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==