[[Category:Technical]] [[Category:Ultima_V]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:CreditsSharpX68000U5.png&diff=123800File:CreditsSharpX68000U5.png2017-10-20T17:42:24Z<p>Arthgon: Category:Ultima V Screenshots</p>
<hr />
<div>[[Category:Ultima V Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Ultima_II_monster_data&diff=123796Ultima II monster data2017-10-17T23:56:53Z<p>Arthgon: /* Creatures of the land */ WIP</p>
<hr />
<div>The following contains [[Ultima II Monster Data]]:<br />
<br />
== Creatures of the land ==<br />
The amount of HP is proportional to encounter frequency: the less HP an enemy has, the more often it will appear.<br />
<br />
'''Player-type enemies''' (thief, fighter, wizard): values are for wandering monsters only; characters in cities have differing health points; player-type NPCs will not attack in cities.<br />
<br />
{| rules="all" cellspacing="0" cellpadding="5" style="margin: 0.25em; border: 1px solid silver;"<br />
|- align="center" style="background-color: lightblue;"<br />
! Name<br />
! Image Apple II<br>(1982)<br />
! Image Atari 8-bit Port<br>(1983)<br />
! Image C64<br>(1983)<br />
! Image DOS <br>(1983)<br />
! Image DOS fan upgrade<br>()<br />
! Image Atari ST<br>(1985)<br />
! Image Macintosh<br>(1985)<br />
! Image PC-8801 (StarCraft)<br>(1985)<br />
! Image PC-9801 (StarCraft)<br>(1985)<br />
! Image MSX2<br>(1988)<br />
! Image PC-8801 (PonyCanyon)<br>(1989)<br />
! Image PC-9801 (PonyCanyon)<br>(1989)<br />
! Image FM-Towns<br>(1990)<br />
! HP<br />
! Damage <br />
! Notes<br />
! Item drop<br />
|- align="center"<br />
| [[Orcs]]<br />
| <br />
| <br />
| [[Image:OrcC64U2.png]]<br />
| [[Image:U2Orc.PNG]]<br />
| [[File:U2-Orc.png]]<br />
| <br />
| <br />
| [[Image:OrcPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMOrc.gif]]<br />
| 16<br />
| <br />
|<br />
| --<br />
|- align="center"<br />
| [[Goblins]]<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| <br />
| <br />
| [[File:FMGoblin.gif]]<br />
| 5<br />
| <br />
|<br />
| --<br />
|- align="center"<br />
| [[Thieves]]<br />
| <br />
| <br />
| [[Image:ThiefC64U2.png]]<br />
| [[Image:U2Thief.PNG]]<br />
| [[File:U2-Thief.png]]<br />
| <br />
| <br />
| [[Image:ThiefPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMThief.gif]]<br />
| 32<br />
| <br />
| Steals items<br />
| Any item <br>(except [[Force Field Ring]] and keys)<br />
|- align="center"<br />
| [[Daemons]]<br />
| <br />
| <br />
| [[Image:DaemonC64U2.png]]<br />
| [[Image:U2Daemon.PNG]]<br />
| [[File:U2-Daemon.png]]<br />
| <br />
| <br />
| [[Image:DaemonPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[Image:FMBalron.gif]] [[File:FMPazuzu.gif]]<br />
| 64<br />
| <br />
| Paralyzes legs (range 2)<br />
| --<br />
|- align="center"<br />
| [[Sea Serpents]]<br />
| <br />
| <br />
| [[Image:SeaSerpentC64U2.png]]<br />
| [[Image:U2SeaSerpent.PNG]]<br />
| [[File:U2-SeaSerpent.png]]<br />
| <br />
| <br />
| [[Image:SeaSerpentPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMSerpent.gif]][[File:FMSeaSerp.gif]]<br />
| 64<br />
| <br />
| Sea enemy<br><br />
| --<br />
|- align="center"<br />
| [[Fighter|Fighters]]<br />
| <br />
| <br />
| [[Image:FighterC64U2.png]]<br />
| [[Image:U2Fighter.PNG]]<br />
| [[File:U2-Fighter.png]]<br />
| <br />
| <br />
| [[Image:FighterPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMFighter2.gif]][[File:FMFighter3.gif]]<br />
