From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(expanded; added 2 sections)
Line 134: Line 134:
* Developed in USA;  
* Developed in USA;  
* No party: the Avatar travels alone;
* No party: the Avatar travels alone;
* Simplified magic system; 16 spells instead of 72 (20% of the original quantity), no purchasing, no reagents;
* Simplified magic system; 16 spells instead of 72, no purchasing, no reagents;
* Extra dungeons.
* Extra dungeons.
| 5
| 5

Revision as of 08:56, 25 August 2015

Ultima
The logo for Ultima.
Developer(s)Origin Systems
Publisher(s)Electronic Arts
Year introduced
Genre(s)RPG

Ultima is a series of fantasy computer role-playing games from Origin Systems, Inc. Ultima was created by Richard Garriott, a.k.a. Lord British. Several games of the series are considered seminal games of their genre. Today, Electronic Arts holds the brand.

The main Ultima series consists of nine installments (the seventh title is further divided into two parts) grouped into three trilogies, or "Ages": The Age of Darkness (Ultima I-III), The Age of Enlightenment (Ultima IV-VI), and The Age of Armageddon (Ultima VII-IX). The latter is also sometimes referred to as "The Guardian Saga" after its chief antagonist. The first trilogy is set in a fantasy world named Sosaria, but during the cataclysmic events of The Age of Darkness, it is sundered and three quarters of it vanish. What is left becomes known as Britannia, a realm ruled by the benevolent Lord British, and is where the later games mostly take place. The protagonist in all the games is a canonically male resident of Earth who is called upon by Lord British to protect Sosaria and, later, Britannia from a number of dangers. Originally, the player character was referred as to "the Stranger", but by the end of Ultima IV he becomes universally known as the Avatar.

Many innovations of the early Ultimas, in particular Ultima III: Exodus (1983), eventually became standard among later RPGs in both the console (if somewhat simplified to fit the gamepad) and the personal computer markets, such as the use of tiled graphics and party-based combat, its mix of fantasy and science-fiction elements, and the introduction of time travel as a plot device. The game was also revolutionary in its use of a written narrative to convey a larger story than the typically minimal plots that were common at the time. Most video games, including Garriott's own Ultima I and II and Akalabeth, tended to focus primarily on things like combat without venturing much further. In addition, Garriott would introduce in Ultima IV a theme that would persist throughout later Ultimas: a system of chivalry and code of conduct in which the player, or "Avatar", is tested periodically (in both obvious and unseen ways) and judged according to his or her actions. This system of morals and ethics was unique, in that in other video games players could for the most part act and do as they wished without having to consider the consequences of their actions.

Ultima III would go on to be released for many other platforms and influence the development of such console RPGs as Excalibur and Dragon Quest; and many consider the game to be the first modern CRPG.

Timeline

Year Main series Spin-offs
1980 - Akalabeth
1981 Ultima 1: The First Age of Darkness -
1982 Ultima 2: Revenge of the Enchantress -
1983 Ultima 3: Exodus Ultima: Escape from Mt. Drash
1984 - -
1985 Ultima 4: Quest of the Avatar -
1986
1987
-
-
-
-
1988 Ultima 5: Warriors of Destiny -
1989 - -
1990 Ultima 6: The False Prophet Ultima Worlds of Adventure 1: The Savage Empire
1991 - Ultima Worlds of Adventure 2: Martian Dreams
Ultima: Runes of Virtue I
1992 Ultima 7: The Black Gate Ultima Underworld I: The Stygian Abyss
1993 Ultima 7 Part 2: Serpent Isle Ultima Underworld II: Labyrinth of Worlds
Ultima: Runes of Virtue II
1994 Ultima 8: Pagan -
1995
1996
- -
1997 - Ultima Online
1998 - -
1999 Ultima 9: Ascension -
2000 -
2005
- -
2006 - Ultima V: Lazarus
2007 -
2009
- -
2010 - Lord of Ultima
2011
2012
- -
2013 - Ultima Forever: Quest of the Avatar
2014 - -
2015 - Shroud of the Avatar (not released yet)

Related games

Many games are referenced throughout the series. They are other games by Origin Systems or older games developed by Origin members before they joined the company.

Consolle ports

Five Ultima games were portd to Nintendo consolles, and one to the Sega Mster System. Obviously, changes had to be made for two main reasons: (1) consolles use joypad instead of keyboard; (2) consolle cartridges have limited memory. In general, ports developed in Japan managed to be more faithful to the original than the ports developed in the USA. Indeed, the US-made Nintendo ports of Ultima V and VII are so different from the original versions that separate guides are necessary on StrategyWiki.

Sorting the table by R. (Rate), the games will be listed from the most faithful to their original.

Game Port Development and main differences R
Ultima III: Exodus NES
  • Developed in Japan;
  • Greatly improved graphics; full-screen field of view;
  • Added quests to supply the lack of keyboard commands.
3
Ultima IV: Quest of the Avatar NES
  • Developed in Japan;
  • Greatly improved graphics; full-screen field of view;
  • Random enounters with enemies invisible on the field (as in Final Fantasy and Dragon Quest);
  • Simplified sea travel.
4
Ultima IV: Quest of the Avatar SMS
  • Developed in Japan by Sega;
  • The most faithful consolle port of an Ultima game;
  • Top-down perspective in dungeons, instead of first-person (it is the only real change).
1
Ultima V: Warriors of Destiny NES
  • Developed in the USA, never exported; considered the worst consolle port;
  • Sluggish commands, monotonous music;
  • Developers tried to recreate Ultima 6 graphics and gameplay with hardware and software limited to the level of Ultima 4.
6
Ultima VI: The False Prophet SNES
  • Developed in Japan;
  • Full-screen field of view;
  • Minor changes, mostly due just to the aforementioned hardware differences.
2
Ultima VII: The Black Gate SNES
  • Developed in USA;
  • No party: the Avatar travels alone;
  • Simplified magic system; 16 spells instead of 72, no purchasing, no reagents;
  • Extra dungeons.
5