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Page 1:
Introduction
Richard Garriott & Lord British/Virtues/Companions
Page 2:
0: Akalabeth
I: The First Age of Darkness
Page 3:
II: Revenge of the Enchantress
Page 4:
III: Exodus
Page 5:
IV: Quest of the Avatar
Page 6:
V: Warriors of Destiny
Page 7:
VI: The False Prophet
Page 8:
VII: The Serpent Isle / Black Gate
Page 9:
VIII: Pagan
Page 10:
IX: Ascension
Page 11:
The Savage Empire
Martian Dreams
Page 12:
Ultima Underworld
Ultima Underworld II
Page 13:
Escape from Mt. Drash
Runes of Virtue
Lord of Ultima
Page 14:
Ultima Online
Cancelled Games
Legacy Pt. I
Page 15:
Legacy Part II
Richard Garriott Interview
Back to the Index


Lord British Starter Kit

Ultima Collections, Books, Other

Game Compilations

Lord British Starter Kit, 1981
Plastic bag release by California Pacific Computer Co. of Ultima and Akalabeth: World of Doom for Apple II. Two 5.25" disks and reprinted documentation.

Ultima Trilogy, 1989
Collects the first three games of the series, the Age of Darkness. Released for Apple II, C64, PC and FM Towns on 5.25" disk. The FM Towns version, released by Fujitsu in 1992, is a special edition CD that includes colorful remakes of the games as well as introduction movies with impressive painted artwork. Game includes new Trilogy manual and cardboard map.

Ultima: The Second Trilogy, 1992
Collects the next three games in the series, the Age of Enlightenment. Released for Apple II, C64, PC and FM Towns in both 3.5" and 5.25" disk versions. Game includes new Trilogy manual and cardboard map.

Ultima I-VI Series, 1993
CD-ROM re-release by Electronic Arts of the previous two Trilogy collections. Includes the contents of the previous two compilations including new collection manuals, and three cardboard maps. Ultima II is broken and several outer-space maps do not work.

The Complete Ultima VII, 1993
CD-ROM re-release by Electronic Arts of all four Ultima VII engine games: The Black Gate, Serpent Isle and both expansions. Includes the original documentation from the games and cloth maps. First North American Ultima release on CD-ROM. Later re-released under the EA Gold Classics label.

Ultima Underworld, 1993
CD-ROM re-release by Electronic Arts of both Ultima Underworld games, including the original documentation, paper maps and latest patches. Later re-released under the EA Gold Classics label.

Ultima The Second Trilogy

Ultima Collection, 1998
The best collection package available in North America, the Ultima Collection is a CD released to drive up hype for the impending release of Ultima IX: Ascension. It contains Ultima I through VII (Ultimas I-VI are the same versions previously released on the Trilogy disks, and Ultima II is therefore broken), a program called MoSlo to allow the games to be slowed to a playable speed on a Windows 9.X machine, full electronic versions of all documentation for the games as well as walkthroughs written by Origin employees, and a series of interview videos with Richard Garriott. This same disk was included in the special Dragon Edition of Ultima IX. Mild disappointment for fans in that it did not include either Worlds of Ultima or Underworld game. Later re-released under the EA Gold Classics label.

The Genesis of Ultima, 1999
Released exclusively in Japan by Locus, this is a fan-written hint book for various Ultima Games that included a CD-ROM with disk images of Ultima I-IV and Akalabeth's Apple II versions, as well as an Apple II emulator. It's not clear whether this is an authorized product, but the games and emulator are almost certainly taken off the internet and used without permission of the copyright-holder.

Ultima: Best of Both Worlds Edition, 2000
A combination package of Ultima IX: Ascension and Ultima Online's second expansion, Renaissance, in a very large box with disappointing lack of original documentation.

Ultima Complete, 2001
The most complete available compilation of Ultima games; unfortunately, the games are in Japanese and was released only in Japan. Includes the Japanese Ultima Collection, Ultima IX, and Ultima Online: Blackthorn's Revenge. Also includes some unique trinkets such as a Britannian coin and a Britannia Citizenship certificate.

Ultima Online: 7th Anniversary Edition, 2004
Commemorative package containing the Ultima Online: Age of Shadows expansion and the entire Ultima IX: Ascension in final patched (1.18f) form, with a 'fan guide', paper map of the Malas continent introduced in the UO expansion, and no original documentation.

There are likely ones besides these, but they're going to be fairly obscure. More information on the various Ultima releases can be had by visiting the Ultima Collector's Guide.

Ultima The Avatar Adventures

Ultima Books and Novels

Ultima has had a large selection of literature associated with it, even beyond the outstanding writing work done in making the manuals that come with each game. All of these books are long out of print and there are no plans to republish any of them any time soon, though the novels by Lynn Abbey and Austen Andrews are fairly easy and inexpensive to come by via online bookstores.

