Ultima Exodus in Nintendo Power Circa 1988
Nintendo Power was published in-house by Nintendo of America during the late 80s and 90s, and covered some of the most popular releases for the NES, SNES, and Gameboy. They frequently published detailed hint guides to the most anticipated releases of the day, including the Ultima series. What was especially wonderful about these publications were they often included bright full-page colour graphics and custom illustrations.
Here for your viewing pleasure is the complete guide to Ultima: Exodus, which was included in Vol. 3 of Nintendo Power back in late 1988.
Note: This link takes advantage of the newly redesigned Ultima Gallery.
Your web site is about as fucked up my as my latest changes to networking: a few bug fixes removed from greatness.
I’m sad that I don’t have that issue of Nintendo Power, but I do have several originals in good condition as well as some of the magazines which predated it. Propaganda at its finest.
I first played U4 on the NES and the Nintendo Power supplements were a life saver. I have every issue of Nintendo Power up through the late 90’s in PDF form if you’d be interested in having the U4 references too.
I have the same files. They’re what I used to make this article, and 2 or 3 more will also be based upon them. Thanks, though!
Don’t forget the Counselor’s Corner and Classified Information references in later issues. 😉
God, I remember having both this issue, and the issue covering Ultima 4. Makes me feel old. I think I wore them out from over use. XD It’s too bad the Nintendo Power has turned into nothing but a monthly ad now. Ah the golden days of gaming… When there was actually something TO figure out in games rather than a linear jaunt down a corridor with your hand held.
You know, as much as I enjoy Mass Effect’s set pieces, most of its areas and locations (yes, exceptions exist) are just that: corridors with lots of elaborate backdrops.
I find that after about 10 hours playing any ME-series game, my nostalgia for the Marathon games (especially the second) starts to kick in. The design of some of the levels in those games was just incredible: they had as much character as an ME locale, and there was a path through them that the plot followed…but you could also often lose yourself in areas of each that were really there to serve as backdrop more than anything else.
But man it made the game world seem alive!