Proto:Ultima VII Part Two: Serpent Isle
This page details one or more prototype versions of Ultima VII Part Two: Serpent Isle.
Ultima VII Part II - Serpent Isle ver 1.07 Beta: I eat Bugs for Breakfast
An internal test build, leaked by Razor 1911 in December of 1992. They, of course, tried to pass it off as the final game.
It's very unstable, the writing is pretty raw, and many events are not yet implemented. Also, at this point in development they had not yet started to cut down the back half of the game, so there's a lot of interesting stuff!
There's an entirely excessive amount of text/scripting and map changes, plus more graphical and audio diffs.
- 1 General Differences
- 2 Graphical Differences
- 2.1 Title Screen
- 2.2 Portraits - FACES.VGA
- 2.3 Menu Graphics - GUMPS.VGA
- 3 Removed Spells
- 4 NONSHIP folder
- 5 Cheat Mode Differences
- Just a plain black loading screen, rather than the blue glow. Always shows a "LowVoo main.c #171" message when it's finished. Press any key to continue.
- No frame limiter.
- None of the new hot keys.
- Won't let you open more than two paperdolls at once or any containers when you have more than one paperdoll up.
Created Dec 15 1992 17:54:11
Stored at 473CF in SI.EXE.
Blue menu text, and the title is a bit off center.
Portraits - FACES.VGA
So his tattoo used to be huge green slashes across his cheeks... seems a bit too hardcore for this blowhard.
Skyrise the Phoenix
Looks like a bad drawing of a peacock.
Literally half finished, shows up blank in game. Anyway, it's got a blue sparkly border rather than a red one.
Menu Graphics - GUMPS.VGA
Spellbook - Enchant
Still the same graphic as in Black Gate at this point.
Spellbook - Smoke Field
Boring name, same spell.
Spellbook - Animate Automaton
Magic Scroll - Enchant
Representing a missile enchanting spell with a picture of a harp... well, that's one possible reason to change the name.
Magic Scroll - Mist Breathing
A graphic for an anti-poison mist spell? The spell for this slot is already Create Ammo.
The final Create Ammo graphic still has IHS (In Hur Sanct) written on it, meaning "Create Wind Protection".
Magic Scroll - Summon Defender
A graphic for some kind of summon spell. Has the same runes on it as Swordstrike. Casts Fire Snake.
Oddly, the final's Fire Snake graphic has what looks to be an appropriate incantation for Summon Defender written on it: KS (Kal Sanct), meaning "Summon Protection".
Teleports you a short distance in a random direction. It can't get you in or out of a completely walled off area, but it can get you past locked doors.
Also script triggers.
Always does the spell failure animation in final.
Choose a target to shoot out a trail of fire that ends in an explosion. Occasionally throws a sound effect error.
The base script for the spell in the prototype calls the external script "FIRESNAK 0x829", which seems to have something to do with targeting. The final spell script does not call any externs, even though the targeting script still exists.
Casting the spell in the final just plays the basic spellcasting animation and nothing else happens.
Same as in Black Gate.
Stops all animations and NPCs for a short time. Can also prevent scripts from firing.
Always does the spell failure animation in final.
The prototype has an extra folder for stuff that, well, wasn't intended to be shipped.
An accurate to this build world map. Used by the F3 teleport cheat.
A C++ header file for converting object names into numbers. Some interesting names:
#define Serp_Bracers 486
The item number corresponds with the Usecode Container, an invisible, weightless chest in the Avatar's inventory, full of Path Eggs used by some scripts as horrible hacky data storage method.
Certainly, like the serpent artifacts it's a necessary item to complete the game...
#define Zot_Wand 629
The nonexistent "Zot Wand" is listed in the official hint book as a weapon that "shoots poison missiles".
The item number corresponds with the Lightning Wand.
A list of names for all of the flags in this build (many more were added later). Used by the Game Flag editor in the F2 cheat menu.
A good few of them are never set or checked in any version of the game.
|14||0E||$entrytariffpaid||(there's a script that sets the equivalent flag in the final, but doesn't seem to have anything to do with this name)|
|44||2C||$ceremonyfirsthalf||(near Knight's Test flags)|
|46||2E||$invitedtoinductin||(near Knight's Test flags)|
|211||D3||$goblgavescroll||(Frigadazzi's goblin servant)|
|377||179||$knowswardrobe||(near Sleeping Bull flags)|
|467||1D3||$seendallas||(next to Vasculio $opencoffin flag, he does look like Dallas Snell...)|
Cheat Mode Differences
Use the PASS or PASS S arguments, same as in 1.02 Final.
F1 - Help Menu
F2 - Super Cheat Mode
- [I]nspect Flag - Enter the flag name you wish to check, returns the decimal flag number and the current value.
- [S]et Flag - Enter the flag name you wish to set, then pick (t)rue or (f)alse.
Disabled in final.
F3 - Goto Map Location
F9 - Target Report
Alt-2 - Frame Counter
Alt-3 - Sprite Effects