Clue Books:
Ultima III Clue Book: Secrets of Sosaria, by Robert Garriott
Ultima IV Clue Book: The Way of the Avatar, by author unknown.
Ultima V Clue Book: Paths of Destiny, by author unknown
Ultima VI Clue Book: The Book of Prophecy, by David "Dr. Cat" Shapiro
Ultima VII Clue Book: Key to the Black Gate, by Andrew Morris
Serpent Isle Clue Book: Balancing the Scales, by Sheri Graner Hobbs and Andrew Morris
Ultima VIII Clue Book: Pentology, by Melissa Mead
The Savage Empire Clue Book: Malone's Guide to the Valley of Eodon, by Aaron Allston
Martian Dreams Clue Book: The Lost Notebooks of Nellie Bly, by Beth Miller
Ultima Underworld Clue Book: Mysteries of the Abyss by Aaron Allston
Ultima Underworld II Clue Book: Gems of Enlightenment, by Austin Grossman

The various clue books written by Origin for their Ultima games are unique in that they follow the same conceit that game manuals do: they are written as in-universe books, narrated by characters from the games. Pentology, the clue book for Ultima VIII, for instance, is written as a lecture from Remvatos, the demigod son of the Pagan God of Balance Apathas, guiding the Avatar through the perils of Pagan by providing 'not strength, but wisdom'. Each cluebook includes additional artwork, including some that didn't make it into the games or their manuals, as well as additional insight into the characters and worlds of the games. The two cluebooks for the Ultima Underworld games are particularly notable about this, filling in plenty of background detail and information that goes unstated either in-game or in the manuals as well as providing some impressive artwork not found elsewhere. Most of these cluebooks can be downloaded on Replacementdocs.com.

The Official Book of Ultima

Ultima Books and Novels

The Official Book of Ultima, by Shay Addams
The most comprehensive piece of research on the Ultima series, including both a history of Richard Garriott and Origin Systems, an in-depth look at the development of The False Prophet, as well as walk-throughs of all released Ultima games up to that point in time. In 1992 a second edition was released containing most original content from the first edition, as well as help for The Black Gate, The Stygian Abyss, The Savage Empire, Martian Dreams and several of the NES games. Unfortunately, no similar or more complete version of this book has been released since 1992 and nobody else seems keen to write one, meaning that a comprehensive single history for the entire Ultima series doesn't really exist anywhere in published form outside of Stephen Emond's out-of-print Collector's Guide.

Master Ultima: Mystery, Magic and Strategy, by Ralph Roberts
Published by SAMS in 1991, this contains walkthroughs and general hints and strategies for Ultimas I through VI. The chapters for each game are presented in two formats: a straightforward walkthrough and an in-universe account of each adventure told as a narrative story. The book also includes some information on Ultima's history, an FAQ about Richard Garriott, and a brief Britannian glossary.

Ultima: The Avatar Adventures, by Rusel DeMaria and Caroline Spector

Ultima: More Avatar Adventures, by Caroline Spector
Published by Prima Books, the first volume in this series covers the Age of Enlightenment games and the second covers Ultima Underworld: The Stygian Abyss and Ultima VII: The Black Gate. These books are walkthroughs written as novels, in the form of journal entries by the Avatar narrating his adventures in Britannia; they are presented in the context of historical artifacts being researched by Britannian historians who debate their authenticity. Creative stuff, all told. These books contain a number of character details not suggested by the games and of uncertain canonicity (the Avatar having a crush on Jaana, for instance), and include lengthy interviews with Richard Garriott, Paul Neurath and Warren Spector about their games.

Ultima VIII Pagan: The Ultimate Strategy Guide, by Joe Hutsko and Raymond Lueders.
Published by Prima Publishing, this is an alternative to the official Origin hint book for Pagan, containing a walkthrough, charts, tables, maps and illustrations. The book was released prior to Pagan's patching and so some differences between the guide and the final game exist.

Ultima Collection

Prima's Official Guide to Ultima Collection, by Chris McCubbin and David Ladyman
Released alongside the Ultima Collection disk, this book consists primarily of reprinted material from other guides, including the Origin hint books and Ultima: The Avatar Adventures, with original sections written for Akalabeth and Ultima I and II. It also includes a full-color glossy poster containing images of all the Ultima cloth maps, reprinted in full color. It isn't quite a complete collection of the Origin hint books, but it seems to be close to one. Unfortunately, no material for either Underworld or Worlds of Adventure game is included.

Prima's Official Guide to Ultima IX: Ascension, by Chris McCubbin and David Ladyman
More Ascension than you ever needed, including background on Britannia, charts, maps, a full game walkthrough, a simplified walkthrough presented in the form of the Avatar's journal, and a full-color poster of the Tapestry of Ages depicting the stories of every Ultima in a huge collage. But the most useful part of this book is an almost 50-page marathon interview with Richard Garriott, discussing the Ultima series as a whole, the history of Origin, and multiple other topics of value to Ultima fans. The interview is partially a reprint of the Richard Garriott interview in Ultima: The Avatar Adventures, but includes much new and updated material. In addition? This is the only book in this section that you can find for under five dollars on the aftermarket rather than almost a hundred. Grab em' before word spreads.

Ultima Exodus NES Hint Book, by author unknown
Published in 1989 in the US by FCI, the publisher of the Nintendo console Ultimas, this hint book includes full-color maps and a game walkthrough of Exodus, as well as all attendant necessary extras like graphs and charts. The first few pages of this book are a graphic novel done by an unknown artist (in the style of Katsuya Terada's work for The Legend of Zelda and Nintendo Power, though it's not terribly likely he's the one who drew it), depicting the plots of Ultima and Ultima II, which never received Nintendo ports. No similar hint books were released for the remaining Nintendo Ultima ports, which instead received expanded-size manuals containing much the same cluebook information.