| 128<br />
| <br />
|<br />
| 1 - 4 [[Torches]], [[Helmets|Helms]].<br />
|- align="center"<br />
| [[Pirates|Pirate ships]]<br />
| <br />
| <br />
| [[Image:PirateShipC64U2.png]]<br />
| [[Image:U2PirateShip.PNG]]<br />
| [[File:U2-Pirates.png]]<br />
| <br />
| <br />
| [[Image:PirateShipPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMShip.gif]]<br />
| 160<br />
| <br />
| Sea enemy<br>Can be boarded using blue tassles<br />
| --<br />
|- align="center"<br />
| [[Devils]]<br />
| <br />
| <br />
| [[Image:DevilC64U2.png]]<br />
| [[Image:U2Devil.PNG]]<br />
| [[File:U2-Devil.png]]<br />
| <br />
| <br />
| [[Image:DevilPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
|align="center" |[[File:FMGargoyle.gif]][[File:FMOrcus.gif]]<br />
| 192<br />
| <br />
| Paralyzes arms (range 2)<br />
| --<br />
|- align="center"<br />
| [[Wizards]]<br />
| <br />
| <br />
| [[Image:WizardC64U2.png]]<br />
| [[Image:U2Wizard.PNG]]<br />
| [[File:U2-Wizard.png]]<br />
| <br />
| <br />
| [[Image:WizardPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMWizard.gif]]<br />
| 224<br />
| <br />
| [[Magic Missile]] (range 2)<br />
| [[Staff]], [[Wand]]<br />
|- align="center"<br />
| [[Balrons]]<br />
| <br />
| <br />
| [[Image:BalronC64U2.png]]<br />
| [[Image:U2Balron.PNG]]<br />
| [[File:U2-Balron.png]]<br />
| <br />
| <br />
| [[Image:BalronPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMMane.gif]]<br />
| 255<br />
| <br />
| Puts character to sleep (range 2)<br />
| --<br />
|}<br />
<br />
== Townsfolk ==<br />
There are NPCs here, who do not appear in wilderness. If the Stranger attacks any character in a town, all the guards will attack the Stranger. The guards are the strongest enemy in the game.<br />
{| rules="all" cellspacing="0" cellpadding="5" style="margin: 0.25em; border: 1px solid silver;"<br />
|- align="center" style="background-color: lightblue;"<br />
! Name<br />
! Image Apple II<br />
! Image Atari 8-bit Port<br />
! Image C64<br />
! Image DOS (CGA)<br />
! Image DOS (EGA)<br />
! Image Atari ST<br />
! Image Macintosh<br />
! Image PC-8801 (StarCraft)<br />
! Image PC-9801 (StarCraft)<br />
! Image MSX2<br />
! Image PC-8801 (PonyCanyon)<br />
! Image PC-9801 (PonyCanyon)<br />
! Image FM-Towns<br />
! HP<br />
! Damage <br />
! Special<br />
! Item drop<br />
|- align="center"<br />
| [[Jesters]]<br />
| <br />
| <br />
| [[Image:JesterC64U2.png]]<br />
| [[Image:JesterDOSCGAU2.png]]<br />
| [[File:U2-Jester.png]]<br />
| <br />
| <br />
| [[Image:ClownPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:JesterFM-Towns.gif]]<br />
| 1-255<br />
| <br />
| --<br />
| --<br />
|- align="center"<br />
| [[Merchants]]<br />
|<br />
|<br />
| [[Image:MerchantC64U2.png]]<br />
| [[Image:MerchantDOSCGAU2.png]]<br />
| [[File:U2-Merchant.png]]<br />
| <br />
| <br />
| [[Image:MerchantPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMMerchant.gif]]<br />
| 5-50<br />
| <br />
| --<br />
| Red Gems<br />
|- align="center"<br />
| [[Thieves]]<br />
| <br />
| <br />
| [[Image:ThiefC64U2.png]]<br />
| [[Image:U2Thief.PNG]]<br />
| [[File:U2-Thief.png]]<br />
| <br />
| <br />
| [[Image:ThiefPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMThief.gif]]<br />
| 32<br />
| <br />
| Steals items<br />
| Any item <br>(except [[Force Field Ring]] and keys)<br />
|- align="center"<br />
<br />
| [[Cleric|Clerics]]<br />
|<br />
|<br />
