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Ultima, Part 1

When we left Richard Garriott, California Pacific had just released his first game, Akalabeth, a substantial windfall for the 19-year-old university student. In between classes and SCA events, he spent his sophomore year at the University of Texas writing a new, much more ambitious game, which CP published just as the spring semester of 1981 was wrapping up. I think we can best proceed by just diving right into the game that retroactively came to be known as Ultima I.

Like Zork, making Ultima available here presented a bit of an ethical dilemma for me. You can actually now buy the first three Ultima games again via GOG.com, a service I can hardly applaud enough for keeping deep catalog works like these in print in a form easily runnable on modern PCs. However, the version they sell is the Origin Systems remake from 1986. It’s much more polished and playable than the original that Garriott wrote in BASIC on his Apple II Plus, but it’s of course also something of an anachronism for a digital antiquarian like me. So, I’m going to go ahead and offer here the original California Pacific Ultima as Apple II disk images along with the original accompanying documentation, at least until someone tells me not to. If you’re following closely along with my journey into the game, or want to do some digital archaeology of your own, have at it. If, on the other hand, you’re a bit less hardcore but your interest is piqued enough to want to give Ultima a shot, by all means go for the much more playable and accessible version you’ll find on Good Old Games — no emulator required.

By the standards of later Ultimas, the packaging of Ultima I is spartan: the two disks, a very to-the-point 10-page manual, and a player reference card that, oddly, includes important information not included in the manual (and vice versa). No lengthy books of lore, no cloth maps, no ankh medallions. Yet by the standards of its time, in which games were just transitioning from Ziploc baggies to more professional packaging (a symptom of the slowly encroaching professionalization of the industry as a whole), it’s a fairly generous production. More ephemerally, this first Ultima experience feels like the CRPG experience that so many fans would come to know over the next decade, the era Matt Barton calls the “Golden Age” of the CRPG: a big experience promising many hours of adventure from its garishly illustrated outside to the multiple disks found inside. (In fact, Ultima is the earliest game I know of to spill across more than a single disk side.) And that impression stems from more than just the details of its presentation. If Zork in some sense perfected the text adventure by hitting upon a robust approach to interactive fiction that still persists to this day, Ultima, one could argue, did much of the same for the CRPG. Like Zork, Ultima is perhaps the first example of its form that one might actually want to play today just to, you know, play. So let’s boot our Apple II and have at it, shall we?

Until very shortly before its release, Ultima was not called Ultima, but rather Ultimatum. We can see evidence of this by listing the directories of the disks themselves; the file holding the title screen you see above is still titled “PIC.ULTIMATUM.” Why choose that name? Like so much in Garriott’s early games, simply because it sounded cool; certainly this title has no more bearing on the game’s plot, such as it is, than does the name Ultima. The change was made when Garriott and California Pacific discovered that there was already a tabletop war game in print under the name Ultimatum. Wishing to avoid confusion and legal complications, it was Al Remmers of CP who suggested that they shorten the name to simply Ultima because, once again, it sounded cool. (Later apologists’ attempts to construe the name as a reference to the semi-mythical classical land of ultima Thule are about as convincing as their attempts to construct a coherent narrative arc out of the random smorgasbord of plot and setting of the first three Ultima games.) Remmers, you may remember, also suggested that Garriott take his occasional nickname Lord British as his nom de plume, drumming up a promotional campaign for Akalabeth depicting Lord British as a reclusive and enigmatic genius. It’s ironic that Remmers, a guy that Garriott didn’t know that well and with whom he would soon have an ugly falling out, essentially created the two brand names for which Garriott will forever be remembered, while he himself faded quickly into obscurity. It’s also emblematic of the uncanny luck that seemed to follow young Garriott around, luck which brought various older and (possibly) wiser men to further his career almost in spite of themselves. Remember also John Mayer, his ComputerLand manager who convinced him to sell Akalabeth in the store and by some accounts was responsible for bringing it to the attention of Remmers and CP…

Just like Akalabeth, Ultima — shown on the right in the comparison above — dumps us into an overhead view of the outdoor landscape after we create our character. Unlike in Akalabeth, we now have monsters to contend with out here as well as in the dungeons. And if Ultima is still not exactly a graphical extravaganza, things sure do look a whole lot better than before, thanks largely to the game’s major technical innovation: tile graphics.