Origin's Official Guide to Ultima Online, by Tuesday Frase and Melissa Tyler
Released in 1997 as a companion guide to Ultima Online, containing all the information you'd expect in a strategy guide. The book's information on many topics is, however, long out of date due to the release of multiple expansions, patches and updates since 1997. There were three additional cluebooks published as expansions to this book for The Second Age, Lord Blackthorn's Revenge and Age of Shadows.

Ultima Collector's Guide, by Stephen Emond
What probably would have filled the demand for a comprehensive guide to the entire series after the Book of Ultima failed to ever update past 1992, the Collector's Guide is a gigantic, 700+ page work full of release info on the different games in the series. Unfortunately, Mr. Emond could not find a publisher for the book that offered agreeable terms, and it only exists now as a manuscript and in three hand-made copies. He is currently seeking alternative means to publish the work. You can read a sample here.

The Ultima Saga

The Ultima Saga, by Lynn Abbey and Richard Garriott
1991: The Forge of Virtue
1992: The Temper of Wisdom

A series of original novels written by Lynn Abbey with creative input from Richard Garriott and published by Questar Fantasy, taking place in Britannia just before and during the reign of Lord Blackthorn and the Shadowlords. The book's official plot summaries say it best:

"Four young adventurers: Lord Ironhawk's son Jordan Hawson, beautiful Althea, a headstrong blacksmith named Drum, and Jordan's kid brother Squirt heed a mystic globe's dark warning to find Balthan, Althea's magician brother. It is a quest that will take them through the perils of trolls, harpies, and gypsies until they discover the mission is far more crucial than they ever imagined. A vast evil has sunk its claws into Britannia. Lord British's ruling Council of Mages is in hiding, its members marked for death. And only the elusive Balthan knows the truth behind it all." -The Forge of Virtue

"Jordan Hawson and his companions return to Hawksnest only to receive a bitter welcome: their home has been tainted by the same evil they confronted and escaped in the northern forests. Even Jordan's father, Lord Ironhawk, is in the thrall of the corrupt inquisitor Lohgrin. With Jordan blind and disheartened, the Inquisitor moves swiftly and without opposition. Magician Balthan is condemned as a traitor, young Squirt becomes a fugitive in his own home, but the worst befalls Althea. The beautiful young woman will become Lohgrin's bride unless her friends find within their hearts the will and courage to free themselves from the Inquisitor's malignant sorcery." -The Temper of Wisdom

Lynn Abbey has sample chapters of the books available on her official website.

The Technocrat War

The Technocrat War, by Austin Andrews
Book 1: Machinations
Book 2: Masquerade
Book 3: Maelstrom

A three-part trilogy of novels written from 2001 to 2002, Austin Andrews' Technocrat War Trilogy was created to tie-in to the in-development Ultima Online 2 and is based on that game's story. From the plot summary:

"A sorcerous cataclysm has remade the ancient and magical world of Sosaria, where a misguided plan to bring ultimate order to the land has altered its destiny forever. Now past, present, and future are one...a unity that sets in motion an astonishing age of discovery and conflict for this strange new world. Once separated by time and space, the warlike Juka, the calculating Technocrats, the matriarchs of the Meer, and the Virtuous knights of New Britannia are now on a collision course. Fragile alliances threaten to unravel as treachery and deceit pit kingdom against kingdom. Unless bitter enemies can put aside their vengeful differences long enough to uncover the truth, all Sosaria will be ripped asunder."

These books received unusually good reviews from both gamers and fantasy fans. Andrews has published the first chapter of each book as a free preview, but his website is down as of this writing.


Ultima Manga

Ultima Manga

Circa 1988-89 when Pony Canyon/FCI was publishing Japanese editions of the Ultima games, Japanese book publisher JICC released four full-length manga series loosely inspired by the games' stories. (Anybody familiar with Japanese comics will understand what 'loosely' means in this context). In addition to these, Ultima also appeared in short stories and comics in a variety of different Japanese magazines due to the wild popularity of Japanese-flavored western fantasy in Japan in the late 80's and early 90's, a popularity that was largely inspired by Ultima and Wizardry.

JICC No. 1: Ultima: The Terror of Exodus
Wherein Exodus is reimagined as a Lovecraftian cosmic horror (because an IBM 709 isn't interesting enough, apparently) and called upon to defeat him are a hotshot space fighter pilot from the future, a psychic amazon, Anime John Lennon and a steam-powered robot.

JICC No. 2: Ultima: Quest of the Avatar
Wherein a young Paladin is called upon to a quest of Honor, to discover what happened to his vanished older brother who sought to become Avatar. Features mirror-universe versions of several Companions with swapped personalities and genders, including teenage girl Iolo and Shamino the pratfalling comic relief.

JICC No. 3: Ultima: The Fall of Magincia
Wherein Britannia's seafarers are under attack by the prideful sorceror Vitor of Magincia, and a pirate captain and young, female version of Sentri join forces to stop him. Also Katrina is here and hears voices from God telling her to build an Ark for some reason.

