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Ultima I: The First Age of Darkness

Ultima, later known as Ultima I: The First Age of Darkness or simply Ultima I, is the first game in the Ultima series of role-playing video games created by Richard Garriott, originally released for the Apple II. It was first published in the United States by California Pacific Computer Company, which registered a copyright for the game on September 2, 1980 and officially released it in June 1981. Since its release, the game has been completely re-coded and ported to many different platforms. The 1986 re-code of Ultima is the most commonly known and available version of the game.

Gameplay
The world of Ultima is presented in a variety of different ways. The overworld is projected in a topdown, third-person view, while dungeons are displayed in first-person, one-point perspective. In both scenarios the player character is controlled with the keyboard directional arrows; shortcut keys are used for other commands, such as A for attack and B for board. Character creation at the start of Ultima is not unlike a simplified version of traditional tabletop role-playing games. The player is presented with a number of points to distribute between various statistics that will affect their competence in certain aspects of gameplay. Depending on the race picked, points will be added to various statistics (e.g. Elves receive points to their Agility statistic, while Dwarves receive Strength points). The player participates in a real-time space combat environment, confronted with enemy spaceships that they must shoot down in order to progress further along the story. ==Plot==
Plot
Setting Ultima is set in the fictional world of Sosaria, a land broken into four different continents. The land is ruled by a total of eight different lords, two for each of the world's four land masses. The four continents contain two castles each, where quests can be obtained by the player. There are two types of quests given out in the castles—one entails visiting a certain location on the main map, the other killing a specific type of monster in the dungeons. Fulfilling the former type of quest gives stat boosts; the latter gains the player an important item needed to reach the endgame. Since then, Mondain has released monsters and beasts upon the land that ravage the villages and towns of Sosaria and cause most of the nobles to bicker amongst themselves. The majority of the game is spent searching for a time machine, and a way to activate it. Four of the lords in the game, one from each realm, hold a gem that will allow the time machine to work once all four gems have been found. In exchange for the gem, the lord will ask the player to complete a quest that involves traveling into a dungeon and killing a specific creature. Once this has been achieved, the lord will hand over his gem. Once this task has been completed, rescuing a princess will reveal the location of the time machine, which always appears to the north of the castle in which the princess was held prisoner. The main character will then travel back in time and face Mondain before he has completed the gem of immortality. Destroying the gem is a requirement for beating the game as well as killing the wizard himself. Once Mondain is dead, the player is transported one thousand years into the future and rewarded by Lord British. ==Development and release==
Development and release
Richard Garriott started development on Ultima after the unexpected success of his previous game, Akalabeth. Large sections of Akalabeth were used as subroutines within Ultima in order to create the first-person dungeon sections of the game. Towns, quests, a plot and a user interface were all added to the original Akalabeth code before Ultima was completed. Development of Ultima was done during Garriott's freshman year at the University of Texas with the help of a friend, Ken W. Arnold; they finished it in less than a year. Ultima was coded in Applesoft BASIC on an Apple II computer, Unlike Akalabeth, the commercial sale of which was an afterthought to a hobbyist endeavor, Ultima was approached with a much more professional attitude right from the start of the project. The game was first planned to be called Ultimatum, but it was discovered that the name was already in use by a board game company, and so it was shortened to Ultima. The California Pacific Computer Company published Ultima in 1981 for the Apple II only. By June 1982 it sold 20,000 copies, By 1990, the game earned $300,000. Sierra Online re-released Ultima for the Atari 8-bit computers. as Ultima I: The First Age of Darkness. Ports for the Commodore 64 and MS-DOS EGA were also released. Later releases include the 1989 version for the MSX2, published only in Japan by Pony Canyon, ==Reception==
Reception
Softline stated in 1981 that "Ultima seems to be the best" available Apple II role-playing game. The magazine called the graphics "impressive" and concluded that it "retails for $39.95 and is well worth the price". Deirdre L. Maloy reviewed the game for Computer Gaming World, and stated that "Ultima is one of the best computer fantasy roleplaying games to date." Computer Gaming World in 1991 and 1993 called the game "truly epic in scope", stating that it was among the first to have outdoor settings and NPC conversations. While noting the "unbalanced combat system", the magazine concluded that Ultima I was "a classic not to be missed". ==References==
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