Ultima‘s world is a pretty big one, spanning four continents each many times the length and width of a single screen. At a resolution of 280 X 160, trying to draw all of this at the level of individual pixels would be untenable, both technically (even two disk sides couldn’t possibly store that much information) and practically (Garriott was just one guy, and not really an artist either; nor was the the Apple II’s library of graphics software terribly mature by this point). The solution was to draw the world using a collection of pre-rendered tiles, each 14 X 16 pixels. Each screen is thus formed from 200 of these tiles, in rows of 20 and columns of 10, laid together in a process that would feel kind of similar to doing a jigsaw puzzle or playing a tile-laying board game like Carcassonne. Ultima‘s world map is represented on the computer as just a grid of numbers specifying which tile should be slotted into which position by the graphics engine. It’s often claimed that Ultima represents the very first application of this technique that was soon everywhere in videogames of the 1980s, one that still crops up more than you might expect even today. Being a skeptical bastard by nature, I do wonder that no one thought of it in even the relatively brief history of videogames prior to Ultima; it does seem a fairly obvious approach, after all. On the other hand, I can’t point to a specific example that would give me grounds to really challenge the claim. As always, post ’em (or comment ’em) if you got ’em.

Ultima‘s tile-graphics engine was not so much the work of Garriott as of a friend of his who was the only other person to have a significant role in the game’s design and implementation: Ken W. Arnold (not the Ken Arnold who created Rogue). A neighborhood chum of Garriott’s, Arnold worked at the same ComputerLand store where Garriott spent that fateful summer of 1980. The two sketched out the initial plan for the game together when Garriott, excited by the sale of Akalabeth to California Pacific and beginning to realize he could make money at this stuff, began work on Ultima even before leaving again for university. Arnold not only invented the tile graphics scheme but also handled the technical implementation, writing an assembly-language routine to fetch the tiles and rapidly paint them onto the screen as the player moves about the world. This routine, along with another to generate the game’s simple combat sound effects, were the only parts of Ultima not to be written in BASIC. Garriott, unlike Arnold, had not yet learned assembly language, and thus implemented everything else in BASIC after leaving Arnold, Houston, and ComputerLand to return to university in Austin.

Even with the tile system, creating Ultima‘s graphics was a challenge. From The Official Book of Ultima:

“We had to actually enter all the shapes in hex,” Garriott says, detailing the primitive process. First he and Arnold would draw them out on graph paper, then convert the graphs to binary, which in turn had to be reversed because the pixels appeared on the screen backwards. After converting it into hex, they entered the tile as data, stored it on disk, and then ran it to see if it looked right on the screen. “We had no editors or anything, so it was a very painful thing.”

Indeed, one suspects that, even in the context of 1980-81, easier ways could have been devised. Put another way, young Richard and Ken had not yet learned the value of making programs to make programs. Still, stories like the above illustrate one of the most remarkable things about these early games of Garriott’s: they were created by a self-taught kid who literally figured things out as he went along, working on a single Apple II and with none of the technical background or resources of an Infocom or even an On-Line Systems or Muse to call upon. Their ramshackle technological underpinnings may be less elegant than the Z-Machine, but they are in their own way just as remarkable. In a very real sense it’s amazing that Ultima exists at all.

The world all of their labor lets us explore is based upon Garriott’s latest Dungeons and Dragons campaign world circa mid-1980, which he called Sosaria; he literally transcribed his D&D maps right into the game. As we’ll soon see, Sosaria is not exactly the most coherent of milieu. A person could also say that gameplay has not progressed all that much beyond Akalabeth: we still move around the wilderness map to visit towns (for our shopping needs), castles (for quests), and dungeons (for critter bashing). One is reminded once again of Garriott’s joking comment that he spent some 15 years making the same game again and again. The person who said Garriott hadn’t progressed much would be pretty unfair, however, because much has changed here too. Virtually everything is now bigger and more fleshed out, and there’s a big overarching quest to solve. In fact, the whole philosophy of the game has moved from the Akalabeth approach of being a relatively short, replayable experience to the extended, save-game-enabled epic journey CRPG fans would soon come to associate with the name Ultima.

 
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Posted by on February 10, 2012 in Digital Antiquaria, Interactive Fiction

 

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Ultima, Part 2

As anyone who’s ever played an Ultima can tell you, our first step upon beginning a new game must be to seek out the castle of the in-game version of Lord British. Unlike in Akalabeth, shown to the left above, castles in Ultima are implemented as little navigable worlds of their own, complete with king, guards, jesters, and even a handy princess awaiting rescue; in the image below I’m standing at the bottom right, just outside her cell.

Every castle, like every town, is identical except for its name and the king we find there. Like in Akalabeth these kings provide us with direction for the bulk of the game in the form of quests, a welcome design choice that helps Ultima, again like Akalabeth, avoid the sense of aimless needle-in-a-haystack wandering that plagues so many other early adventure games. In Ultima, we can also opt for “gold” instead of “service” when speaking to a king, meaning we can trade cash for hit points.

