• Tag Archives Electronic Arts
  • Ultima III: Exodus

    Ultima III: Exodus was released in 1983 for a variety of platforms, including the Atari 400/800, Commodore 64, Apple II, and IBM PC (DOS) among others. This is one of the most influential computer based role-playing games and it brought levels of storytelling, complexity, and depth well beyond what had been achieved up to that point.

    Ultima III was significantly different and more complex than its predecessors. It blended top-down overworld exploration with tactical, turn-based combat and a complex story. Ultima III also introduced a party-based system where players control up to four characters instead of just one. Players could create a party by selecting from 11 different classes and five races, each with different strengths and weaknesses. This helped to give the game depth and replayability, something that computer based RPGs up until that point didn’t have a whole lot of.

    The main quest centers around defeating the villain Exodus for which the game is named. Exodus is the child of the evil (obviously) wizard Mondain and the sorceress Minax who were the antagonists of the first two games. In order to defeat Exodus you first had to figure out how to defeat him. This involves solving puzzles and obtaining various items. While that doesn’t sound terribly novel today, approaches like this involving more than just brute force were still relatively rare for the time.

    The size and detail of the Ultima III game world was impressive for the 1980s. You have to navigate continents, towns, castles, dungeons, and oceans. Each location has a unique purpose and feel. For instance, towns have a variety of NPCs which can provide clues, various shops to purchase weapons and spells, as well as hidden secrets. In addition to the overhead view points of some of these environments, dungeons offered a 1st person view point. This combination of views would influence other computer role-playing games including one of my favorite series, the AD&D Gold Box games.

    Exploration is also nonlinear and open ended, something else that wasn’t terribly common at the time. Another attribute that could be considered a positive or a negative depending on your point of view was that there was no auto-mapping feature. It was in your best interest to map things on your own, as well as to take notes for future reference.

    Combat takes place on a separate tactical grid, another major innovation for the time that would be copied by others for years to come. Unlike many contemporary CRPGs that relied on a limited and/or automated combat system, Ultima III features detailed turn-based battles. Things like position, range, and line-of-sight are all important. Spells and weapons have specific effects and ranges and not all enemies can be defeated with the same strategy. This is yet another innovation that would be mimicked by future

    Magic is divided into clerical and wizard spells and which spells a character had access to (if any) depended on their class. Spells must be purchased and learned and the number and types of spells a character could cast depended on their abilities. All common attributes of such games today, but again very novel for the 1980s.

    As you would expect, character stats (including Strength, Dexterity, Intelligence, and Wisdom) affect combat performance. In order to gain levels, you have to visit Lord British who will increase your HP as a reward for reaching certain experience levels.

    While the graphics are certainly primitive by today’s standards, they were quite good for the time. Most importantly, in the overhead views everything is clear and distinctive so that it is always obvious where you are and what kind of environment you are in. The dungeon first-person viewpoints are a simple 3D wireframe but any kind of 3D view was impressive for the time.

    The interface is keyboard-driven, with one-key commands (e.g., “T” to talk, “Z” to cast a spell, etc.). It’s a little complex at first but it doesn’t take long for it to become second nature and since the game is turn-base, you won’t be frustrated by not smashing the right key fast enough.

    Sound is pretty minimal, with just basic sound effects and a distinctive main theme. While the sound is nothing special, it serves its purpose and really, there’s only so much sound you need in this type of game anyway.

    More than any other Ultima game, Ultima III: Exodus was hugely influential in the CRPG genre. It introduced a variety of new concepts in CRPGs and influenced pretty much every CRPG that followed including the likes of the AD&D Gold Box series, Final Fantasy, Baldur’s Gate, and many, many others. For those that like turn based computer RPGs, this is a must play. Arguably, fans of the genre should play all of the Ultima games but if you are only going to pick one, then this is by far the one that had the most far reaching influence.

    As far as which version to play, the original game is probably best on the Commodore 64 and Apple II with the Commodore 64 being my personal choice. However, if you are looking for a more modern way to play, then I recommend heading over to GOG.com where you can get the first three Ultima games for the grand total of a mere $2.99 at the moment.

    The screen shots above are from the Commodore 64 version of the game. The ad is from the August 1984 issue of Antic.