| [[Image:ClericC64U2.png]]<br />
| [[Image:U2Cleric.PNG]]<br />
| [[File:U2-Cleric.png]]<br />
| <br />
| <br />
| [[Image:ClericPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMCleric1.gif]][[File:FMCleric2.gif]]<br />
| 10-60<br />
| <br />
| --<br />
| --<br />
|- align="center"<br />
| [[Wizards]]<br />
| <br />
| <br />
| [[Image:WizardC64U2.png]]<br />
| [[Image:U2Wizard.PNG]]<br />
| [[File:U2-Wizard.png]]<br />
| <br />
| <br />
| [[Image:WizardPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMWizard.gif]]<br />
| 224<br />
| <br />
| [[Magic Missile]] (range 2)<br />
| [[Staff]], [[Wand]]<br />
|- align="center"<br />
<br />
| [[Guards]]<br />
|<br />
|<br />
| [[Image:GuardC64U2.png]]<br />
| [[Image:U2Guard.PNG]]<br />
| [[File:U2-Guard.png]]<br />
| <br />
| <br />
| [[Image:GuardPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMGuard.gif]]<br />
| 255<br />
| <br />
| --<br />
| 2 Keys.<br />
|}<br />
<br />
<br />
[[Category:Ultima II]]<br />
[[Category:Technical]]<br />
<br />
== Creatures in dungeons ==<br />
{| rules="all" cellspacing="0" cellpadding="5" style="margin: 0.25em; border: 1px solid silver;"<br />
|- align="center" style="background-color: lightblue;"<br />
! Name<br />
! Image Apple II<br />
! Image Atari 8-bit Port<br />
! Image C64<br />
! Image DOS (CGA)<br />
! Image DOS (EGA)<br />
! Image Atari ST<br />
! Image Macintosh<br />
! Image PC-8801 (StarCraft)<br />
! Image PC-9801 (StarCraft)<br />
! Image MSX2<br />
! Image PC-8801 (PonyCanyon)<br />
! Image PC-9801 (PonyCanyon)<br />
! HP<br />
! Damage <br />
! Location<br />
! Special<br />
|- align="center"<br />
| [[Orcs | Orc]]<br />
| <br />
| <br />
| <br />
| [[Image:U2Orc.png|128px]]<br />
| [[File:U2-OrcDung.png|128px]]<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| 17 - 153<br />
| <br />
| Levels 1 - 16<br />
|<br />
|- align="center"<br />
| [[Ghosts | Ghost]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonGhost.PNG|128px]] <br />
| [[File:U2-GhostDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 49 - 153<br />
| <br />
| Levels 3 - 16<br />
| Can blow out [[Torches | torch]]/[[light]] spell<br />
|- align="center"<br />
| [[Carrion Creeper]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonCarrionCreeper.PNG|128px]]<br />
| [[File:U2-CarrionDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 81 - 185<br />
| <br />
| Levels 5 - 16<br />
|<br />
|- align="center"<br />
| [[Snakes | Viper]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonViper.PNG|128px]]<br />
| [[File:U2-SnakeDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 113 - 185<br />
| <br />
| Levels 7 - 16<br />
|<br />
|- align="center"<br />
| [[Gremlins | Gremlin]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonGremlin.PNG|128px]]<br />
| [[File:U2-GremlinDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 145 - 217<br />
| <br />
| Levels 9 - 16<br />
| Sometimes steals 100 [[food|meals]]<br />
|- align="center"<br />
| [[Daemons | Daemon]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonMinotaur.png|128px]]<br />
| [[File:U2-MinotaurDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 177 - 217<br />
| <br />
| Levels 11 - 16<br />
|<br />
|- align="center"<br />
| [[Balrons | Balron]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonBalron.PNG|128px]]<br />
| [[File:U2-BalronDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 209 - 249<br />
| <br />
