Ultima III: Exodus

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Game Box Art
Title Screen (PC-EGA)
Castle of Fire (PC-EGA)
Dungeon (PC-EGA)
The Wilderness (Amiga)
The Wilderness (NES)

Ultima III: Exodus, is the third game in the series and the last installment of the "Age of Darkness" trilogy. It was published and released in 1983 by Origin Systems for the Apple II, C64, Atari 8bit and IBM-PC. Later ports for the Macintosh, Atari ST and Amiga with enhanced graphics followed.

Contents

[edit] Gameplay

Compared to Ultima II, the complexity and seriousness of the game is clearly much more developed. The story of the game is much more straight-forward, and to solve the game, the player has to use some intelligence too, since for the first time puzzles play a big role.

The world of Sosaria has become more complex, with the player now guiding a party of four. This is the first Ultima game to take "line of sight" into account; that is to say, you can only see on the screen what your party would be able to see. Map squares outside the party's line of sight, such as beyond mountains or through thick forests, are blacked out and revealed only as they move.

This is the first time the player can't simply kill the big villain. Exodus' nature makes this impossible. Without solving various puzzles, the player can't win the game. This is a turning point in the Ultima games–a big step from the hack-n-slash of the earlier installments.

For details about character attributes in this game, see Character Attributes in Ultima III.

[edit] The Story


Spoiler warning: Plot and/or ending details follow.



After the end of Mondain and Minax, the people of Sosaria think that the worst is over... but the worst is yet to come. Exodus, their offspring and creation -- neither completely demon nor machine -- wants vengeance for the destruction of its creators. Beginning a campaign of terror, he raises an island from the sea and then threatens to rip Sosaria apart with his powers and armies of evil.

The player returns as the Stranger for a third time to save the world from this new evil. This time however, the hero has three companions to survive against the Exodus' hordes. Together, they travel through the land, recovering information, before finding the Four Cards on the lost island of Ambrosia. With the help of the Time Lord, the group is able to learn what to do in order to defeat Exodus. After recovering the Exotic Weapons and Exotic Armour, they are ready to confront him. On the Isle of Fire, they first bypass the Great Earth Serpent and then fight their way through the minions of Exodus, until finally arriving at the core -- the part of Exodus that is a computer. Inserting the cards, the machine explodes and Exodus is no more...


Spoilers end here.



[edit] Development

The graphics, especially in the dungeons, are now more detailed than previous Ultima games. For the first time, there is now background music as well.

[edit] Differences between platforms

Game Box Art

The various ports of Ultima III are quite different. While the ports for the Apple II and C64 both look the same and have the full music, the PC-port only has CGA-graphics and no music at all. The later released ports for the Amiga and Atari ST have better graphics, full music and even a user-friendly mouse interface. A special Macintosh port was developed later, with much improved graphics. Also see Computer Ports of Ultima III.

The Nintendo Port differed greatly from all PC variants of the game, and has a visual style more reminiscent of classical Japanese RPGs, in addition to a completely different soundtrack. Gameplay also functioned differently to account for the use of a console controller - and incorporated stream-lined status displays and comprehensive menu systems to allow players to input commands.

[edit] Music

This was the first Ultima to include a musical score; it was written by Ken Arnold, whose work also appeared in later Ultimas. The C-64 and Apple II versions offered a complete soundtrack for systems with appropriate hardware; the DOS version didn't offer music, but fans created a patch that added the songs from the other versions.

[edit] Translations

French publisher Ediciel had Pierre Rosenthal create the first French translation of any Ultima, and released the finished game for the Apple II in 1985. It came in a small, book-like plastic box containing Ultima III on cassette, documentation in French, and a small paper map whose colors were strangely shifted so that the formerly-green land now was red.

[edit] Release

An Ultima III ad
Early Origin advertisement

Exodus was a hit game in 1983 and sold very well, thus giving Origin a very good start and the needed money to create the next installment of the series. Ultima III was even voted the 3rd most popular Apple II game of all time by Softline in 1984.[1] Many game creators of that time took Ultima III as a reference when creating their own RPGs.

[edit] Included with the game

The release of Ultima III included these things with the game:

There also were more obscure items associated with the game.

[edit] Upgrades

[edit] MS-DOS Upgrade Patch

A fan-made Ultima III Upgrade Patch exists which converts the CGA-graphics to 256-color VGA graphics, inserts the music from other ports, builds in a frame limiter, fixes a number of bugs and inserts new commands into the game.

[edit] C64 Upgrade

Ultima III Gold is a patched version of Ultima III for the Commodore 64 which fixes numerous bugs and introduces a number of speed optimizations and user interface enhancements.

[edit] Macintosh Shareware Port

While there was an official Macintosh port of Ultima III made by Origin in 1986, a 3rd-party firm named Lairware created a vastly modernized shareware port in the early '90s. They've continued updating it, recently adding OS X compatibility.

[edit] Gameboy Color Port

There is also a Gameboy Color port created by Sven Carlberg in 2001.

[edit] More game related information

[edit] Trivia

  • This game was the very first product of Origin.
  • The cloth map of Sosaria was actually drawn by Richard Garriott's mother.
  • Origin became a target for several groups suspecting satanic contents in computer games, because of the demon Exodus on the cover of the game box.
  • For the first time, a party is used in an Ultima game.
  • The Moongates make their first proper appearance in the Ultima series.
  • The NES port of the game can be completed without gathering the cards and by a party of characters less than 8 levels. This is achieved by using the moongate that strands the party on the island of Exodus blocked by water on one end and mountains on the other. The player must then pass their turn over to get teleported again and again by the moongate until a pirate ship is spawned within the few water tiles on the interior area of the island. The ship can be taken over, and from then by using the ship the castle can be reached. When the final chamber is conquered, the end credits will be displayed.
  • In Ultima V: Lazarus, a tombstone near the Bloody Plains has a humorous reference to Ultima III's plot:
A knight, who had studied the lore, collected the cards, total four. He yelled at the snake to pass Exodus' lake but then he was killed by the floor.
  • When first coming up the name for Ultima III, Origin at first didn't know what the word Exodus meant. It was just a cool sounding name for the main villain.
  • A one-episode anime was produced in Japan for the NES-port, but never published.

[edit] External Links

[edit] References

  1. Softline, Volume 3.4. March - April 1984. Page 49.

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