Talk:C64-port of Ultima VI

http://groups.google.com/group/swcollect/browse_thread/thread/821a14527d80384d/ac75eb69de41c1f3

The first paragraph of this page may not be true. John Romero claims on the SWCollect Usenet group that Richard Garriott, in fact, had no intention of starting Ultima VI on Apple II, being enamored with the 16-color EGA graphics available on DOS while the Warriors of Destiny ports were being written and made the decision to drop the Apple II as a main dev platform then. There is no source cited for this first paragraph, and so I didn't want to change it until the source for this could be compared and verified.


 * That post from John Romero is more than sufficient to use as a source for a rewrite; you can't get much more credible than an Origin employee from that period. There's also the simple logic that with Ultima V released in 1988 and Ultima VI released in 1990, there is absolutely no way Origin could have wasted a year developing U6 for the Apple II and then turned around and cranked out a game of that complexity in only one more year. The author of the article should have checked their facts. --Terilem 14:09, 16 August 2011 (PDT)


 * This, however, is interesting:


 * http://vorlon.case.edu/~zwb2/Ultima/1988-04-14.txt


 * That conference took place on April 13, 1988 -- a few weeks after the Apple II version of U5 was released. Further down, Richard Garriott talks about how U6 would be initially released on the Apple II, which appears to contradict what John Romero is saying about the decision to go IBM-PC having already been made in 1987. I still find it highly improbable that any Apple II development would have continued for any significant length of time, though; certainly not a year. --Terilem 15:05, 16 August 2011 (PDT)

Weird Bug
Has anyone noticed the weird bug that you can't speak to Xiao about the spells and reagents? Instead of the normal converation it will come with the one that originally spoken by Isabella from Minoc. Weird is not?