Sunday, June 21, 2026

Ultima IV: Quest of the Avatar






The adventure continues

It's been a couple of weeks since I jumped into the bewitching world of Ultima IV, and you probably guessed that I'm addicted to this ancient role-player. As a complete newcomer to Britannia, I find the game constantly surprises me with its depth, freedom to explore, silly people, monstrous battles, and the sheer wonder of discovering new places. This is a game that has proven itself beyond any expectation I had.

If you're one of those people not on X, you've probably missed my progress updates. Well, this little article shows where I'm up to and what I have experienced so far. I hope you enjoy reading it.


My early wanderings

After poking around Castle Britannia and the nearby town of Britain, I've been venturing out further. This was a big step for me, as I gradually moved farther from "safety". This place has more than its fair share of monsters roaming the lands (and seas!). So, I've been making good use of the "H" key to Hole up and camp - ie, rest/recovery. It saves time and worry compared to desperately searching for the next town to recuperate in safely. It's not foolproof, though - sometimes something nasty interrupts to ambush your rest.

I've done a fair bit of grinding for XP and gold to upgrade weapons, armour, and supplies. However, only by returning to see Lord British in person did I receive the levelling I was owed. Also, recruiting companions took time to grasp. I figured anyone looking handy with a sword might be persuaded to join. Sadly, no one ever agreed to join me. It was only by chance that I later found a willing couple - Iolo and Jaana. Their ranged attacks make combat more varied and less melee-centred than when I was alone.

It's not all about fighting hideous monsters; this is a game of exploration and clue-gathering:

It feels silly to admit communication, as games like this thrive on it. Ultima IV feels different, and you won't get anywhere without a chinwag. When talking to someone, you may ask their name, health, or job. But it's how you respond to their reply that matters, as they lay the foundation for clues. For example, when in Yew, someone may mention 'justice', so you respond with that word to dig for information. I've learned that whatever noun they use, that is how to investigate.

Of course, it also pays to search thoroughly everywhere you go. For example, near Britain's Manor (ie, the Inn), there is an odd-looking corner. It appears to hold no value, yet it is rather peculiar in that it leads nowhere. I noticed it straight away, but thought nothing more until I happened to stay over one night. Then I decided to use Search and uncovered a hidden rune!!

Since then, I've taken this approach with all towns, only to discover they often have secret passageways (Doom style via a hidden part of a wall). They might not always lead to a Rune, but often to an inaccessible area that may hold access to a new store, treasure chests, or simply a location with new people that you need to speak to. Lesson: search everywhere.


Tides of Discovery

After several hours, I hit a major milestone: during my earlier travels, I'd noticed many areas were unreachable by land, and figured I needed to purchase a ship. Confusingly, no shop sold them, but I'd seen them in the intro, so I knew it was an option. While near the town of Yew, I spotted one, but that experience didn't go well, as the ship stayed out of boarding range and peppered me with cannon fire. After dying and restoring my saved game, I realised the water near the shore must have been too shallow. That got me thinking...

I went on a walk to see if the island had coastal areas with deeper waters along the shoreline. Turns out that there are many places that do, and a ship appeared. Uncanny, right? Well, I won and took charge of their vessel. Sailing around Britannia is fantastic and reveals parts I had previously noticed were off-limits. Of course, the open water brings new dangers. I've already had some memorable scrapes with Giant Squids, Serpents, and other ships. In fact, I've amassed three ships, which I've left idle around the southern islands.


Not all good

Ultima IV rewards patience and curiosity; however, I'm still reminded how new I am to the game, as I've noticed something called Moongates appearing in certain locations. I haven't sussed out how they work with the moon phases, but stepping through one for the first time (after a quick save) whisked me into Magincia. This is a town full of "friendly" monsters, with some drinking in the pub and shopping! Sadly, the shops wouldn't serve me, so they weren't that friendly, I guess. I left here a bit bewildered but very much alive.

Also, I know very little about the Runes I've collected, although I've noticed that each town seems to revolve around a particular Virtue. This is where the corresponding Rune comes into play, as they are hidden within the boundary of each town. Quite what I'm supposed to do with these Runes remains a mystery. My next step is to spend more time talking to the townsfolk and paying closer attention to what they say.

Finally, I've had an early glimpse into a dungeon, which I found by sheer luck while mountain climbing in the north. Upon entering, I found everything dark, so I panicked and scrambled for the documentation. Hitting the "I" key to ignite my one and only torch did the trick, revealing the dungeon in all its glory. How this plays into the adventure, I don't know, but it's presented in first-person and looks stunning.

Confusion abounds, but try to tell me this isn't a fascinating game, and I'll come over and slap you.


Follow me

I'll keep posting updates and progress photos on X as I go (link is filtered for "Ultima IV"). Feel free to follow me (but don't be a knob and tell me where to go or what to do. No spoilers, please, as I'm discovering Ultima IV for myself, albeit very slowly). Hey, just sit back and enjoy the journey. I know I am.

Since beginning this article, I've increased to level 5 and found a mage called Mariah. This might be the start of something special, with someone at the party who has magical abilities. Sadly, the only magic I currently know is how to cure and heal. Very handy but hardly offensive, so I experimented by mixing reagents. By sheer guesswork, I learned how to make fireballs by mixing reagents Sulfur Ash and Black Pearl.

Onward I go, Avatar!


Cuppa tea and Ultima IV... Living the dream.


Sometimes you ask a silly question, and you get a silly response :)


Get too close to something in the water, and the fight is on.


This shocked me big time! I never expected a first-person dungeon to look this good!


