overarching narrative, Garriott wanted to create a more insidious villain that wasn't just passively waiting for the heroes to arrive. The use of telescopes in the game was inspired by Garriott's experience as an amateur astronomer; Garriott programmed the game to accurately depict planetary orbits. Ultima V was also ported to the NES by Origin and, like the previous two games in the series, published through FCI; it was released as Ultima: Warriors of Destiny in 1993. Each of the NES games had significant differences from the originals; this NES version was, however, a less faithful rendition of the source material than its predecessors had been. Introductory parts were cropped; graphics and gameplay were relatively limited (a clear example is that the swamp terrain was represented by magical poison fields); and there were few music tracks. Character sprites were much less developed, movement was needlessly clunky and slow. The graphics and game engine were altogether inferior compared to what the NES did for the previous two games. The Commodore 64 port of Ultima V came on five 1541 disks (around 1.5MB total) and was criticized for the excessive amount of disk access and swapping required, although like Ultima IV, the game can utilize two disk drives if present. When playing on a two drive system, the disk labeled "Outdoor" (also used to save/load games) is left in Drive 0 while the other game disks ("Underworld", "Towne", and "Dungeon") are placed in Drive 1 and swapped around. It also supports Commodore 128 mode and if run on a C128, the extra system RAM is used for background music that is absent when the game is played on a C64. Ultima V also has a built-in fast loader, although as it is tied to the timing of NTSC machines, it will not work on PAL C64s, therefore European gamers without a C128 suffered from almost excruciating load times. If played in C128 mode and a 1571 drive is used, the game uses the computer's "burst mode" and does not require a fast loader. Amiga and Atari ST versions appeared in 1989. Their graphics were directly ported from the PC, thus not utilizing the capabilities of the machines. On the Amiga, the entire soundtrack was replaced with one new composition that only appeared on that platform—the same song repeated throughout all areas of the game. On the Atari ST, the songs were played