| Levels 13 - 16<br />
| Puts characters to sleep.<br />
|}<br />
<br />
== Important non-playable characters ==<br />
{| rules="all" cellspacing="0" cellpadding="5" style="margin: 0.25em; border: 1px solid silver;"<br />
|- align="center" style="background-color: lightblue;"<br />
! Name<br />
! Image Apple II<br />
! Image Atari 8-bit Port<br />
! Image C64<br />
! Image DOS (CGA)<br />
! Image DOS (EGA)<br />
! Image Atari ST<br />
! Image Macintosh<br />
! Image PC-8801 (StarCraft)<br />
! Image PC-9801 (StarCraft)<br />
! Image MSX2<br />
! Image PC-8801 (PonyCanyon)<br />
! Image PC-9801 (PonyCanyon)<br />
! Image <br>(FM-Towns) <br />
! HP<br />
! Damage <br />
! Location<br />
! Special Notes<br />
|- align="center" <br />
| Kings<br />
| <br />
| <br />
| [[Image:KingC64U2.png]]<br />
| [[Image:KingDOSCGAU2.png]]<br />
| [[File:U2-King.png]]<br />
| <br />
| <br />
| [[Image:KingPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMKing.gif]]<br />
| 255<br />
| <br />
| <br />
| --<br />
|- align="center" <br />
| [[Minax]]<br />
| <br />
| <br />
| [[Image:MinaxC64U2.png]]<br />
| [[Image:MinaxDOSCGAU2.png]]<br />
| [[File:U2-Minax.png]]<br />
| <br />
| <br />
| [[Image:MinaxPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMDemon.gif]]<br />
| --<br />
| 100<br />
| <br />
| Teleports, ranged attack (range 3)<br />
|} <br />
<br />
{{MonsterData}}<br />
[[Category:Ultima II]]<br />
[[Category:Technical]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:AttackedbyADaemonFM-TOWNSU2.png&diff=123795File:AttackedbyADaemonFM-TOWNSU2.png2017-10-17T22:21:19Z<p>Arthgon: Category:Ultima II Screenshots</p>
<hr />
<div>[[Category:Ultima II Screenshots]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=Ultima_II_monster_data&diff=123788Ultima II monster data2017-10-16T22:30:28Z<p>Arthgon: WIP/There are thieves and wizards in the towns/cities as well/There are Goblins in the FM-Towns release.</p>
<hr />
<div>The following contains [[Ultima II Monster Data]]:<br />
<br />
== Creatures of the land ==<br />
The amount of HP is proportional to encounter frequency: the less HP an enemy has, the more often it will appear.<br />
<br />
'''Player-type enemies''' (thief, fighter, wizard): values are for wandering monsters only; characters in cities have differing health points; player-type NPCs will not attack in cities.<br />
<br />
{| rules="all" cellspacing="0" cellpadding="5" style="margin: 0.25em; border: 1px solid silver;"<br />
|- align="center" style="background-color: lightblue;"<br />
! Name<br />
! Image Apple II<br>(1982)<br />
! Image Atari 8-bit Port<br>(1983)<br />
! Image C64<br>(1983)<br />
! Image DOS <br>(1983)<br />
! Image DOS fan upgrade<br>()<br />
! Image Atari ST<br>(1985)<br />
! Image Macintosh<br>(1985)<br />
! Image PC-8801 (StarCraft)<br>(1985)<br />
! Image PC-9801 (StarCraft)<br>(1985)<br />
! Image MSX2<br>(1988)<br />
! Image PC-8801 (PonyCanyon)<br>(1989)<br />
! Image PC-9801 (PonyCanyon)<br>(1989)<br />
! Image FM-Towns<br>(1990)<br />
! HP<br />
! Damage <br />
! Notes<br />
! Item drop<br />
|- align="center"<br />
| [[Orcs]]<br />
| <br />
| <br />
| [[Image:OrcC64U2.png]]<br />
| [[Image:U2Orc.PNG]]<br />
| [[File:U2-Orc.png]]<br />
| <br />
| <br />
| [[Image:OrcPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMOrc.gif]]<br />
| 16<br />
| <br />
|<br />
| --<br />
|- align="center"<br />
| [[Goblins]]<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| --<br />