  • Jungle Strike (Sega Genesis)

    Jungle Strike is a shooter released by Electronic Arts in 1993 for the Sega Genesis. It was ultimately ported to a number of other systems including the Super Nintendo, DOS, Amiga, CD32, Game Gear, Game Boy and PlayStation Portable. This game was the sequel to Desert Strike and was the second in a series of similar games.

    Jungle Strike, like its predecessor was a shooter played from an isometric overhead perspective. Like the rest of the games in the series, it was a bit slower and more strategic than other shooters. It has been described as being inspired by Choplifter and Matchbox toys though it reminds me a bit of Raid on Bungeling Bay. Game Play is very much like that of Desert Strike with the obvious difference of being set in the jungle (at least in part) instead of the desert.

    The antagonists consist of the son of the antagonist of the first game and a South American drug lord. Missions alternate between stopping terrorist attacks on various targets in Washington D.C. and attacking the drug lord’s forces, including his jungle fortress. Ultimately, you must stop nuclear bombs from blowing up the White House.

    The game was very good on just about every system it was released on and was especially good on the Genesis, Super Nintendo, Amiga and DOS (similar to the original). The DOS and Amiga versions were somewhat enhanced as compared to the Genesis original with the DOS CD-ROM version including an extra level as well as full motion video cut scenes. However, this game probably fits best on a console such as the Genesis and SNES. Essentially, if you liked Desert Strike then there is no reason you wouldn’t like this game or the subsequent sequels.

    There’s not much in the way of re-releases for this game. It showed up on a “retro” compilation called EA Replay for the PlayStation Portable in 2006. Other than that, there really aren’t any re-releases to speak of, however there were three more sequels including Urban Strike, Soviet Strike and Nuclear Strike. Future Strike was also planned but it evolved into Future Cop: LAPD. If you like shooters at all or have fond memories of games like Choplifter and Raid on Bungeling Bay then you should definitely give Jungle Strike and the other games in the series a try. Like I said above, it really feels best on one of the 16-bit consoles but it is good on any platform. You’ll have to track down an original or use emulation to try it though.

    Screen shots above are from the Sega Genesis version of the game.


  • Starflight (Sega Genesis)

    Source: Sega Force – Winter 1992 – – Starflight (Sega Genesis)



    Starflight was one of the first truly open world video games. It is a space exploration game (including combat and trading of course) with role-playing elements. Starflight was initially developed for the PC (DOS) in 1986 but was soon ported to the Commodore 64 (1989), Amiga (1989), Atari ST (1990), and Macintosh (1990). An updated version also appeared on the Genesis several years after the original in 1991.

    You as the player play the role of a starship captain exploring the galaxy. You can engage in combat and diplomacy, mine raw materials and perform other tasks. What you do is entirely up to you. As the game progresses, a larger plot becomes apparent involving an evil race of aliens blowing up stars and killing everybody.

    As captain of your own starship, you are responsible for maintaining and updating your ship as well as hiring your own crew. You can purchase weapons, armor, shields and of course fuel. You can also buy and sell minerals which is where mining comes into play. Your crew must also be trained to increase their skill which is another thing that costs money. This would be such a great game to remake with NFTs or at least on a blockchain with its own token.

    The Genesis version included all new graphics, various ship modifications and upgrades for the terrain to allow amphibious mining among other things. Instead of just a couple of available weapons available in the original game, the Genesis version many new weapons. There were also significant upgrades when it comes to Music and sound effects.

    Starflight had a sequel, Starflight 2: Trade Routes of the Cloud Nebula. In addition, Star Control and Star Control II are spiritual successors of sorts with some of the same developers. Starflight is definitely a classic worth playing made back when Electronic Arts lived up to its name. I don’t think it has been re-released so you will have to track down an original or use emulation. All of the versions are pretty similar with the Genesis version having some upgrades that probably make it the best choice. Starflight always felt like it should be a computer game vs. a console game but being released later, the Genesis version managed to make a number of modest improvements without really making anything worse.

    Screen shots and ads above are from the Sega Genesis version of the game. The ad is from the Winter 1992 issue of Sega Force magazine.