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123 lines
7.4 KiB
Plaintext
123 lines
7.4 KiB
Plaintext
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ULTIMA WORLDS OF ADVENTURE 2: MARTIAN DREAMS
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The Grand What If is alive and well and available for play at your local
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game store under the guise of MARTIAN DREAMS by Origin. Following the success
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of SAVAGE EMPIRE, the Avatar has been released once again from Britannia and
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is motoring around in the ULTIMA VI engine, tearing up the where and whens we
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thought we knew so well. (This review is based on the IBM-PC version.)
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This game is a trip! Quite a trip. In vivid and realistic detail -- yes,
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realistic -- the red sands of Mars, circa 1895, become the stomping grounds
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of the Avatar and a now bookishly reformed Dr. Spector. Other characters of
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the here and then are: Nikola Tesla, inventor of the AC induction motor;
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Sigmund Freud, dreamy father figure; Dr. Blood, pusher of oxygenized air; and
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dear little Nellie Bly, Pulitzer's prize feminist.
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After much reading and a hectic visit to Tesla's lab, you're whisked via
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timegate to the site of an 1893 World's Fair disaster, and the biggest
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hotshot you've ever seen, Lowell's Space Cannon. It is 1895 and you join a
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rescue party setting out to follow the first batch of Spam in a canister that
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boomed off to Mars in 1893. All of this action is preliminary to the game and
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occurs off-system in the booklets that come in the package, or appear in the
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opening (non-interactive) sequence.
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Once you've landed, you get to ransack the cargo hold and chat with your
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companions. When you have stocked your inventory and obtained some
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instructions, you're finally ready to step out onto the Martian surface to
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rescue the 1893 party. Before you can do that, you must pass a copy-
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protection exam, the only one in the game, by answering one question using
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one of the booklets as a reference. Painless and effective. Nearly everything
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you need during the game is found close to where it is used, but four items
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are critical and must be carried at all times: the sextant, the telescope, a
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tent, and a pocket watch.
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I mentioned realism. This game is realistic to the point of tedium in some
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instances. Until you manage to activate the power and then to melt the ice-
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cap that fills the canals, you spend much of the gametime walking...and Mars
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has a lot of ground to cover! Monsters are few and far between, and like any
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desert, the scenery gets monotonous.
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The object of the game is to rescue each member of the 1893 expedition, but
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to do this there are five major game segments to conquer. You must find the
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motherlode of oxium, get into Olympus Mons, turn on the power, melt the ice-
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cap, free the expedition members from the dreamworld, and conquer Rasputin.
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Yes, that is _the_ Rasputin, mad monk extraordinaire, a swift one with the
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firecracker. The group that you are about to rescue includes: Sarah
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Bernhardt, actress and makeup expert; Buffalo Bill Cody and Calamity Jane,
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rootin' tootin' shopkeepers; Andrew Carnegie, steel magnate and industrial
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genius; George Washington Carver, plantation expert; Marie Curie, hot stuff
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for a Victorian; Wyatt Earp, a rather horsey fellow, good with a gun; Thomas
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Edison, tinkerer and electronics wizard; Emma Goldman, devoted leftist,
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always willing to espouse revolution; William Randolph Hearst, yellow
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journalism's colorist, always willing to pay for a scoop; Nikolai Lenin,
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devoted distributer of the wealth of others; Percival Lowell, astronomer and
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cannon father; Georges Melies, sleight-handed photographer; Admiral Peary,
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explorer and iceman; Teddy Roosevelt, the man with the clues; Louis Comfort
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Tiffany, handy with lenses; Mark Twain, who can fathom the skills of a river
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pilot for you; and H.G. Wells, documentation specialist. There are others on
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Mars, but this is the crowd you must rescue. Each is critical to the ultimate
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solution, and conversations with them are frequent and informative.
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Unimpaired by the ULTIMA convention of honesty, you're free to rip off
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everyone in this game. No one even notices you prying open their luggage and
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taking their clothes, weapons, and supplies. This is the only unrealistic
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quirk in the game. Resting is cute. You must U)se the tent. This action
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results in the tent being unpacked and pitched. Then each character in your
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party scurries inside, and you get to select how long you want to rest. If
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any of your characters are due for a promotion, they dream it and the stats
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increase.
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Although there is no magic in MARTIAN DREAMS, the dream machines are pretty
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fantastic, and three of the five types of berries that grow have some wild
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psychedelic properties: Brown ones allow you to see your surroundings; purple
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ones allow you to control things from a distance; and green ones let you
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converse with apparently inanimate things. Blue berries are not good for you,
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but will help if you contract radiation sickness.
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Mapping is not required, but careful recording of coordinates is important.
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I also found it helpful to sketch out the cities and mark the locations of
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the characters, since each required several interactions during the game.
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The best weapons in the game are hidden in Argyre, which can not be entered
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until the game is almost complete, so the great weapons are nearly useless.
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Only the lead character should be allowed to have a shotgun, since all
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characters fire directly at a target, right through the party if necessary.
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Two pistols or a rifle seem to be the best armament for most of the game. The
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Elephant guns are potent, but the ammo is heavy.
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As in most of the recent releases from Origin, there are characteristic bugs
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present. Weird chunks of scenery keep popping up in the oddest places,
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supposedly due to the "tiled graphics" used. Certain perfectly logical
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actions can lead to needed items becoming unrecoverable. Don't lose or drop
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the plate from the camera, or it is gone for good. Don't take coal from the
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conveyor belt, or from the floor right next to the belt. Don't lose the
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tongs. Don't use the steel cannon balls on the large barge. Don't get too
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excited if your Avatar undergoes a sex-change; it's temporary.
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If you saw the movie "Robinson Crusoe on Mars," you've seen the world of
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MARTIAN DREAMS, right down to the chewable oxygen supply. If you played BAD
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BLOOD, you've seen the graphics of MARTIAN DREAMS. If you've seen the Voyager
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photographs, you will find the geography startlingly familiar. If you ever
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fell asleep in history class and conjured up an alternate reality for the
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dusty people and dates being discussed, you've dreamed a Martian Dream. One
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of the really neat aspects of this game is that you can go back and read the
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writings of the members of the 1893 expedition -- the real writings -- and
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you'll find all kinds of little things that will tickle you into thinking,
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"Oh sure...he heard that on Mars!" That is the magic of the Grand What If,
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and MARTIAN DREAMS captures that magic, completely.
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MARTIAN DREAMS is supplied on 5.25" disks with exchange forms for other
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formats. A full 640K RAM is required for gameplay and an additional 256K
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expanded memory is required for music. A hard disk is required. It supports
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256-color VGA/MCGA, EGA; Roland, AdLib, and Sound Blaster soundboards.
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Because of the 640K requirements, I found it necessary to use a boot-disk
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floppy with just COMMAND.COM and a mouse driver. A mouse is recommended and
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the game will run on IBM PCs and 100% compatibles. 10 MHz or faster is
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recommended.
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ULTIMA WORLDS OF ADVENTURE 2: MARTIAN DREAMS is published and distributed
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by Origin.
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