| <br />
| <br />
| [[File:FMGoblin.gif]]<br />
| 5<br />
| <br />
|<br />
| --<br />
|- align="center"<br />
| [[Thieves]]<br />
| <br />
| <br />
| [[Image:ThiefC64U2.png]]<br />
| [[Image:U2Thief.PNG]]<br />
| [[File:U2-Thief.png]]<br />
| <br />
| <br />
| [[Image:ThiefPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMThief.gif]]<br />
| 32<br />
| <br />
| Steals items<br />
| Any item <br>(except [[Force Field Ring]] and keys)<br />
|- align="center"<br />
| [[Daemons]]<br />
| <br />
| <br />
| [[Image:DaemonC64U2.png]]<br />
| [[Image:U2Daemon.PNG]]<br />
| [[File:U2-Daemon.png]]<br />
| <br />
| <br />
| [[Image:DaemonPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMPazuzu.gif]]<br />
| 64<br />
| <br />
| Paralyzes legs (range 2)<br />
| --<br />
|- align="center"<br />
| [[Sea Serpents]]<br />
| <br />
| <br />
| [[Image:SeaSerpentC64U2.png]]<br />
| [[Image:U2SeaSerpent.PNG]]<br />
| [[File:U2-SeaSerpent.png]]<br />
| <br />
| <br />
| [[Image:SeaSerpentPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMSerpent.gif]][[File:FMSeaSerp.gif]]<br />
| 64<br />
| <br />
| Sea enemy<br><br />
| --<br />
|- align="center"<br />
| [[Fighter|Fighters]]<br />
| <br />
| <br />
| [[Image:FighterC64U2.png]]<br />
| [[Image:U2Fighter.PNG]]<br />
| [[File:U2-Fighter.png]]<br />
| <br />
| <br />
| [[Image:FighterPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMFighter2.gif]][[File:FMFighter3.gif]]<br />
| 128<br />
| <br />
|<br />
| 1 - 4 [[Torches]], [[Helmets|Helms]].<br />
|- align="center"<br />
| [[Pirates|Pirate ships]]<br />
| <br />
| <br />
| [[Image:PirateShipC64U2.png]]<br />
| [[Image:U2PirateShip.PNG]]<br />
| [[File:U2-Pirates.png]]<br />
| <br />
| <br />
| [[Image:PirateShipPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMShip.gif]]<br />
| 160<br />
| <br />
| Sea enemy<br>Can be boarded using blue tassles<br />
| --<br />
|- align="center"<br />
| [[Devils]]<br />
| <br />
| <br />
| [[Image:DevilC64U2.png]]<br />
| [[Image:U2Devil.PNG]]<br />
| [[File:U2-Devil.png]]<br />
| <br />
| <br />
| [[Image:DevilPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
|align="center" |[[File:FMGargoyle.gif]][[File:FMOrcus.gif]]<br />
| 192<br />
| <br />
| Paralyzes arms (range 2)<br />
| --<br />
|- align="center"<br />
| [[Wizards]]<br />
| <br />
| <br />
| [[Image:WizardC64U2.png]]<br />
| [[Image:U2Wizard.PNG]]<br />
| [[File:U2-Wizard.png]]<br />
| <br />
| <br />
| [[Image:WizardPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMWizard.gif]]<br />
| 224<br />
| <br />
| [[Magic Missile]] (range 2)<br />
| [[Staff]], [[Wand]]<br />
|- align="center"<br />
| [[Balrons]]<br />
| <br />
| <br />
| [[Image:BalronC64U2.png]]<br />
| [[Image:U2Balron.PNG]]<br />
| [[File:U2-Balron.png]]<br />
| <br />
| <br />
| [[Image:BalronPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMMane.gif]]<br />
| 255<br />
| <br />
| Puts character to sleep (range 2)<br />
| --<br />
|}<br />
<br />
== Townsfolk ==<br />
There are NPCs here, who do not appear in wilderness. If the Stranger attacks any character in a town, all the guards will attack the Stranger. The guards are the strongest enemy in the game.<br />
{| rules="all" cellspacing="0" cellpadding="5" style="margin: 0.25em; border: 1px solid silver;"<br />
|- align="center" style="background-color: lightblue;"<br />
! Name<br />
! Image Apple II<br />