JICC No. 4: Ultima: The Maze of Schwarzschild
Wherein random German because German is Japan's default "foreigner" nationality and who knows what's going on in this. If someone wants to translate, the Ultima Dragons at Ultimaaiera want to hear from you.

Links:
Scans and images of some of the Ultima comics.
Includes links to plot summaries and further reading.

The Ultima Anime

Ultima Anime:

There's little information on this anime, and the sole information that seems to be available is a one-page web article written in Finnish, so this section is entirely speculation and not to be taken as a citable source of facts.

It seems that sometime in the late 80's (1989?) TV Osaka had created a one-episode straight to video cartoon based on Ultima: Exodus in order to promote the release of the NES/Famicom port of the game and the recently-released NES Quest of the Avatar. For unknown reasons it seems like the anime was never shown on television nor actually sold on tape. It's possible, however, that a television ad for Ultima: Exodus aired in Japan may include images from the Ultima anime; screenshots of this ad show a cute, childish anime cleric, the same one from the Exodus Famicom box art, and a closeup of her chest and hips. Sigh, Japan.

The only evidence of the show's existence is a few tapes found in the wreckage of a TV Osaka warehouse destroyed in the 1995 Kobe earthquake. The tapes of the show were discovered after having been lost for many years; it seems the studio's inventory list made no mention of them. No video of the anime has ever made it to the internet, nor any screenshots of it running, and it's not clear where those tapes are now. Possibly they may have been part of an auction of old TV Osaka material meant to help victims of the earthquake, which at 6.8 was quite severe and caused Japan a great deal of damage.

Another potentially more believable explanation is that it was simply a small bit of animation created specifically for a television commercial. The text scroll at the bottom of each screen reads off its features (2 megabits of ROM with battery backup, and so forth), with would certainly indicate that it's an advertisement.

Links:
The only known source of info on the Anime on the entire internet; in Finnish.

Killing Lord British

The character of Lord British has been a near constant throughout the entirety of the series, and Richard Garriott's erstwhile author stand-in usually has a few of the same traits: he's the one who brought you here, he heals you when asked, he's (almost) universally beloved in-game, and he is invincible. In Ultima's open, free-form world, Lord British alone cannot be slain by your blade, Avatar. ...or can he?

Though he's usually (apparently) immune to the standard sort of backstabbery that less than scrupulous Avatars may engage in, it's usually entirely possible to kill him somehow, and through this, one of the most beloved and ancient traditions of Ultima players was born: figuring out how to murder Lord British. RPG gamers can be a creative bunch, and the methods here have passed into role-playing legend.

Akalabeth: World of Doom
Lord British does not actually exist in the game except as dialogue, so here his invincibility is real, sadly.

Ultima I (Apple IIgs)

Ultima I: The First Age of Darkness
In both versions of the first game, Lord British (as well as the game's other seven monarchs) only seems indestructible. He has ludicrous amounts of hit points and high stats, and is surrounded by a pack of guards. By the time you're prepared to go fight Mondain in the past, though, you're most likely more than ready to take him in combat. Just be ready for it to take a while.

Ultima II: Revenge of the Enchantress
Lord British is sole Rex Mundi here, but that's the only difference from Ultima I. By the time you're ready to take on Minax you're probably able to slog through his upteen billions of hit points. (Previous statement may but is not likely to be exaggeration)

Ultima III: Exodus
For the third time, British's seeming invincibility is due to an arbitrarily universe-sized number of hit points. Theoretically, a powerful enough party can fight it out with him like in the last two games. Good luck (in some versions he may actually be immune to weapons). Alternatively, one can use the not-terribly-secret-any-more special trick. With enough keys, one can navigate into Castle British's outer wall, and from there to a harbor where a boat waits. Get British angry enough to leave the comfortable sanctity of his throne and take a walk by the moat and you'll find that he takes a seventy-pound ball of iron as well as anyone else.

Ultima IV (Atari 8-bit)

Ultima IV: Quest of the Avatar
Here, Lord British is actually impossible to kill through straight combat. Enterprising players trying to game the system over the decades, however, have discovered a handful of magic spells which can damage him, such as Energy Field (fire). This will, of course, take forever. There is a much quicker way to do it, though: the Skull of Mondain, an artifact necessary to gain entry to the Great Stygian Abyss, will if used elsewhere murder everything in the area in an explosion of evil energy. Consider your chances of reaching Avatarhood scuttled if you ever do this, but as it turns out, Lord British is just as vulnerable to it as anything else with a pulse. (In the NES version of the game, reportedly, Lord British can be slain through combat as in previous titles)

Ultima V: Warriors of Destiny
Rather more straightforward than the others. The main goal of the game is to rescue Lord British from unknown danger and impending doom, yes? So what do you suppose will happen if you take too long to do it? (The game gives you what seems like a decade or two to destroy the Shadowlords, so running out of time is unlikely unless you're actively trying to do it). If you're feeling like the proper way to end your game is a nihilistic existentialist nightmare, though, you could always just rescue him without the Sandalwood Box that you may not even know about anyway if you aren't terribly chatty or good at the piano.

