Crooked Bee
(no longer) a wide-wandering bee
Let's play 2400 A.D., a futuristic Ultima-like!
(Or should I say "Ultima lite"?)
TABLE OF CONTENTS
0. Introduction
1. A revolution's brewing
1b. Interlude: Robots, weapons and items
2. On our own
3. I got the power
4. Things we need
5. A full-on assault
6. Fireworks
Sup folks. I need a little break from Dark Heart of Uukrul, else I'll soon start going around my momma's basement searching the walls for secret doors, shouting LENTIIS! and invoking prayers to Ufthu, so without further ado let me begin a new diversion -- a new blind LP...
2400 AD is an Origin game published in 1987/1988 for DOS and Apple II. It's, uhm, a futuristic urban Ultima-like in space (!) basically, designed and produced by Chuck "Chuckles" Bueche and having Richard "Lord British" Garriott in the "Thanks to" section of the credits. Chuck Bueche was, along with Richard and Owen Garriotts, a co-founder of Origin and, according to Wikipedia, Lord British's school friend and, uhm, university roommate.
The premise of the game is quite simple: the year is, yeah, 2400 A.D., the place is a city called Metropolis, the capital of a more or less recently colonized planet called Nova Athens, and, well, the problem is -- you've guessed it -- that the malevolent robots! (tm) are now in power. The robots are controlled by an alien race called Tzorgs, and let me assure you, nobody invited them to take over, they simply seized the authority by force, those bastards! Let me quote the timeline from the manual.
Soon the evil Tzorgs are victorious!
The Tzorgs are running the place now, and things aren't looking well for Metropolis. Martial law is imposed, and the Tzorgs continue to wage war against mankind throughout the galaxy. Soon, they are forced to shift their forces from Nova Athens to the outlying sectors, and they leave Metropolis in the iron grip of their robot police force, with long jail sentences imposed for those who break their strict laws.
A small resistance group appears, however, willing to overthrow the usurpers. They don't lack in energy, too bad they are too disorganized to pose any real threat to the robots. Meanwhile, the war rages on.
Things brighten up for the resistance once a secret route into the Autority Complex is discovered. And it is here that our hero enters the stage...
Metropolis. Founded in 2213 A.D. by the United Stellar Council as the capital city of the planet XK-120, a mining planet and center of learning throughout the galaxy. That was the past. In 2315 A.D., Metropolis is invaded by the Tzorg. The new conquerer leave the planet but install a Robot Patrol System to keep the locals in check. Now the only resistance against the Tzorg occupation is a small group of resistance fighters of the Underground network.
Now in the year 2400 A.D. the final hope to overthrow Tzorg rule over the city is to infiltrate the Tzorg Authority Complex through a recently discovered secret route, access the terminals, and shut down the robots. That is if they had a computer specialist... That's where you come in. As part of yet another shipment of miners from other conquered Tzorg lands to replace the 'disappearances' of past workers, you have been contacted by the Underground to join their struggle against the Tzorg. The contact leaves instructions for you.
I won't be quoting the entire Journal of a Rebel, as it is called in the manual, it's too tl;dr. So yeah, you're a computer specialist who arrives with the latest shipment of off-world workers imported by the Tzorgs. Having the advantage of no prior police record, you are free to roam the central city, gathering information and items with the help of the underground. You must find a way into the Tzorg Authority Complex, reach the main control console, and end the robot rule by deactivating the entire robot police force. If you can accomplish your mission, Nova Athens will be free, the USC forces will gain access to it, and the citizens will walk the streets without fear. Sounds nice an' easy?
Welcome Bee, our protagonist. He's standing in the Public Tracking Office. He has just checked in with the tracking official behind the counter. The office walls are composed of red brick, and there is a window in the west wall, just north of the door. Chairs line the east side of the room.