! Image Atari 8-bit Port<br />
! Image C64<br />
! Image DOS (CGA)<br />
! Image DOS (EGA)<br />
! Image Atari ST<br />
! Image Macintosh<br />
! Image PC-8801 (StarCraft)<br />
! Image PC-9801 (StarCraft)<br />
! Image MSX2<br />
! Image PC-8801 (PonyCanyon)<br />
! Image PC-9801 (PonyCanyon)<br />
! Image FM-Towns<br />
! HP<br />
! Damage <br />
! Special<br />
! Item drop<br />
|- align="center"<br />
| [[Jesters]]<br />
| <br />
| <br />
| [[Image:JesterC64U2.png]]<br />
| [[Image:JesterDOSCGAU2.png]]<br />
| [[File:U2-Jester.png]]<br />
| <br />
| <br />
| [[Image:ClownPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:JesterFM-Towns.gif]]<br />
| 1-255<br />
| <br />
| --<br />
| --<br />
|- align="center"<br />
| [[Merchants]]<br />
|<br />
|<br />
| [[Image:MerchantC64U2.png]]<br />
| [[Image:MerchantDOSCGAU2.png]]<br />
| [[File:U2-Merchant.png]]<br />
| <br />
| <br />
| [[Image:MerchantPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMMerchant.gif]]<br />
| 5-50<br />
| <br />
| --<br />
| Red Gems<br />
|- align="center"<br />
| [[Thieves]]<br />
| <br />
| <br />
| [[Image:ThiefC64U2.png]]<br />
| [[Image:U2Thief.PNG]]<br />
| [[File:U2-Thief.png]]<br />
| <br />
| <br />
| [[Image:ThiefPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMThief.gif]]<br />
| 32<br />
| <br />
| Steals items<br />
| Any item <br>(except [[Force Field Ring]] and keys)<br />
|- align="center"<br />
<br />
| [[Cleric|Clerics]]<br />
|<br />
|<br />
| [[Image:ClericC64U2.png]]<br />
| [[Image:U2Cleric.PNG]]<br />
| [[File:U2-Cleric.png]]<br />
| <br />
| <br />
| [[Image:ClericPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMCleric1.gif]][[File:FMCleric2.gif]]<br />
| 10-60<br />
| <br />
| --<br />
| --<br />
|- align="center"<br />
| [[Wizards]]<br />
| <br />
| <br />
| [[Image:WizardC64U2.png]]<br />
| [[Image:U2Wizard.PNG]]<br />
| [[File:U2-Wizard.png]]<br />
| <br />
| <br />
| [[Image:WizardPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMWizard.gif]]<br />
| 224<br />
| <br />
| [[Magic Missile]] (range 2)<br />
| [[Staff]], [[Wand]]<br />
|- align="center"<br />
<br />
| [[Guards]]<br />
|<br />
|<br />
| [[Image:GuardC64U2.png]]<br />
| [[Image:U2Guard.PNG]]<br />
| [[File:U2-Guard.png]]<br />
| <br />
| <br />
| [[Image:GuardPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMGuard.gif]]<br />
| 255<br />
| <br />
| --<br />
| 2 Keys.<br />
|}<br />
<br />
<br />
[[Category:Ultima II]]<br />
[[Category:Technical]]<br />
<br />
== Creatures in dungeons ==<br />
{| rules="all" cellspacing="0" cellpadding="5" style="margin: 0.25em; border: 1px solid silver;"<br />
|- align="center" style="background-color: lightblue;"<br />
! Name<br />
! Image Apple II<br />
! Image Atari 8-bit Port<br />
! Image C64<br />
! Image DOS (CGA)<br />
! Image DOS (EGA)<br />
! Image Atari ST<br />
! Image Macintosh<br />
! Image PC-8801 (StarCraft)<br />
! Image PC-9801 (StarCraft)<br />
! Image MSX2<br />
! Image PC-8801 (PonyCanyon)<br />
! Image PC-9801 (PonyCanyon)<br />
! HP<br />
! Damage <br />
! Location<br />
! Special<br />
|- align="center"<br />
| [[Orcs | Orc]]<br />
| <br />
| <br />
| <br />
| [[Image:U2Orc.png|128px]]<br />
| [[File:U2-OrcDung.png|128px]]<br />
| <br />
| <br />
| <br />
|<br />
| <br />
| <br />
| <br />
| 17 - 153<br />
| <br />
| Levels 1 - 16<br />
|<br />
|- align="center"<br />
| [[Ghosts | Ghost]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonGhost.PNG|128px]] <br />