Ultima VI: The False Prophet
You may be busy with saving Britannia from a terrible misunderstanding with the Gargoyles, but if you get bored, the open-ended nature of the game world and the complexity of the engine results in a number of different potential ways to get around Lord British's invincibility. These include, among others, poisoning him by dragging a poison trap to his chair and setting it off while he sits, assassinating him with a Glass Sword (a weapon that shatters in one use but kills anything in one hit) while he sleeps, or the fan favorite, filling his room with explosive gunpowder kegs and watching the fireworks.

Ultima VII The Black Gate

Ultima VII: The Black Gate
By Ultima VII, Richard Garriott had started to see the humor in the apparent bloodthirst of his fans, and so the death of Lord British here is a planned easter egg. Sometime during Ultima VII's development, Garriott had a minor bit of a medical mishap when a metal bar at Origin's headquarters fell on his head (the magnet attaching it to a door had come loose). A joke about this found its way into The Black Gate, where every day at noon Lord British stands in the doorway to his throne room, below a golden plaque. Clicking on the plaque results in it falling and decapitating the monarch, to the Guardian's great mirth and amusement. (Thou art truly an Avatar!). Alternatively, the Black Sword acquired during the events of the Forge of Virtue expansion is as adept at sucking out his soul as it is at anybody else's, to hilarious results. As they say, the devs think of everything.

Ultima VII Part Two: Serpent Isle
As the game does not take place in Britannia, Lord British is not physically present. He appears briefly in a dream sequence, however, and you can get him to scold you if you try to attack him then. Hast thou fallen so far, Avatar?

Ultima VIII: Pagan
The game again takes place in a land far from Britannia, and Lord British appears in neither body nor spirit. Avatars everywhere were disappointed in their inability to go regiciding.

Ultima IX: Ascension
While still on Earth and before returning to Britannia in the introduction sequence, the Avatar can mess around with things in his house, including among others a bread-maker and rat poison. But what if you combined the two? Why, you'd have poisoned bread. What does Lord British eat for his meals? Bread. Suppose one were to surreptitiously swap Lord British's meal with the Avatar's homemade loaf?

Ultima Underworld: The Sygian Abyss, Worlds of Ultima: The Savage Empire, Worlds of Ultima: Martian Dreams
Lord British does not appear in any of these games. Sorrow.

Ultima Underworld II: Labyrinth of Worlds
To anybody's knowledge, this is the sole solitary Ultima game where Lord British appears in person, but is actually invincible. Almost certainly there's some way to murder him judiciously, but as of this writing, nobody has yet figured out how. Can you be the one who does it?

Ultima Online
This one is easily the most iconic, and has become one of those stories that has as many versions as there are tellers. As it goes, in the closing days of the beta for Ultima Online, Richard Garriott himself addressed his players through the Lord British avatar while touring the world with the in-game personas of other developers. What with hundreds of people gathering in one place to see him and his fellow devs, the servers at the time had crashed. Now, Origin managed to get them back up quickly enough, but Richard forgot to enable invincibility on his Lord British avatar. A beta test player, using a magical scroll stolen at the site, created a fire field under the monarch and, shockingly, Lord British was slain in front of hundreds of onlookers in what has become one of the most famous moments in the history of MMORPGs (just after fellow dev Starr Long, in the guise of Lord Blackthorn, mocked his 'feeble' attempt to harm them). The player himself, going by the name Rainz in-game, spoke about the event in 1997; the full story can be found here.

Conclusion: The Ultima Legacy

The people at Origin created worlds. It was right there in their company slogan, even. Is it any wonder that even thirty years later Ultima is inescapable? Pick an RPG, any RPG; you're looking at designers influenced by Ultima, or by someone else influenced by Ultima. It's been more than ten years since Ascension and love for these games is as strong as it ever was, with fan projects, upgrades and remakes out there by the bucketload. How many franchises today are going to inspire this sort of dedication, are going to be such a central part of their players lives three decades down the road? Call of Duty? Ultima is characterized as a series by world interactivity, storytelling maturity, sense of continuity between titles, constant revision of past lore to create a more complex whole, and the sense of personality imposed on even later installments by the series author. They pushed new ground that others have yet to cover today.

Electronic Arts continues to own the Ultima brand name and associated intellectual property. Their treatment of it in the last decade has been spotty. Foisting off the IP like garbage to a cheap browser-based Evony clone isn't doing the title justice and it seems many of EA's newer biz guys don't even know what Origin Systems was - witness their online download service, titled Origin when none of the marketers thought of it as anything other than another IP lying around. They've been improving at the same time, though; Electronic Arts' deal with Good Old Games to make many of their older games available has made Ultima accessible for the first time in a long time.

There's been rumors on the internet and usenet recently, though; certain messages from a certain Bioware leader's Twitter account has been hinting about a "big project" to do with Origin lately. EA chose 2011 to create an Ultima Anniversary retrospective page. Maybe something's going on?

As for Richard Garriott, he never gave up the rights to the name Lord British; as we speak, he's developing something, tentatively titled Lord British's New Britannia, using social networking services as a platform. With the past as any indication it'll be massive; maybe Facebook will finally be able to throw off the tyranny of Zynga and host a game worth playing for once? Time will tell.


Interview with Richard Garriott

Lord British in astronaut gear

Richard Garriott, aka Shamino Salle Dacil, aka Don Shamino, aka Lord British, original author of Ultima and one of the founding fathers of computer RPGs.

