Talk:Ultima VI: The False Prophet
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Commodore 64 version
editReportedly, the C64 port cannot be completed because of some sort of bug. Anyone have a cite to prove this one way or the other?
I actually own the C64 version, but it was so hard to play the game (mainly due to the lack of my owning a mouse for the C64), I never got far enough to know if there was such a bug or not, but always wondered if it was true. 12.75.23.221 07:42, 17 August 2006 (UTC)
- There are C64 software emulators you can use on most any OS these days. ¦ Reisio 19:03, 17 August 2006 (UTC)
Sorry state
editThe article is in a rather sorry state. It discusses cheats and how to run the game on modern systems, but barely mentions the plot at all. Nil Einne (talk) 01:15, 13 August 2009 (UTC)
This article requires a complete rewrite. Just delete the whole thing and start fresh. No useful sources are cited and half of the scant content is, in fact, wrong. Ultima VI was *never* planned for the Apple II platform. Richard Garriott was taken with the 16-color EGA graphics DOS had available during the porting process for Ultima V: Warriors of Destiny and made the decision then to begin development on the 16-bit platforms. Incidentally, the C64 version is completable. Presuming you're a sadist. As a port it's a technical marvel but awful to actually play. — Preceding unsigned comment added by 108.18.229.154 (talk) 18:33, 16 August 2011 (UTC)
Oblique projection
editFrom my limited knowledge of technical drawing, "oblique" is the right word to describe the projection used in the game, and "pseudo-isometric" is meaningless. The link was already pointing to the correct page, but I have now corrected the text too. The view in the game seems not to have the key property of an isometric display, which is that equal lengths along each of the three axes show up equal in the 2-D projection. I couldn't find any credible definition of "pseudo-isometric". If anyone can supply one, I might be happy to revert. --Stephen lamppost (talk) 17:35, 24 December 2011 (UTC)