Ultima III: Exodus
| Company type | Private |
|---|---|
| Industry | Video games |
| Founded | 1983 |
| Founder | Richard Garriott |
| Headquarters | United States |
| Products | Ultima III: Exodus |
Ultima III: Exodus—initially titled Exodus: Ultima III—represents the third entry in the Ultima role-playing game lineup and concludes the "Age of Darkness" trilogy. Launched in 1983 by Origin Systems, it marked the franchise’s first release under this publisher. Originally crafted for the Apple II, the game was subsequently adapted for thirteen additional platforms, including a remake for the NES.
The narrative focuses on Exodus, the progeny of Mondain and Minax, who poses a dire threat to Sosaria. Players form a team to confront Exodus and bring peace back to the realm. Ultima III advanced the series by enhancing graphics and animations, introducing a musical soundtrack, and broadening gameplay through larger party sizes and richer world interaction.
Its successor, Ultima IV: Quest of the Avatar, was released in 1985.
Gameplay
Ultima III was groundbreaking in featuring animated avatars within computer RPGs and transitioning from controlling a single character to managing a group of four adventurers. While exploring, the party is represented by a single icon; however, during turn-based combat, each member acts independently, adding strategic complexity beyond previous series installments.
Players choose from eleven distinct classes—Fighter, Paladin, Cleric, Wizard, Ranger, Thief, Barbarian, Lark, Illusionist, Druid, and Alchemist—and five races: Human, Elf, Dwarf, Bobbit, or Fuzzy. Each race imposes specific limitations on maximum attribute growth that influence both combat effectiveness and magical prowess. Character progression is individual up to level 25 with a maximum hit point threshold of 2550; leveling up requires interaction with Lord British.
Engagement with non-player characters includes options such as bribery, theft, or combat—all of which can provoke guards who serve as formidable foes. Importantly, Lord British remains invulnerable during battles.
Departing from earlier wire-frame first-person dungeon designs in the series, Ultima III presents fully rendered 3D dungeons woven into the storyline. Each dungeon comprises eight progressively challenging floors; monster difficulty scales according to dungeon depth rather than player level. These dungeons feature valuable but often trapped chests, fountains that can either heal or harm, and gems that reveal portions of maps when examined. Adequate lighting through torches or spells is necessary to navigate these environments.
Travel options include walking on foot, riding horses—which increase movement speed and reduce food consumption—and sailing boats acquired after defeating pirate vessels. Boats are vital for reaching locations such as Ambrosia Island and ultimately confronting Exodus.
The overworld map hides treasures and secret routes behind terrain features to encourage thorough exploration. The graphics were developed without being limited by Apple II hardware constraints.
To defeat Exodus, players must collect four unique marks along with four prayer cards and use them at his altar in a precise sequence.
Plot
Following Ultima II: The Revenge of the Enchantress, which took place on Earth, Exodus returns players to Sosaria, the setting from Ultima I. The antagonist Exodus—born from Minax and Mondain—is neither fully human nor machine. Although a demonic figure appears on the cover art, Exodus resembles an artificial intelligence or computer entity; overcoming him requires obtaining four magical punchcards and inserting them into his mainframe in a specific order.
At the outset, Exodus menaces Sosaria from his fortress on the Isle of Fire. Summoned by Lord British, players embark on a quest across Ambrosia and Sosaria’s dungeons to acquire mystical branding marks and seek out the enigmatic Time Lord, culminating in a final showdown with Exodus.
The game concludes immediately upon defeating Exodus; unlike conventional RPG antagonists, he cannot be vanquished through sheer force but only by solving puzzles and deciphering clues. Players who reported their victory to Origin Systems were rewarded with a certificate personally signed by Richard Garriott.
Locations such as Ambrosia and the Isle of Fire later reappear in titles like Ultima VII and Ultima Online.