Let's start at the beginning. Can you tell us about how you started programming back in high school? How was the Apple II better than connecting to a mainframe computer via teletype?

When I began in 1974, I was inspired by three things: The Lord of the Rings, Dungeons & Dragons and the unused teletype my school had in one classroom. I wrote 28 small BASIC D&D games before discovering the Apple II and its real time graphics! I immediatly wrote "D&D 28B" which became Akalabeth.

What were those first 28 games like? Since you didn't have the Apple II's graphics, would they be something like text adventures or dungeon-crawlers with ASCII graphics like dnd?

Ah... they looked a lot like Ultima! Just "*" for walls, " " (blank spaces) for hallways, "$" for treasure and "A" for Giant Ant as examples. It was a lot like a top down tile game, but made with ASCII characters. Also you had to wait 10-30 seconds for each new "frame"... very low "framerate". :)

It's hard to even imagine what programming was like in those days, having to wait while your data went to some hulking giant elsewhere on phone lines. What were you trying to do differently with Ultima I? And how did you and Ken Arnold distribute the workload?

"Hulking" is the right word... by today's standards, unbelievably slow. Coupled with that 300 baud accoustic modem! Ken was my connection to assembly language. Ken wrote the first tile graphic copying routine in assembly for me. While his later work in Ultima music is still great, it was that one subroutine that put Ultima on track!

My significant other keeps getting Quest of the Avatar's combat music stuck in her head thanks to the Ultima playing I've been doing these past few months, so I can attest he did some work. :) I'm curious about that Space Ace section in the first game. It seems to play a lot like Doug Neubauer's Star Raiders that came out a year or two earlier for the Atari 800.

Yes, the music still plays in MY ears too! I do remember Star Raiders too, and no doubt it was a strong influence!

Wizardry for the Apple II

In the first half of the 80's, you were competing neck and neck with Sir-Tech's Wizardry for sales. What kind of relationship did you have with Andrew Greenberg and Robert Woodhead over at Sir-Tech? Did anything they did affect how you designed an Ultima?

I know them both well and we have always been friendly competitors. Our games were different enough, that I rarely looked to them for inspiration. Odd really, likely should have studied them more... but I was too caught up in my own path at the time.

You certainly diverged in design philosophy rapidly. Ultima changed scope while Wizardry seems to have been content to keep refining the formula.

I agree. I was caught up in the rapid expansion of my skills... Ultima I in BASIC, Ultima II in assembly, Ultima III in far better assembly...I knew I could get much more out of the little machine, with each fresh restart.

I've compared the speed of Ultima I and Ultima II on an AppleIIe machine myself. The difference is very noticeable. Back in 1982 your games were briefly distributed by Sierra On-Line, and then you had something of a falling-out with Ken Williams prior to the development of Exodus. Ken Williams' side of the story is in Stephen Levy's book 'Hackers', where it seems like he was wary of independent authors and trying to replace them with traditional hired programmers. What's yours? What wasn't working?

HA! Mine is FAR more basic. THEY QUIT PAYING THE ROYATIES I WAS DUE! My first publisher California Pacific quit paying me because the owner was a major drug user and squandered the money they owed me. Sierra also just up and stopped paying, as they had financial troubles as well. In both cases I brought in my brother Robert to try and collect... never could... so we went into business ourselves, and started Origin!

"Not being paid" sounds like the most basic reason to quit a job, sure enough! Speaking of Origin...The video game and computer industry crash in 1983-1984 has been much mythologized. You were there at the time starting up Origin Systems with your brother, Ken Arnold and Chuck Bueche. What exactly was going on in the industry from your perspective in '83, and how did Origin Systems manage to thrive as a startup when so many established companies were crashing down around you?

The companies that were crashing were terribly mismanaged. Most were run NOT by business people, but by enthusiasts. Most squandered their money as they made it. When we started Origin, it was with a known top franchise, Ultima. And, my brother had two undergraduate degrees from Rice, and a masters form Stanford and a Masters from MIT. Plus he had worked at Texas Instruments making the first 64k RAM chips and worked at a venture capital firm studying software companies. HE is the one that kept us in business.

Great programmers and game designers aren't necessarily the best at business, I suppose.

Exactly.

Ultima IV (SMS)

You've told the story behind the design of Quest of the Avatar many times, how you were inspired to create a game more about role-playing a hero than slashing through dungeons and gathering loot. Tell me about the "satanist" backlash against fantasy game designers back then. Were you really getting death threats over Exodus? Still have any of them?

Death threats... no. Hate mail... yes! People would see just the advertisements of the Exodus cover (which looks a lot like the Disney demon on the hill from that early animation they did), and would write to me, calling me "The Satanic Perverter of America's Youth". At first I was shocked and hurt... over time, as I realized that these idiots neither knew me or what they were talking about, I later embraced the title. Now I am proud to be called that! :)

Turns out Exodus doesn't even look like that in-game anyway! I remember when I reached the end of Ultima III, and I always imagined him as one of those priest-operated IBM machines that the early MIT hackers considered their mortal foes. That wasn't intentional, was it?

Not specifically, but you got the drift of it!

