Battle commands are all issued via a series of menus, rather than using keystrokes. ![]() Which means that combat tactics learned from the original don’t work in this. Combat is similar to the original, except that enemy AI is dumb and monsters walk in a line down the screen, rather than homing in on you. Unlike in the home computer versions you cannot hide behind dropped chests – enemies simply walk through them – which makes matters worse. Enemies come at you constantly, and they’re so numerous that they’re difficult to avoid – especially as your party members trail behind the leader as you walk around, and any enemies touching a member of the party will start a battle (which I think pretty much ruins the game). The main problem I have with this game is the encounter rate in the overworld. That said: the gameplay in the NES version of Ultima III is a bit of a curse, which kinda balances things out a bit… The game’s controls have been changed and simplified to make use of a menu screen that is similar to those seen in the early Dragon Quest games, and not having to use a large number of keyboard codes to equip weapons and armour is a blessing. You can still “hand-make” them if you prefer. The first major difference to the original is that this version allows you to choose ready-made characters, which speeds up the process of starting the game if you can’t be bothered to make your own characters. The graphics are cuter but do suffer from some hideous tearing when a number of sprites are on the same horizontal line, which is a common technical fault on the NES. It has some major differences to the original, but essentially it’s the same game. There is an NES/Famicom version of Ultima III: Exodus – called just “ Ultima: Exodus” – that was developed by Newtopia Planning and first published by Pony Canyon in 1988.
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