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Ultima VII Part Two: Serpent Isle

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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 is hosted at archive.org.

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!

(Source: Point of Origin: Vol. III, No. 31, si.nfo)

To do:
There's an entirely excessive amount of text/scripting and map changes, plus more graphical and audio diffs.

General 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.

Build Date#

Created Dec 15 1992 17:54:11

Stored at 473CF in SI.EXE.

Graphical Differences

Title Screen#

Prototype

Final

Blue menu text, and the title is a bit off center.

Portraits - FACES.VGA#

Wilfred#

Prototype

Final

So his tattoo used to be huge green slashes across his cheeks... seems a bit too hardcore for this blowhard.

Skyrise the Phoenix#

Prototype

Final

Looks like a bad drawing of a peacock.

Rotoluncia's Scroll#

Prototype

Final

Literally half finished, shows up blank in game. Anyway, it's got a blue sparkly border rather than a red one.

Spellbook - Enchant#

Prototype

Final

Still the same graphic as in Black Gate at this point.

Spellbook - Smoke Field#

Prototype

Final

Boring name, same spell.

Spellbook - Animate Automaton#

Prototype

Final

Alliterative.

Magic Scroll - Enchant#

Prototype

Final

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#

Prototype

Final

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#

Prototype

Final

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".

Removed Spells

Watch on YouTube

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.

Fire Snake#

Watch on YouTube

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.

Time Stop#

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.

NONSHIP folder

The prototype has an extra folder for stuff that, well, wasn't intended to be shipped.

WORLDMAP.VGA#

An accurate to this build world map. Used by the F3 teleport cheat.

TYPELIST.H#

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.

FLAGNAME#

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.

Unused Flags#

Dec

Hex

Name

Note

2

02

$lichetrapped

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)

17

11

$marstensaidpomdirgun

19

13

$marstensaidgoblins

20

14

$timeforfuneral

23

17

$talkedmarstenpost

28

1C

$foundspektorpotion

29

1D

$spektorsaidharnna

35

23

$postbrendannmet

44

2C

$ceremonyfirsthalf

(near Knight's Test flags)

46

2E

$invitedtoinductin

(near Knight's Test flags)

48

30

$lucillasaidargus

50

32

$lydiasaidselina

51

33

$pickedbearcommand

52

34

$pickedwolfcommand

53

35

$pickedleopardcommand

63

3F

$toldharnnamonks

64

40

$metpostshazzana

65

41

$dupreatwolves

69

45

$duprefights

72

48

$wolf9dead

73

49

$wolf10dead

74

4A

$wolf11dead

75

4B

$wolf12dead

86

56

$lutherdead

90

5A

$senttomarsten

100

64

$shownshmedevidence

141

8D

$askluthercommonshield

202

CA

$filgavetooth

211

D3

$goblgavescroll

(Frigadazzi's goblin servant)

217

D9

$knowseleniafriend

219

DB

$startfedatimer

248

F8

$frelispell

254

FE

$boughtwormheart

362

16A

$hawkfree

377

179

$knowswardrobe

(near Sleeping Bull flags)

448

1C0

$metlorthondo

467

1D3

$seendallas

(next to Vasculio $opencoffin flag, he does look like Dallas Snell...)

479

1DF

$monkstookcantra

488

1E8

$xenkasaidashes

563

233

$metpomdirgun

577

241

$badavatar

581

245

$mstormactive

582

246

$armageddoncast

583

247

$newherospeech

591

24F

$timeshortspeech

600

258

$lookeyespeech

Cheat Mode Differences

Use the PASS or PASS S arguments, same as in 1.02 Final.

F1 - Help Menu#

UVII-SI-Proto_CheatKeys.png

Helpful. Disabled in final.

F2 - Super Cheat Mode#

[G]ame Flags#

  • [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#

Prototype

Final

Displays WORLDMAP.VGA.

F9 - Target Report#

UVII-SI-Proto_TargetReport.png

Displays object info like in Black Gate, as well as the Egg info.

Alt-2 - Frame Counter#

UVII-SI-Proto_FrameCounter.png

Displays current framerate. Disabled in final.

Alt-3 - Sprite Effects#

UVII-SI-Proto_SpriteEffects.png

Hey, it actually shows the text!