Yup, folks. There is no possibility of choosing Bee's sex at the character creation, so Bee's a dirty chauvinistic male. I forgot to capture a screenshot of the character creation process, but it's really simple. You're given 99 points to distribute among four attributes:
ENERGY (EN): physical prowess and stamina
AGILITY (AG): manual dexterity and skill
IQ: mental capacity and knowledge
AFFINITY (AF): attractiveness and congeniality
Quite simple, really. This is a blind LP, and there are no hints in the manual as to which attributes are more useful, so I just distributed the points the way I wanted to. Bee's a smart and likeable fellow, so his IQ is 30 and AFFINITY, 29. The remaining 40 points are evenly split between ENERGY and AGILITY. I hope we'll be given the option of engaging in some robot diplomacy? Well, who knows. (Here's, by the way, what happens if your Affinity is too low: http://www.youtube.com/watch?v=4LTB6I3EPuw. ) Oh, and apparently attributes can be improved as we make progress in the game -- provided we'll manage, of course.
Apart from the attributes, there are some more things on the status screen. SD is the number of demerits you have. Once it equals 5, you're sent to jail, simple as that. C is the amount of credits you have, in our case it's a mere hundred; 999999 seems to be the max. T is the most horrible of all stats -- it's a timer! We have 1822 ticks left until Bee has to report in to the Tracking Office -- the building we start it -- again. Devilish! And definitely the most annoying feature of the game.
The date:time is 2400:0178 -- and counting!
The official tells us we can only check in again once our T counter is below 500. Oh well.
The DosBox cycles parameter is set to 3000, so time is running out quite fast! Later I'll set it to 800 so that ticking could go at a pace closer to normal.
The commands available to Bee are pretty standard, with the gameplay reminding me of both Ultima and Wasteland.
A is for ATTACKing with the currently activated weapon.
B BREAKs open a locked door, the chances of which are affected by Bee's energy level.
C allows Bee to CLIMB up and down ladder -- or even climb OVER people roll or some objects.
D drops an item Bee's carrying. ("You must remember where you dropped it, or use the SEARCH command to locate it," remind us the manual. "Maintenance robots might dispose of dropped items before you retrieve them"!)
E makes Bee ENTER a personnel transporter and generally travel between transporters around the city.
F allows Bee to attempt FIXing an item that is broken. Bee's ability to repair an item depends on his intelligence, strength and agility.
G, followed by a direction, GETs an item that we've dropped or found.
L allows Bee to LOAD energy into an item -- say, a weapon -- from a power node. THIS IS AN ILLEGAL ACTIVITY AND WILL ACTIVATE ANY ATTACK ROBOTS IN THE VICINITY though!
O OPENs or closes a door.
P PUSHes an object -- such as a chair or a table -- provided our energy is high enough for that.
R makes Bee READ signs on doors to identify buildings and such.
S searches for items or hidden doors nearby.
T allows Bee to TALK to people or computers.
U gets Bee to USE an item he's carrying. The USE command is also used to activate/deactivate a weapon, energy shield, or other devices.
W alternates between walking and running. (Running will increase your maximum energy!, hints the manual.)
X eXamines inventory -- Bee can carry only up to 8 items, so we'll have to find a safe storage, I think. (Active items are indicated by "A", broken by "B". Items that require energy cells show the level of charge in their internal cells as a two-digit number. Passcards display their passcodes. ZAC -- zone authorization cards -- list the zone.)
Finally, Z allows us to ZURRENDER! to the authorities if we are outgunned, trapped, or if we become lost and unable to find our way out. (Surrendering when you are lost has the effect of alerting nearby robots. You will be taken to jail, and your possessions will be impounded.) Phew. Sounds kewl.
Exploring the town, uncovering info, clues, and alternative ways of doing things seem to be what this game is all about! Oh, and shooting robots. Many robots. Pew pew! It's a blind LP though, and a secondary one compared to my ongoing Uukrul LP.Which means it may or may not be updated, say, once per two-three weeks or more, and I may or may not be able to beat the game. Consider this simply an introductory LP, in which I'll be randomly wandering around the city of Metropolis, fighting the robot police army, and doing stupid things just to see the results they yield. My only goal is to bring this gamey to your attention and to have fun! Nope, it looks like I'll finish this LP fairly quickly.