Many characters in Ultima are based on people you know personally or your friends from the Society of Creative Anachronism. Starting in the Age of Enlightenment trilogy the characters based on real people proliferate at a lightning pace. How has the SCA influenced you in general and Ultima in particular? On the same subject, is Smith based on a real horse?

A lot! The SCA provided much fodder in the areas of the romantic feeling of the era, as well as perocnaities and situations. I owe a lot of the early work to the local SCA group. Smith... let me see... I don't recal... may have been the horse that lived outside a local restaurant in Austin for many many years.

Playing Ultima at times feels like wandering in the sort of world the SCA likes to imagine, an idealized medieval land.

Agreed.

What led to your declining involvement in the actual coding work for Ultima after Quest of the Avatar? If I understand it correctly, you left most of the programming to others for Warriors of Destiny and stopped entirely afterwards.

Again, a very simple explanation. I nearly put Origin out of business betting on the Apple II, when the IBM PC took over. We had to quickly scramble to convert the in progress game to the PC. So I directed all new programmers and could not code in C myself. So that was the end of my programming... till now! I have written a few hundred lines of code recently for the new game!

A lot of us are looking forward to Lord British's New Britannia, you can be sure!

Thanks!

Ultima VI (IBM PC)

Speaking of the changing world of platform dominance. With The False Prophet you mostly left the Apple II and other 8-bit systems behind as platforms; John Romero on usenet told me that Origin had cancelled release of one of his Commodore 64 conversions because the company didn't think it would sell well. Was there ever any real attempt to make Ultima VI on the Apple II? What kind of programming trickery did Imagitec use to get The False Prophet onto the Commodore 64, and why did it have no enhancements for the C128 like Ultima V?

Yikes, you are testing my memory... Back in those days we had to convert a game to as many as 7 platforms: Apple II, Mac, IBM, Amiga, C64, ST, Atari 8-bit... so no one version could take too much time, else we lost money on the fractured market.

In the late 80's and early 90's, FCI was publishing Nintendo console ports of several of the Ultima games. Were those games made in-house by Origin, or by FCI in Japan? What input did you and Origin have in their marketing in Japan? It looks like Ultima did pretty well over there, to put it mildly.

FCI did the work. And yes, Ultima sold more in Japan than in the USA many times!

The Runes of Virtue games tend to receive little attention from Nintendo fans or from most Ultima resources. I've tried them myself and thought they were pretty entertaining. Could you tell us anything about those? Were they entirely David Shapiro's pet project?

I loved the Runes of Virtue game. Instead of porting, we just wrote a new Gameboy game. A far better idea than many of the ports we did. It was not just Dave's pet... trying to remember the main programmers name who was really responsible for lots of the work... :)

Ultima Runes of Virtue II (GB)

Gary Scott Smith?

Yes! Gary deserves great credit for RoV.

Had something of an intention to make people more aware of those with this piece of writing, let's see if we can get him the credit he deserves. The Guardian trilogy of games is distinctly thematically darker than the Age of Enlightenment. What changed in how you wanted to tell stories between Ultima VI and VII?

Well, IV to VI explored the goodie goodie side well enough. It just felt like time to reintroduce a real malevolent force. Especially one that would last beyond a single game.

And you came up with old muppethead. Who was responsible for designing the Guardian? He's still unique as villains go in his preference for mind games over shootouts.

I can take credit for the idea of the face in the screen. The muppet like appearence... well that just happened. Loved the way he would go destroy towns you had already visited.

Speaking of villains! It's no secret that you weren't a fan of Trip Hawkins or his business strategies, you made that clear enough in your games. It's kind of perplexing that Origin was sold to his company Electronic Arts after all that. Why EA and not, say, Virgin or Activision?

Trip was long gone from EA when we sold. EA remains a great company in many ways.

Ultima VII The Black Gate (IBM PC)

He was off to work on the 3DO company at the time, I think?

Yep. Trip was far too "cutthroat" beyond the moral / legal line in my mind.

Some of his business strategies were questionable. It seems the sale did benefit Origin greatly in the short-term.

Agreed.

Allen Varney wrote an article for The Escapist magazine a few years back about the circumstances surrounding the sale of Origin to Electronic Arts and some of the factors involved in why it had to be done. He focuses quite a bit on the cost of manufacturing, particularly the cost of the many disks that were needed for games like The Black Gate and Wing Commander II. The CD-ROM caught on in popularity as a storage medium barely a year after the sale of Origin. Do you think that, if the CD had caught on just a bit earlier, Origin could have stayed independent?

No. The issue was access to distribution. The likes of "KMart" would only by from the top 3 distribution sources. Origin was #10. So to stay on shelves we had to either sell or partner. We debated a huge partnership with Broderbund and a few others to reach #3, but it did not come together.

Thanks for taking out the time for this interview, Mr. Garriott!


Links: Origin employees and Companions of the Avatar
Richard Garriott's official page.
News, Audio and Video of Richard Garriott's visit to the International Space Station in 2008
Charles 'Chuckles' Bueche's business page.
New World Arbalest, David 'Iolo FitzOwen' Watson's business page.
Denis Loubet's homepage, containing among other pieces much of his work for the Ultima games.
Raph 'Designer Dragon' Koster's homepage
Warren Spector's weblog at Junction Point Studios
John Miles' homepage, with listings for his projects.
Greg Dykes' Custom Creation, a company that creates exhibits for events and trade shows, founded during the marketing of Ultima Exodus' NES release.
Smith, the Horse! Most beloved Companion of all.