Yes, I have a ship, so I went exploring. By sheer luck, I found another Moongate!!

Friday, June 19, 2026

Defensive Alien Remoting Command






Hidden GEMs

Every so often, I weirdly stumble upon something that wasn't hidden but is new to me. Both DARC and DARC II are first-person shooters I’ve likely seen at some point but since forgotten (why does that keep happening?). Anyhow, Dieter Marfurt released these around 1996, and the second isn’t strictly a sequel; it’s essentially the completed game, so the one to boot up and play (well, if you ignore its dreadful intro).

The year is 2153, following the world’s destruction by nuclear contamination. To restore the Earth’s fauna, a team is sent 2,000 ft underground to find a backup(!) we can restore. However, the contamination mutated the life forms down there into aggressive Zorks that angrily roam the corridors. The place is huge, the corridors are dark, and monsters are waiting for you. Dare you venture in to save the planet?

Sounds great, right? Yeah, it does, and I love first-person shooters! Let's see a screenshot...



A Substation-like maze with little red devils running around!




Gameplay

Both games are first-person shooters similar to Substation or Destruction Imminent. No matter what the documentation says, the engine isn't Doom and more like Wolfenstein, which is still cool. The gameplay involves navigating your team through dark, mutant-infested corridors, collecting items, and battling the red devils (Zorks). These guys are quick and never in the mood to talk - so shoot first and ask no questions. But trigger-happy adventurers will need to source pickups, as your ammo will not last long.

The first thing that struck me was the engine's speed and agility. Walking around and exploring the maze is surprisingly fast and smooth. Possibly because of the Blitter being used, although the game still works on older machines. The colour palette is murky and quite spooky as you begin to scour the badly-lit corridors. However, the joystick/keyboard controls are strange and will take some getting used to. Unlike the above-mentioned games, you cannot simply walk and turn as you would expect. It is (ahem) slightly different:

  • For example, if you prefer the joystick, pushing up/down moves you forward/backwards. Pushing left/right will sidestep. To actually turn around, you must move left/right whilst pressing the fire button. To shoot, press up and fire at the same time. Yes, it's most peculiar.
  • I found the keyboard miles better: walking forward = 8, walking backwards = 2, sidestep left = 4, sidestep right = 6, and firing is done by slapping that space bar. Now comes the cool part: turning around is performed using the cursor keys in all four directions. As you can see, this is a two-handed game, but I gotta admit, this octopus arrangement works surprisingly well.
  • Additionally, whatever method you use, you can switch between team members by pressing "y, x, c, v". If you're lost, press M for a map, and press D if the music is making you anxious!
  • Doom had been out for years, so I'm baffled by how complicated this is.

As with anything, practice makes perfect, so have a game or two before you play properly...



Screenshots really do this game no justice. Anyhow, grab that ammo!




CryptO'pinion

Playing DARC II is unusual, but an absolute blast. The engine is fantastic, especially given the competition, and it's still running on an 8MHz computer. The Blitter makes everything a tad quicker compared to the older STs, and the thumbing background music adds so much to the already genuinely chilling atmosphere.

However, I don't really see the point of having a team of players rather than being a Doomguy, since there's no real gameplay benefit other than "extra lives". Sadly, ammo is scarce, as caches are very rare, but my biggest issue is the size of the underground. It’s enormous and likely too vast to fully explore.

Okay, for all its faults, DARC II is incredibly enjoyable. The engine alone blows me away, and even more once I discovered it was coded in GFA BASIC!! Yep, I love this shooter and exploring through the dark, murky corridors is great. Substation remains unbeaten, but if you enjoyed that, then you're gonna love this one.

  • Download both games from Atarimania.
  • Click here for more first-person shooters for the Atari ST/e.
  • Hey, both games use the Blitter, so let's add 'em to the Enhanced List.


Up-close and personal. Prepare to die!


Oh no, they're ganging up on me now!!


Hang on, what's that? Let's kill them and find out.


DARC has a superb map, so hit the M key and don't get lost.


Things get even better in DARC II with extra information to assist.

Tuesday, June 16, 2026

The Vodka Demo






Alcohol is good for you

For me, The Vodka Demo stands as a defining moment in the Atari ST demoscene. It pushes 16-bit limitations far beyond (my) expectations. It also bridges the gap between older and newer demo styles, with some rather cool screens. Released by the mighty Equinox in 1991, it showcases some impressive technical wizardry, especially its game-like menu. Of course, each demo pushes the ST to its limits with stunning colours, speed, full-screen displays, and gorgeous YM2149 sounds. It’s pure early 90s black magic.

I'm reaching that point where I always say the same thing: download and play this megademo on a proper Atari ST if you can. It's far superior and the best way to experience this outstanding production.

Demozoo has the download, plus a dedicated group page for Equinox.

Credits

Fab - Music (Unlimited Bobs screen)
Krueger - Code
Moby - Music (Intro)
Starlion - Code
Steprate - Code


One of those screenshots that does no justice to the smooth movement of colour.


I guess no screenshot ever does a demo justice? Yep, like this one!


Never did I understand the concept of these sprite challenges. Use it in a game!


Wow, this demo is mind-blowing. Love it. Love it. Love it!!!


Oh dear, why did I take these screenshots? Look, just get the demo downloaded.


I love how smoothly the dragon moves. Those eyes though.. Arghh, those eyes!!


A nicely timed capture, and the message is right. The ST is better than Psygnosis thought.


A hidden screen, and it's by one of my favourite groups too!


Yeah, this demo has style by the bucket load!!


No megademo is worth its salt without a cool reset screen :)