Here I have to take a moment to talk about this game’s, um, unusual approach to character building. Hit points here are a collectable resource awarded by the game or bought from kings, with no relation to anything else about your character. There is, in other words, no maximum total of hit points to which you can be healed and, indeed, no real concept of healing at all. You simply earn hit points questing or buy them from kings, and spend them fighting monsters. And that’s just the beginning of the strangeness. The game provides a running total of experience points, but I haven’t been able to actually determine what they do for you. In a Republican’s fever dream of a socialist dystopia, leveling up is simply a function of hours spent on the job; every 1000 turns earns you another level. (There’s actually no variable at all in the code assigned to your character’s level; the game just divides time by 1000 every time it needs to print your level.) And then there’s the game’s oft-remarked obsession with food: you consume a little bit with every move, and if you ever run out you die — instantly. I kind of like what one Ophidian Dragon said about Akalabeth‘s food system, which worked the same way: “It’s like you have a gigantic bag of potato chips on your back, and are constantly munching on them, and when the bag is empty you instantly die!” Such absurdities are sometimes necessary to make of a piece of ludic narrative a playable game, but the mechanics of this and later Ultimas are often suspect not just from a narrative but also from a game-design perspective. The joy of Ultima is more in exploration and discovery than in strategizing. In other words, Ultima is no Wizardry (and vice versa — and if you don’t know what I’m talking about, well, we’ll be getting to Wizardry soon).

After leaving Lord British, we head for the nearest town — Britain, natch — to stock up on supplies. Like the castles, the towns are now implemented as navigable environments of their own, albeit once again all identical. There’s an unusually off-color element here in this otherwise asexual world: if we drink too much at one time in a pub (in best D&D fashion, a necessary source of hints and tips about goings-on), we get seduced by the local wench, who gives us a “long night” but takes all our money in return. I suppose you get what you pay for. (And apparently our character is a heterosexual man. Good to know.)

More productively, we can pick up some new armor and weapons. Trouble is, we’re not exactly flush with cash. Luckily, there’s the handy “Steal” command. But if we get caught, the whole town goes apeshit and comes after us. So we do what Ultima players have been doing for time immemorial: save our game outside town (the only place saving is allowed), then enter and try our luck. With a bit of patience if not much fidelity to the game’s fiction, we eventually equip ourselves with plate armor and a blaster. “Wait,” I hear you say, “a blaster? Like a Star Wars blaster?” Just hold off; we’ll get to that.

Incidentally: in one of those user-interface choices that make these early games such a delight, we steal by pressing “S.” We’re thus pretty much guaranteed to do lots of accidental stealing when we really want to “sell,” at least until we’ve gotten it pounded into our little heads that the command for selling is actually “Transact.” And don’t even get me started on “Klimb,” or the immortal “Ztatistics” command.

Journeying onward, we spend some time killing monsters outdoors to build up our cash reserves and test out our ill-gotten hardware. Then we visit the Castle of the Lost King and accept our first quest: to kill a gelatinous cube. Doing so requires venturing into a dungeon. And doing that in turn brings on a case of deja vu: the dungeon-delving part of Ultima has been left unchanged from Akalabeth.

Well, I say unchanged, but it sure feels like it’s gotten even slower. Most of one’s time underground is spent watching the screen lugubriously redraw itself. A few of Mr. Arnold’s assembly-language routines would have been welcome here. In between redraws, we fight a mixed bag of monsters, many of them, like the gelatinous cube we’re after for this first quest, drawn straight from the D&D Monster Manual. (A quick way to guess whether a given monster is drawn from some mythology or fiction or original to D&D: the more ridiculous it is, the greater the chance of the latter.) The gelatinous cube is kind of annoying in that it’s really, really hard to see against the walls of the dungeon itself.

It’s also kind of annoying in that it eats our armor when it hits us successfully. We could carry nine or ten suits of plate mail with us for occasions just like this (no sniggering on how ridiculous that is!), but, thanks to a bug or Garriott’s just never having gotten around to it, it’s actually impossible to equip new armor while in a dungeon. Sigh.

So, by this point the structure of the game begins to become clear. There are eight castles to be visited, arranged, in that symmetric way so common to made-up worlds, two to a continent. Four of the kings — you guessed it, one per continent — send us on quests to kill progressively more dangerous monsters at progressively lower dungeon levels. When we complete each of these quests, each king gives us a gem, and also babbles something or other about a time machine.

The other four send us to seek out above-ground landmarks, but only raise our strength score in return. (The landmarks themselves raise our other statistics.) Of course, all is not as easy as it sounds. Unlike the later games, Ultima shipped with no map of its world, meaning just finding all of the castles and landmarks requires quite a bit of patient, methodical exploration. At least our searching expends the turns needed to gain levels, a good thing considering we need to get to at least level 8 to finish the game.