Development
Ultima III marked the inaugural release in the series under Richard Garriott's company, Origin Systems. This title was adapted for a wide range of platforms:
| System | Release date | Publisher | Notes |
|---|---|---|---|
| Apple II | 1983 | Origin Systems | Initial release; full soundtrack available with optional Mockingboard hardware. |
| Atari 8-bit | 1983 | Origin Systems | Complete music score; programming closely resembles Apple II version due to shared 6502 CPU. |
| Commodore 64 | 1983 | Origin Systems | Full soundtrack; codebase similar to Apple II; dungeon visuals rendered in monochrome. |
| IBM PC | 1983 | Origin Systems | Lacks music; optimized for 4.77 MHz CPUs; requires artificial slowdown on faster machines. |
| Amiga | 1986 | Origin Systems | Improved colorful graphics; mouse input supported; complete soundtrack included. |
| Atari ST | 1986 | Origin Systems | Enhanced color visuals; mouse functionality added; full soundtrack present. |
| Macintosh | 1986 | Origin Systems | Monochrome display; limited sound effects on early models; mouse support integrated. |
| PC-8801 | 1986 | Starcraft* | Released with translated maps and a jigsaw puzzle map replacing the original cloth map. |
| PC-9801 | 1986 | Starcraft* | Packaged similarly to PC-8801 version, featuring a puzzle map. |
| FM-7 | 1986 | Starcraft* | Same packaging style as PC-8801, including puzzle map. |
| NES/Famicom | 1987 | Fujisankei Communications International/Pony Canyon | Graphics altered; new soundtrack composed; expanded dialogue and updated menu system; smaller instruction manual; added finale sequence. |
| MSX2 - Cartridge | 1988 | Pony Canyon | Presented in VHS-style packaging with cartridge and a 40-page manual. |
| MSX2 - 3.5" Disk | 1989 | Pony Canyon | Includes manuals and an alternate map within VHS-like packaging. |
| Macintosh | 1993 | LairWare | 'Ultima III' remade in full color for Mac OS X and Classic environments; distributed via direct download. |
- *Starcraft, unrelated to StarCraft, ceased operations in 1996.
Reception and legacy
By August 1986, Ultima III had surpassed 100,000 units sold, increasing to over 120,000 by 1990. In March 1985, Video magazine positioned it seventh among best-selling video games, while II Computing ranked it fifth among top Apple II titles based on sales and market penetration.
The game Exodus is recognized as a foundational influence on the role-playing genre, inspiring subsequent franchises such as Dragon Quest and Final Fantasy. Its design drew inspiration from Wizardry, which Richard Garriott acknowledged as the model for its party-based combat system. In 1994, Computer Gaming World observed that for many cartridge gamers, Exodus had become synonymous with the Ultima series.
Softline commended Ultima III for its cohesive narrative and strategic combat mechanics, describing it as a groundbreaking title that elevated fantasy gaming standards. In 1983, Computer Gaming World's Scorpia deemed it "undoubtedly the series' finest," although she found the conclusion somewhat underwhelming. A 1985 review of the Macintosh port praised its visual quality but criticized audio and interface shortcomings, ultimately affirming its value. By 1993, Scorpia considered it the strongest entry in the initial trilogy, highlighting its less confrontational resolution approach. The magazine also underscored that Exodus introduced a unified storyline surpassing typical dungeon crawls.
In 1984, Compute! credited Ultima III with heralding a new era for fantasy RPGs through exceptional graphics, sound, and gameplay, calling it a contemporary classic. INFO magazine labeled it Lord British's finest creation to date, promising extensive hours of immersive playtime, though it rated the Amiga port slightly lower due to graphical and interface limitations. The Chicago Tribune described it as "one of the finest" computer games delivering epic adventures spanning months. The 1987 Famicom adaptation earned a score of 32 out of 40 from Famitsu.
According to reader polls conducted by Softline, Ultima III was ranked third most popular on Apple platforms and eighth on Atari systems in 1983. It secured Adventure Game of the Year in Computer Gaming World's 1985 reader survey, with editors continuing to regard it as the best in its category more than a year post-release. By 1988, it was inducted into the magazine's Hall of Fame with an average rating of 7.55/10. In 1996, it was listed as the 144th greatest game ever made, noted particularly for featuring one of gaming's most memorable antagonists.
The game's box art depicting a demonic figure incited backlash from religious fundamentalists who accused it of endorsing Satanic worship. This controversy influenced Richard Garriott’s direction for Ultima IV, which emphasized themes of virtue and morality that became defining characteristics of the franchise.
Reviews
- Casus Belli (Issue 18 - Dec 1983)
- Casus Belli #26 (June 1985)
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