Ultima VI: The False Prophet | |
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Developer(s) | Origin Systems |
Publisher(s) | Origin Systems |
Designer(s) | Richard Garriott and Warren Spector |
Composer(s) | Ken W. Arnold |
Engine | Ultima VI Engine |
Platform(s) | DOS, Amiga, Atari ST, Commodore 64, FM Towns, SNES, PC-9801, X68000 |
Release date(s) | 1990 1993 (SNES) |
Genre(s) | Role-playing video game |
Mode(s) | Single Player |
Rating(s) | Unrated |
Media/distribution | 5.25" or 3.5" floppy disks CD-ROM (DOS/Towns) cartridge (SNES) |
Ultima VI: The False Prophet, released by Origin Systems in 1990, is the sixth part in the role-playing video game series of Ultima. It was the last in the "Age of Enlightenment" trilogy.
The game came with a cloth map of Britannia and a Moonstone made from a black colored bit of glass.
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Some years after Lord British has returned to power, the Avatar is captured and tied on a sacrificial altar, about to be sacrificed by red demon-like creatures, the gargoyles. Three of the Avatar's companions, Shamino, Dupre and Iolo, suddenly appear, save the Avatar and collect the sacred text the gargoyle priest was holding.
The Avatar's party flees through a moongate to Castle Britannia, and three of the gargoyles follow. The game begins with the player fighting the gargoyles in Lord British's throne room. After the battle, the Avatar learns that the shrines of Virtue were captured by the gargoyles and he embarks on a quest to rescue Britannia from the invaders.
It is only later in the game that the Avatar learns that the whole situation looks rather different from the point of view of the gargoyles – indeed, they even have their own system of virtues.[1] The quest for victory over the gargoyles now turns into a quest for peace with them.
This game ended the use of multiple scales; in earlier games a town, castle, or dungeon would be represented as a single symbol on the world map, which then expanded into a full sub-map when entering the structure. In Ultima VI, the whole game uses a single scale, with towns and other places seamlessly integrated into the main map; dungeons are now also viewed from the same perspective as the rest of the game, rather than the first-person perspective used by Ultima I-V. The game kept the basic tile system and screen layout of the three preceding parts, but altered the look into a much more colourful and detailed oblique view, to take full advantage of the newly-released VGA graphics cards for PCs. Non-player characters had their portraits shown when talked to, something that would not have been feasible on the classic 8-bit Apple II.
The development of the Ultima series originated on the Apple II series and every game thus far had been developed primarily on that platform. However, by 1990, the 8-bit computer market was declining rapidly and the plans for the game had finally outgrown the hardware's capabilities (excluding the 16-bit Apple IIGS, however its market size was too small to justify a port). Ultima VI became the first Ultima game to not be available on Apple II.
It was one of the first major PC games directly targeted to PC systems equipped with VGA graphics and a mouse, when the big gaming computer was still the Commodore Amiga. The game supported sound cards for music as well, which were not yet common when it was released. Other sound effects, such as the clashing of swords, magical zaps, or explosions, were still played through the PC speaker. The Amiga version was itself ported from the PC and due to a lack of reprogramming it was very slow and was generally considered unplayable without accelerator card on a first- or second-generation Amiga. The only 8-bit computer system to which the game was ported was the Commodore 64 due the fact that it still had a very sizable market share. The C64 version lacks many features of the PC version, not just in aesthetics (no portraits), but also in gameplay (no horses, no working gems, reduced NPC dialogs, simplified quests etc.); it is generally considered much worse than the earlier C64 Ultimas.
Slightly improved versions of the Ultima VI engine were also used for the Worlds of Ultima spin-off series.
A port of the game for FM Towns platform was made primarily for Japanese market.[2] This CD-ROM-based version included full speech in both English and Japanese. Remarkably, in this particular version voice acting was recorded at Origin, mostly by the people the characters were based on (with Richard Garriott as Lord British, Greg Dykes as Dupre, etc.), though not all personnel could be reached at the time of recording, so some substitutes were used.
The DOS version of Ultima VI may have sound and speed problems when running on modern computers and operating systems. However, it can run reliably in a DOSBox environment.
An engine remake project called Nuvie,[3] similar to the goals of xu4, Exult[4] and Pentagram, is in the works. Not much of the game functionality is implemented yet.
At one time, the for-pay online gaming service Gametap had added Ultima VI to its library of games; it ran more or less correctly on the platform. Due to licensing issues, however, it was removed on December 11, 2007.[5]
The game was reviewed in 1990 in Dragon #162 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 5 out of 5 stars.[6]
Ultima: The False Prophet for the Super Nintendo was reviewed in 1994 in Dragon #208 by Sandy Petersen in the "Eye of the Monitor" column. Petersen gave the game 3 out of 5 stars.[7]
A recreation of Ultima VI using the Dungeon Siege engine, The U6 Project (aka Archon), was released on the 5th July 2010. Another remake project uses the Exult engine, using graphics from Ultima VII. Ultima 6 Online is an MMO version of Ultima VI.[8]
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