| [[File:U2-GhostDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 49 - 153<br />
| <br />
| Levels 3 - 16<br />
| Can blow out [[Torches | torch]]/[[light]] spell<br />
|- align="center"<br />
| [[Carrion Creeper]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonCarrionCreeper.PNG|128px]]<br />
| [[File:U2-CarrionDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 81 - 185<br />
| <br />
| Levels 5 - 16<br />
|<br />
|- align="center"<br />
| [[Snakes | Viper]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonViper.PNG|128px]]<br />
| [[File:U2-SnakeDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 113 - 185<br />
| <br />
| Levels 7 - 16<br />
|<br />
|- align="center"<br />
| [[Gremlins | Gremlin]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonGremlin.PNG|128px]]<br />
| [[File:U2-GremlinDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 145 - 217<br />
| <br />
| Levels 9 - 16<br />
| Sometimes steals 100 [[food|meals]]<br />
|- align="center"<br />
| [[Daemons | Daemon]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonMinotaur.png|128px]]<br />
| [[File:U2-MinotaurDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 177 - 217<br />
| <br />
| Levels 11 - 16<br />
|<br />
|- align="center"<br />
| [[Balrons | Balron]]<br />
| <br />
| <br />
| <br />
| [[Image:U2DungeonBalron.PNG|128px]]<br />
| [[File:U2-BalronDung.png|128px]]<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 209 - 249<br />
| <br />
| Levels 13 - 16<br />
| Puts characters to sleep.<br />
|}<br />
<br />
== Important non-playable characters ==<br />
{| rules="all" cellspacing="0" cellpadding="5" style="margin: 0.25em; border: 1px solid silver;"<br />
|- align="center" style="background-color: lightblue;"<br />
! Name<br />
! Image Apple II<br />
! Image Atari 8-bit Port<br />
! Image C64<br />
! Image DOS (CGA)<br />
! Image DOS (EGA)<br />
! Image Atari ST<br />
! Image Macintosh<br />
! Image PC-8801 (StarCraft)<br />
! Image PC-9801 (StarCraft)<br />
! Image MSX2<br />
! Image PC-8801 (PonyCanyon)<br />
! Image PC-9801 (PonyCanyon)<br />
! Image <br>(FM-Towns) <br />
! HP<br />
! Damage <br />
! Location<br />
! Special Notes<br />
|- align="center" <br />
| Kings<br />
| <br />
| <br />
| [[Image:KingC64U2.png]]<br />
| [[Image:KingDOSCGAU2.png]]<br />
| [[File:U2-King.png]]<br />
| <br />
| <br />
| [[Image:KingPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMKing.gif]]<br />
| 255<br />
| <br />
| <br />
| --<br />
|- align="center" <br />
| [[Minax]]<br />
| <br />
| <br />
| [[Image:MinaxC64U2.png]]<br />
| [[Image:MinaxDOSCGAU2.png]]<br />
| [[File:U2-Minax.png]]<br />
| <br />
| <br />
| [[Image:MinaxPC-88StarcraftU2.png]]<br />
| <br />
| <br />
| <br />
| <br />
| [[File:FMDemon.gif]]<br />
| --<br />
| 100<br />
| <br />
| Teleports, ranged attack (range 3)<br />
|} <br />
<br />
{{MonsterData}}<br />
[[Category:Ultima II]]<br />
[[Category:Technical]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:GuardPC-88StarcraftU2.png&diff=123787File:GuardPC-88StarcraftU2.png2017-10-16T20:46:00Z<p>Arthgon: Category:Ultima II Icons</p>
<hr />
<div>[[Category:Ultima II Icons]]</div>Arthgonhttps://wiki.ultimacodex.com/index.php?title=File:ClericPC-88StarcraftU2.png&diff=123786File:ClericPC-88StarcraftU2.png2017-10-16T19:50:19Z<p>Arthgon: Category:Ultima II Icons</p>
<hr />
<div>[[Category:Ultima II Icons]]</div>Arthgon