Anyway, let's get this shit started.
(Or should I say "Ultima lite"?)
TABLE OF CONTENTS
0. Introduction
1. A revolution's brewing
1b. Interlude: Robots, weapons and items
2. On our own
3. I got the power
4. Things we need
5. A full-on assault
6. Fireworks
Sup folks. I need a little break from Dark Heart of Uukrul, else I'll soon start going around my momma's basement searching the walls for secret doors, shouting LENTIIS! and invoking prayers to Ufthu, so without further ado let me begin a new diversion -- a new blind LP...
2400 AD is an Origin game published in 1987/1988 for DOS and Apple II. It's, uhm, a futuristic urban Ultima-like in space (!) basically, designed and produced by Chuck "Chuckles" Bueche and having Richard "Lord British" Garriott in the "Thanks to" section of the credits. Chuck Bueche was, along with Richard and Owen Garriotts, a co-founder of Origin and, according to Wikipedia, Lord British's school friend and, uhm, university roommate.
Wikipedia said:In the Ultima series, Bueche is represented by Lord British's court jester, also named Chuckles. In later games in the series, Chuckles is notorious for taunting the series' main character, the Avatar, with silly riddles and games.
The premise of the game is quite simple: the year is, yeah, 2400 A.D., the place is a city called Metropolis, the capital of a more or less recently colonized planet called Nova Athens, and, well, the problem is -- you've guessed it -- that the malevolent robots! (tm) are now in power. The robots are controlled by an alien race called Tzorgs, and let me assure you, nobody invited them to take over, they simply seized the authority by force, those bastards! Let me quote the timeline from the manual.
2213-2277 A.D. Planet XK-120 is colonized. The first inhabitants name it Nova Athens. It is a small, strategically-located world in one of the fringe systems administered by the United Stellar Council. The capital is called Metropolis; it is established as a repository of learning on what is otherwise a mining planet. Scholars throughout the galaxy vie for appointments to the new, well funded Metropolis University. A team of Tzorg xenobiologists arrives to pursue an esoteric research project.
2278 A.D. Metropolis continues to grow, while other population centers on Nova Athens remain undeveloped and devoted primarily to mining activities. Extensive subway and slidewalk systems are completed. Megatech Industries provides many jobs for the increasing number of highly-trained scientists who graduate from Metropolis University. The United Stellar Council awards top-secret defense contracts in the field of plasma physics to Megatech. A Tzorg engineer heads Megatech’s design group.
2291 A.D. A botanical garden is opened in the northeastern section of the city. Many rare varieties of flowers are cultivated along the winding footpaths. Construction begins on the Bellevue Apartments which will offer residents the latest high-tech servomechanical conveniences and will overlook a lush park. The university library catalogs an additional two million infodisks, making its holdings second to none in the galaxy. A group of Tzorg robotics experts automates all city utilities plants.
2313 A.D. Jetway Transport awards a substantial prize to the inventor of a personal jet pack for everyday use. Neurosurgeons at Metropolis Hospital gain galaxy-wide acclaim for their spectacular achievements in synapse repair. Centennial exhibitions, concerts, and galas attract an endless stream of Nova Athens inhabitants as well as offworld visitors. A young entrepreneur scores a marketing coup by establishing a chain of franchised “Burger Barn” restaurants throughout the city. The Tzorg Ambassador and diplomatic staff are suddenly and inexplicably recalled. Soon thereafter, Tzorg attacks commence against outlying planets.
2324 A.D. A technician at a Metropolis electronics firm develops a micro-miniature energy generator. Hyperjazz fans line the street for days to catch a glimpse of celebrity Dyna DeRange during her promotional stopover at Bizarrdo Music. A long-anticipated summit meeting between representatives of the United Stellar Council and the Tzorg Empire is held in Metropolis. The talks end in a stalemate.
Soon the evil Tzorgs are victorious!