Links: Bibliography and further Ultima reading
Homesite of the Ultima Dragons Internet Chapter
The Ultima Series FAQ by Paul Ryan
Kenneth 'WTF Dragon' Kully's Ultimaaiera, current best repository for Ultima files and news
Ultima: The Reconstruction (Most files obsoleted by Ultimaaiera but still usable)
The Codex of Ultimate Wisdom Ultima wiki, maintained by Ultimaaiera
Ultima official web archive
Greg Kasavin & Tim Soete's The Ultima Legacy retrospective (via WaybackMachine)
Dino's Ultima Page, information and walkthroughs
Xe Dragon's High-Resolution Ultima Map Project
Notable Ultima information repository (no longer updated)
Holger 'Televar Dragon' Bachert's Ultima Collector's Guide
Holger 'Televar Dragon' Bachert's Mysterious Sosaria (no longer updated)
Howard Feldman's Museum of Computer Adventure Game History on the Ultima series
UltimaForever, Electronic Arts' official Ultima anniversary page
Good Old Games, seller of Ultima games.
Bootstrike.com's Ultima news and downloads
Ultima: The Other Codex
Martin 'Gargish Dragon' Brenner's Ultima page on the Gargoyle language
Doug the Eagle Dragon's Ultima humor page
World of Ultima, possibly the earliest Ultima fansite

Resources consulted in the research of this guide also include:
The Dot Eaters Computer Gaming History
Matt Barton's The History of Computer Role-Playing Games
Computer Gaming World Museum archive
DragonDex, Review Index for Dragon Magazine
Douglas G. Carlston, "Software People: An Insider's Look at the Personal Computer Software Industry", Simon & Schuster 1985
Steven Levy, "Hackers: Heroes of the Computer Revolution", O'Reilly Media 2010
McCubbin & Ladyman, "Prima's Official Guide to Ultima Collection", Prima Publishing 1998
McCubbin & Ladyman, "Prima's Official Guide to Ultima IX: Ascension", Prima Publishing 1999
Shay Addams, "The Official Book of Ultima, Second Edition", Compute Publications 1992

Credits and Acknowledgements

Screenshots, in this article were primarily made by the author, but box-shots, some screenshots (particularly of the Japanese platforms) and some other images are provided by or used here with permission of Mobygames, Howard Feldman, Ultimaaiera, Antoine Vignau, The Sierra Museum and Stygianabyss.com.

The author of this article consulted a large number of very kind and helpful people in the writing, without whom this could never have been completed, and would like to thank the following:

UltimaAiera, for general research help and giving permission to use their Codex of Ultimate Wisdom screenshots for this article

Mobygames, for screenshots contributed to this article as well as release information and game credits.

Stephane Racle, C.E. Forman, John Romero, Stephen Emond, Howard Feldman, Holger Bachert, Antoine Vignau and the rest of the SWCollect usenet group for valuable research help.

Stephen Emond, for allowing access to his book, information on Ultima VIII: The Lost Vale, and for answering my deluge of questions over email.

Antoine Vignau of Brutal Deluxe Software, who supplied the screenshots for Ultima I AppleIIGS used in this article

Holger Bachert and the Ultima Collector's Guide, an absolutely value resource on Ultima release information

Howard Feldman and the Museum of Computer Adventure Game History, for research help and allowing this article to use his images and screenshots.

Lee Stanton, all-purpose idea bouncer-offer and commiserator.

Ed Vreeland, for help and oversight on the section on Ultima VIII: Pagan

Guntank17 [Real name withheld by request] - for Japanese translation assistance and help translating the sole available page on the entire internet containing information on the Ultima Anime.

The maintainers of the Computer Gaming World museum, for preserving an important part of software history and contributing greatly to this article's research.

Kurt Kalata and Hardcore Gaming 101, for hosting this, and more importantly, paying me for it.

Danielle Fleming, my lovely, dashing and intelligent significant other who put up with me typing late into the night for months while this was being written.

Finally, Richard Garriott and the entire crew at Origin Systems from 1983 to 2004. They created worlds.

Pride is not a virtue, Avatar.

Hay, thou hath met thy nemesis, thy doom, and his name is Smith!


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<<< Prior Page    

    Back to the Index

Page 1:
Introduction
Richard Garriott & Lord British/Virtues/Companions
Page 2:
0: Akalabeth
I: The First Age of Darkness
Page 3:
II: Revenge of the Enchantress
Page 4:
III: Exodus
Page 5:
IV: Quest of the Avatar
Page 6:
V: Warriors of Destiny
Page 7:
VI: The False Prophet
Page 8:
VII: The Serpent Isle / Black Gate
Page 9:
VIII: Pagan
Page 10:
IX: Ascension
Page 11:
The Savage Empire
Martian Dreams
Page 12:
Ultima Underworld
Ultima Underworld II
Page 13:
Escape from Mt. Drash
Runes of Virtue
Lord of Ultima
Page 14:
Ultima Online
Cancelled Games
Legacy Pt. I
Page 15:
Legacy Part II
Richard Garriott Interview
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