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The Immortal -- Longplay (original Apple IIGS version, Easter egg, alternate ending, all deaths)

John-Paul Ownby

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The Immortal -- Longplay (original Apple IIGS version, Easter egg, alternate ending, all deaths)

257 просмотров · 3 месяца назад
John-Paul Ownby
32 подписчика
257 просмотров · 3 месяца назад
This video presents a full playthrough of the original Apple IIGS version with no deaths followed by the hidden Easter egg where the player can meet the developers, the alternate ending, and all of the ways that a player can die. 0:00:00 Playthrough 0:00:26 Level 1 -- Booby traps and invisible shades 0:08:17 Level 2 -- Slime and will-o'-the-wisps 0:17:31 Level 3 -- Goblins vs. trolls 0:26:39 Level 4 -- Flying carpet 0:33:21 Level 5 -- Flying lizards 0:43:27 Level 6 -- Spiders 0:47:26 Level 7 -- Water monster 0:53:49 Level 8 -- Dragon 1:00:28 Easter Egg 1:04:53 Alternate Ending 1:07:34 Ways to Die I attempted to play as if it were an idealized first blind playthrough: I go everywhere possible, I try to demonstrate how a player might figure out what to do (which means not taking the fastest routes and sometimes backtracking), and in many cases I make mistakes that the developers intended as long as I can do so without dying. Sometimes the wizard will look at the camera to show confusion or thinking and I try to orient him to show what he is looking at or waiting for while otherwise standing still. I also let the text run at the normal speed rather than making it faster with the controller button. I did approach combat more recklessly than I do when playing normally; in my opinion it is the weak point of the game and not fun to play or to watch and so in most battles I rely on luck to get through quickly. The Apple IIGS was the primary platform that The Immortal was developed for and in my opinion represents the best way to experience the developers' original intent. If you are already familiar with this game there are some differences you might notice from other versions. The following are non-unique variations that are shared in each case by at least one other platform: The original music The original art (including all of the unique inventory items) The probably-canonical script (it is hard to know conclusively if the differences in the Amiga and Atari ST versions are older or newer) Combat doesn't switch to a different view, enemies don't have visible health, there are no stamina bars, and there aren't exaggerated gratuitous death animations when combat ends Some goblins order you to stop A hidden coffee pot can be found on level 4 The developers can be found on level 5 and restore your health in exchange for coffee The worm sensor is correctly aligned to the safe path (this section can otherwise be unfairly punishing on some platforms) The water on level 7 is transparent and shows refracted floor instead of solid blue The following are differences unique to the Apple IIGS: The original music sounds good and is the correct (faster) tempo ⚬ The Apple IIGS Ensoniq hardware was capable of playing many simultaneous voices and the score was written with this in mind and contains many rapidly repeating and overlapping notes from different instruments. If you have only heard the Amiga or especially the Atari ST versions you may be pleasantly surprised how incredible the original music actually is. The soundtrack changes between the level music and the combat music with a smooth blend (and without changing the view) ⚬ The different songs pick up where they left off All nine original music pieces are present ⚬ Levels 3 and 8 use their intended score and the combat music is used for combat ⚬ Level 4 doesn't have the final bass run ⚬ Level 5 doesn't have the bizarre glissando at the end ⚬ Level 8 doesn't repeat the initial glissando, which represents falling into the dragon's lair Level 8 starts silent, an occasional rumbling from the dragon below eventually breaks the silence, and the music only starts when the player falls into the pit, synchronizing with the player's fall and the dragon's rise ⚬ This makes the lead up to and reveal of the dragon much more impactful. I think the anxiousness in the silence, the building dread as the dragon is heard but not seen, and the mounting tension with the synchronized music as the dragon raises its head is still effective even today. The original sound effects, including how they are used in the music The seemingly-endless hallway requires walking much longer before finding the developer Easter egg