Work on the NES conversion began in 1991, after the release of Ultima VI. Rather than release an antiquated-looking conversion of Ultima V -- which would have been well within the abilities of the NES -- Origin changed key elements of the port to resemble the more-recent Ultima VI: A single-scale map, isometric perspective, and character portraits (something the original game didn't have). The NES port is also a break with its predecessors in that it doesn't use cute, colorful, Japanese-style graphics; instead, the graphics are made to look more Western-style. For the first time on the NES, it is even possible to hold conversations with NPCs, using a selectable-keyword system similar to that introduced in Ultima VII; NPC dialogue in the previous NES ports had been noninteractive.
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| - Work on the NES conversion began in 1991, after the release of Ultima VI. Rather than release an antiquated-looking conversion of Ultima V -- which would have been well within the abilities of the NES -- Origin changed key elements of the port to resemble the more-recent Ultima VI: A single-scale map, isometric perspective, and character portraits (something the original game didn't have). The NES port is also a break with its predecessors in that it doesn't use cute, colorful, Japanese-style graphics; instead, the graphics are made to look more Western-style. For the first time on the NES, it is even possible to hold conversations with NPCs, using a selectable-keyword system similar to that introduced in Ultima VII; NPC dialogue in the previous NES ports had been noninteractive.
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| - Work on the NES conversion began in 1991, after the release of Ultima VI. Rather than release an antiquated-looking conversion of Ultima V -- which would have been well within the abilities of the NES -- Origin changed key elements of the port to resemble the more-recent Ultima VI: A single-scale map, isometric perspective, and character portraits (something the original game didn't have). The NES port is also a break with its predecessors in that it doesn't use cute, colorful, Japanese-style graphics; instead, the graphics are made to look more Western-style. For the first time on the NES, it is even possible to hold conversations with NPCs, using a selectable-keyword system similar to that introduced in Ultima VII; NPC dialogue in the previous NES ports had been noninteractive. Despite these improvements over the original release (or perhaps, because of them), the NES port of Ultima V was seen by many as a technical disaster. Combined with elements that had to be removed from the game because of technical limitations (limitations that wouldn't have applied if the original tile-based system had been used), made reviews generally see this port as totally inferior to the original.
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