2332 A.D. Remote mining settlements and defense outposts on Nova Athens are subjected to unremitting Tzorg assaults. Causalties flow into Metropolis Hospital. University classes are boycotted to pretest a military draft instituted by the United Stellar Council. Shortages of some consumer products occur. Megatech scientists race to complete work on numerous defense projects.
2335 A.D. In a series of lightning strikes, Tzorg troops conquer Nova Athens and institute marshal law in Metropolis. Public Tracking and Registration Offices are established. Scientific research is prohibited. The Botanic Gardens become the City Dump. A small, disorganized, resistance group begins efforts to sabotage the newly-built Tzorg Authority Complex.
The Tzorgs are running the place now, and things aren't looking well for Metropolis. Martial law is imposed, and the Tzorgs continue to wage war against mankind throughout the galaxy. Soon, they are forced to shift their forces from Nova Athens to the outlying sectors, and they leave Metropolis in the iron grip of their robot police force, with long jail sentences imposed for those who break their strict laws.
A small resistance group appears, however, willing to overthrow the usurpers. They don't lack in energy, too bad they are too disorganized to pose any real threat to the robots. Meanwhile, the war rages on.
2346-2399 A.D. Mounting pressure in other sectors of the galaxy forces the Tzorgs to install the Robot Patrol System in Metropolis and leave the planet. City services are disrupted, and luxury apartments fall into disrepair. University enrollment dwindles. Repeat offenders and black marketeers sometimes find haven in the dank and twisting steam tunnels beneath the city. The Underground network and its information files grow.
2400 A.D. The Tzorg War continues to rage. Galaxy-wide military offensives against the Tzorgs by the United Stellar Council cause trade lane blockades. Rationing of food commences throughout Nova Athens. Sporadic, though increasingly organized resistance to the Tzorg Robots in Metropolis results in the imposition of indefinite jail sentences for inhabitants with five or more Social Demerits. As more Metropolis residents are jailed or disappear, workers from other Tzorg-held territories are imported to replace them. The frequency of contraband checks increases. A member of the Underground discovers a secret route into the Tzorg Authority Complex.
Things brighten up for the resistance once a secret route into the Autority Complex is discovered. And it is here that our hero enters the stage...
Metropolis. Founded in 2213 A.D. by the United Stellar Council as the capital city of the planet XK-120, a mining planet and center of learning throughout the galaxy. That was the past. In 2315 A.D., Metropolis is invaded by the Tzorg. The new conquerer leave the planet but install a Robot Patrol System to keep the locals in check. Now the only resistance against the Tzorg occupation is a small group of resistance fighters of the Underground network.
Now in the year 2400 A.D. the final hope to overthrow Tzorg rule over the city is to infiltrate the Tzorg Authority Complex through a recently discovered secret route, access the terminals, and shut down the robots. That is if they had a computer specialist... That's where you come in. As part of yet another shipment of miners from other conquered Tzorg lands to replace the 'disappearances' of past workers, you have been contacted by the Underground to join their struggle against the Tzorg. The contact leaves instructions for you.
Please help us. It's too late now for me -- too many SD's. But you're new here. They don't know you yet. You might have a chance against them. Take this notebook. *You're given a diary of a resistance member.* Read it. Learn our story of despair... and hope.
I can't explain more. Time is short. There are others in the city -- loyal members of the Underground -- who will help. Trust them as I trust you. Find Spider; he'll start you along.
Good-bye, friend, and... good luck.
I won't be quoting the entire Journal of a Rebel, as it is called in the manual, it's too tl;dr. So yeah, you're a computer specialist who arrives with the latest shipment of off-world workers imported by the Tzorgs. Having the advantage of no prior police record, you are free to roam the central city, gathering information and items with the help of the underground. You must find a way into the Tzorg Authority Complex, reach the main control console, and end the robot rule by deactivating the entire robot police force. If you can accomplish your mission, Nova Athens will be free, the USC forces will gain access to it, and the citizens will walk the streets without fear. Sounds nice an' easy?
Welcome Bee, our protagonist. He's standing in the Public Tracking Office. He has just checked in with the tracking official behind the counter. The office walls are composed of red brick, and there is a window in the west wall, just north of the door. Chairs line the east side of the room.
