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Ultima I: The First Age of Darkness

From Alfawiki
Ultima I
Company typeVideo game
IndustryVideo games
FoundedJune 1981; 45 years ago (1981-06)
FounderRichard Garriott
Headquarters
United States
ProductsUltima role-playing video game franchise

Ultima', also referred to as Ultima I: The First Age of Darkness or simply Ultima I, represents the inaugural installment in the Ultima role-playing video game franchise developed by Richard Garriott. Initially launched for the Apple II, it was distributed in the United States by California Pacific Computer Company, with its copyright registered on September 2, 1980, and an official release date in June 1981. Over time, the title has been entirely reprogrammed and adapted for a variety of platforms, with the 1986 assembly language remake standing out as the most widely recognized iteration.

The storyline revolves around a mission to locate and annihilate the Gem of Immortality, which the malevolent sorcerer Mondain exploits to dominate the realms of Sosaria. Possessing this gem grants Mondain eternal life, enabling his minions to wreak havoc across the land. Players take on the role of "The Stranger," a hero summoned from another dimension to terminate Mondain’s tyranny. Gameplay encompasses dungeon exploration alongside elements of space combat.

As one of the earliest definitive commercial computer role-playing games, Ultima I played a pivotal role in shaping the genre’s development. Additionally, it is acknowledged as one of the first open-world computer games.

Gameplay

The universe of Ultima is depicted through varied visual perspectives: the overworld employs a top-down, third-person viewpoint, whereas dungeons are rendered in a first-person, one-point perspective. Player navigation is managed via keyboard arrow keys, complemented by shortcut commands such as A for attack and B for boarding.[1]

Character creation mirrors streamlined tabletop RPG mechanics. Players distribute points among attributes influencing gameplay—Strength affects damage dealt, while Charisma offers discounts from merchants.[1] Four races are selectable: Human, Elf, Dwarf, and Bobbit (a hobbit-like race), each providing unique bonuses to certain stats.[1]Cite error: The opening <ref> tag is malformed or has a bad name Subsequently, players choose from four classes—fighter, cleric, wizard, or thief—which further modify character attributes.[1] Gender selection does not influence gameplay mechanics.[1]

Core gameplay variables include hit points, food, experience points, and coin (originally gold).[1] Hit points represent health status and can be replenished by surviving dungeon encounters or paying tribute to Sosaria’s eight lords. Food supply diminishes with movement and must be maintained to prevent starvation. Experience points accumulate through defeating monsters and enable level progression; achieving level eight is necessary to acquire an essential late-game item. Coins are used for purchasing weapons, spells, and provisions and are earned by combat victories or rescuing princesses.[2]

Magic spells function as consumable items purchased from shops. Combat is turn-based against foes that appear randomly: enemies outdoors manifest immediately at the player's position, while dungeon adversaries can move strategically and pursue the player. Enhancing weapons and armor increases combat efficiency.[2]

A distinctive aspect of Ultima I is its first-person space shooter segment—a feature not carried forward in later series entries. Drawing inspiration from Doug Neubauer's Star Raiders, this real-time space battle requires players to eliminate enemy ships to progress within the narrative.Cite error: The opening <ref> tag is malformed or has a bad name Richard Garriott incorporated this segment both to optimize disk space usage and to diversify gameplay.Cite error: The opening <ref> tag is malformed or has a bad name

Plot

Setting

The narrative unfolds within Sosaria, a fictional realm split into four continents, each governed by two lords. Each continent contains two castles where players receive quests, which involve either visiting specific locations for attribute enhancements or defeating monsters within dungeons to obtain key items essential for advancing toward the endgame. Towns provide access to goods and services, while dungeons, forests, mountains, lakes, and oceans form much of the environment. In its original form, towns and dungeons were largely uniform; however, the 1986 remake introduced greater diversity. Sosaria is inhabited by various monsters and features ruins and secret sites that reward exploration with weapons, stat improvements, or quest solutions.

Characters

The central villain is Mondain, an evil wizard whose terror dominates Sosaria. The player assumes control over a protagonist chosen by themselves. Notable recurring figures include Lord British (originating from Garriott’s earlier game Akalabeth), Iolo, and Shamino—characters who become significant throughout subsequent Ultima titles.

Story

The plot centers on Mondain’s prolonged rule over Sosaria, sustained by an evil gem granting him immortality for more than a thousand years. His dominion has unleashed monsters upon the land and incited noble conflicts. Lord British seeks a champion capable of ending Mondain’s tyranny and summons the player for this purpose.

To defeat Mondain, players must locate and activate a time machine that allows travel back to a point before the gem existed. Four lords each hold a gem required to power this machine; securing these gems involves completing dungeon quests that require slaying specific creatures. The location of the time machine becomes known after achieving ace status in space combat—destroying 20 enemy ships—and rescuing a princess. Traveling back in time enables confronting Mondain directly to kill him and destroy the Gem of Immortality. Upon success, players are transported 1,000 years into the future where Lord British rewards them with sovereignty over Sosaria.

Development and release

Following unexpected success with his previous title Akalabeth, Richard Garriott commenced development on Ultima. Significant code segments from Akalabeth were repurposed as subroutines for first-person dungeon sections in Ultima. The new game expanded upon its predecessor by incorporating towns, quests, an overarching storyline, a user interface, and elements influenced by Star Wars, including spaceships and lightsabers.

Development occurred during Garriott's freshman year at the University of Texas, with support from Ken W. Arnold, concluding in under twelve months. Written in Applesoft BASIC on an Apple II, Arnold contributed assembly code for tile-based graphics—the first use of such technology within this genre.

Unlike Akalabeth, which was created as a hobbyist project, Ultima was developed professionally from inception. Originally intended to be named Ultimatum, trademark concerns led to shortening it. Published solely for Apple II by California Pacific Computer Company in 1981, it sold 20,000 units by mid-1982 and reached 50,000 copies later on, generating $300,000 in revenue by 1990.

Sierra Online later reissued Ultima for Atari 8-bit computers. In 1986, Origin Systems undertook a full rewrite in assembly language that enhanced performance and visuals. This edition—titled Ultima I: The First Age of Darkness—debuted on Apple II before being ported to Commodore 64 and MS-DOS, featuring improved graphics along with gameplay additions such as new maps, roaming monsters, and differentiated currencies.

Further releases included a 1989 version for Japan-exclusive MSX2, a 1994 port for Apple IIGS developed by Vitesse, and inclusion within Electronic Arts’ 1997 Ultima Collection. In 2022, modder Jeremy Abrahamson refreshed the game's graphics using tiles from Ultima IV: Quest of the Avatar, creating visual consistency aligned with that series’ most acclaimed entry.

Reception

In 1981, Softline lauded Ultima as the premier Apple II role-playing game available at that time, praising its "impressive" graphics and value proposition at $39.95 retail price. Deirdre L. Maloy of Computer Gaming World described it as "one of the best computer fantasy roleplaying games to date."

By 1991 and again in 1993, Computer Gaming World characterized it as "truly epic in scope," emphasizing its pioneering outdoor environments and non-player character dialogues. Despite noting an "unbalanced combat system," they concluded that Ultima I remains "a classic not to be missed."

External links

  1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Cite error: Invalid <ref> tag; no text was provided for refs named player reference card
  2. ↑ 2.0 2.1 Cite error: Invalid <ref> tag; no text was provided for refs named Ultima I