Yup, folks. There is no possibility of choosing Bee's sex at the character creation, so Bee's a dirty chauvinistic male. I forgot to capture a screenshot of the character creation process, but it's really simple. You're given 99 points to distribute among four attributes:
ENERGY (EN): physical prowess and stamina
AGILITY (AG): manual dexterity and skill
IQ: mental capacity and knowledge
AFFINITY (AF): attractiveness and congeniality
Quite simple, really. This is a blind LP, and there are no hints in the manual as to which attributes are more useful, so I just distributed the points the way I wanted to. Bee's a smart and likeable fellow, so his IQ is 30 and AFFINITY, 29. The remaining 40 points are evenly split between ENERGY and AGILITY. I hope we'll be given the option of engaging in some robot diplomacy? Well, who knows. (Here's, by the way, what happens if your Affinity is too low: http://www.youtube.com/watch?v=4LTB6I3EPuw. ) Oh, and apparently attributes can be improved as we make progress in the game -- provided we'll manage, of course.
Apart from the attributes, there are some more things on the status screen. SD is the number of demerits you have. Once it equals 5, you're sent to jail, simple as that. C is the amount of credits you have, in our case it's a mere hundred; 999999 seems to be the max. T is the most horrible of all stats -- it's a timer! We have 1822 ticks left until Bee has to report in to the Tracking Office -- the building we start it -- again. Devilish! And definitely the most annoying feature of the game.
The date:time is 2400:0178 -- and counting!
The official tells us we can only check in again once our T counter is below 500. Oh well.
The DosBox cycles parameter is set to 3000, so time is running out quite fast! Later I'll set it to 800 so that ticking could go at a pace closer to normal.
The commands available to Bee are pretty standard, with the gameplay reminding me of both Ultima and Wasteland.
A is for ATTACKing with the currently activated weapon.
B BREAKs open a locked door, the chances of which are affected by Bee's energy level.
C allows Bee to CLIMB up and down ladder -- or even climb OVER people roll or some objects.
D drops an item Bee's carrying. ("You must remember where you dropped it, or use the SEARCH command to locate it," remind us the manual. "Maintenance robots might dispose of dropped items before you retrieve them"!)
E makes Bee ENTER a personnel transporter and generally travel between transporters around the city.
F allows Bee to attempt FIXing an item that is broken. Bee's ability to repair an item depends on his intelligence, strength and agility.
G, followed by a direction, GETs an item that we've dropped or found.
L allows Bee to LOAD energy into an item -- say, a weapon -- from a power node. THIS IS AN ILLEGAL ACTIVITY AND WILL ACTIVATE ANY ATTACK ROBOTS IN THE VICINITY though!
O OPENs or closes a door.
P PUSHes an object -- such as a chair or a table -- provided our energy is high enough for that.
R makes Bee READ signs on doors to identify buildings and such.
S searches for items or hidden doors nearby.
T allows Bee to TALK to people or computers.
U gets Bee to USE an item he's carrying. The USE command is also used to activate/deactivate a weapon, energy shield, or other devices.
W alternates between walking and running. (Running will increase your maximum energy!, hints the manual.)
X eXamines inventory -- Bee can carry only up to 8 items, so we'll have to find a safe storage, I think. (Active items are indicated by "A", broken by "B". Items that require energy cells show the level of charge in their internal cells as a two-digit number. Passcards display their passcodes. ZAC -- zone authorization cards -- list the zone.)
Finally, Z allows us to ZURRENDER! to the authorities if we are outgunned, trapped, or if we become lost and unable to find our way out. (Surrendering when you are lost has the effect of alerting nearby robots. You will be taken to jail, and your possessions will be impounded.) Phew. Sounds kewl.
Exploring the town, uncovering info, clues, and alternative ways of doing things seem to be what this game is all about! Oh, and shooting robots. Many robots. Pew pew! It's a blind LP though, and a secondary one compared to my ongoing Uukrul LP.
Anyway, let's get this shit started.