One thing we can do to speed our development is to rescue princesses. Note the plural; there’s one in every castle, and since each castle is reset as soon as we leave it we’ve got an effectively infinite supply of damsels in distress. Exactly why these presumably benevolent kings are keeping the poor princesses under lock and key is never adequately explained. Indeed, Sosaria is not so much a world as a shadowy projection of the possibility of a world, onto which we can graft our own fictions and justifications. Or not: as we’ll soon see in the context of the princess as well as other things, there are plenty of signs that Garriott doesn’t take it all that seriously himself.

Rescuing a princess first involves killing — yes, killing, in cold blood — the jester who is helpfully yelling, “I’ve got the key!” every few turns. After that the castle guards go predictably apeshit, while we check our “Ztats” to see whether we got the key to Cell #1 or Cell #2. In the former case, we can only run for it — or restore a saved game — and try again. In the latter case, we can effect our rescue. In the screenshot below I’m at the extreme left edge, just making my escape with the princess and most of the castle guards hot on my heels. My reward is 3000 hit points, 3000 gold pieces, and 3000 experience points. Not bad.

Now, there’s so much about this game that is so ridiculous that it’s hardly worth flying into a rage about the moral shadiness of all this. I do want to be sure to point it out, however, because Garriott would later have something of an epiphany after taking a hard look at the many situations like this in his own works and decide to stand up for morality. But that’s a story for another time.

We eventually acquire the fourth and final gem by killing a “balron,” a creature that in Akalabeth was named after the balrog of Gandalf-killing fame. As the game industry grew in size and public exposure, Garriott and other designers slowly found themselves having to be more careful about the niceties of copyright law. He even made some efforts in Ultima to rename some of the obviously D&D-inspired monsters; the carrion crawler, for instance, becomes the “carrion creeper.” Anyway, Garriott’s balron looks more like a kid in an angel costume than Gandalf’s “foe beyond any of you.”

Notice in the screenshot above the ridiculous number of hit points we’ve bought by this point.

With the balron dispatched, we’re about to move past the mushy middle toward the climax. And things are about to get weird. We’ll try to finish up next time, if we can manage to find a plot. I’m pretty sure there’s one around here somewhere.

 
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Posted by on February 13, 2012 in Digital Antiquaria, Interactive Fiction

 

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Ultima, Part 3

You may have noticed that I haven’t heretofore said much about what the ultimate goal of Ultima is, beyond collecting gems and statistics. That’s because for the most part the game hasn’t said much about it either; all we know is that it’s something to do with a time machine. After drinking in a pub, it all finally comes out in an infodump that is downright epic by this game’s standards, as well as amusing for the way that Garriott gradually drops the fiction of the bartender entirely to just tell us directly how it is.

BUB, YOU SHOULD KNOW THAT OVER 1000 YEARS AGO MONDAIN THE WIZARD CREATED AN EVIL GEM. WITH THIS GEM, HE IS IMMORTAL AND CANNOT BE DEFEATED. THE QUEST OF ULTIMA IS TO TRAVERSE THE LANDS IN SEARCH OF A TIME MACHINE. UPON FINDING SUCH A DEVICE, YOU SHOULD GO BACK IN TIME TO THE DAYS BEFORE MONDAIN CREATED THE EVIL GEM AND DESTROY HIM BEFORE IT’S [sic] CREATION. IF YOU DO THIS, YOU WILL SAVE THE UNIVERSE AND WIN THE GAME!!!

Doing this would of course introduce a veritable moebius strip of paradoxes. Nor does the land feel particularly oppressed at the moment. Granted, there are roving bands of monsters everywhere, but, hey, I’m in a CRPG, and anyway they’re mostly bears and giant squids and that sort of thing, not really your typical evil minions. I’ve yet to see Mondain or his minions at all, and the kings all seem benevolent enough if we are willing to overlook the princesses they have locked up in their dungeons. And hey, who hasn’t had a princess or two locked up in their dungeon at one time or another? Still, we have our quest. Time to get on with it.

We also learn some other things in the pub:

BUB, YOU SHOULD KNOW ABOUT SPACE TRAVEL! AND THAT YOU MUST DESTROY AT LEAST 20 ENEMY VESSELS TO BECOME AN ACE!

BUB, YOU SHOULD KNOW THAT THE PRINCESS WILL GIVE GREAT REWARD TO THE ONE WHO SAVES HER, AND AN EXTRA GIFT IF THE PLAYER IS 8TH LEVEL OR GREATER!

Reading between the lines here, we need to reach 8th level (already done), become a space ace (?), and then rescue yet another princess. So, what the hell… we buy a space shuttle, and park it next to the “air car” we’ve had for a while now, a vehicle that looks suspiciously like Luke Skywalker’s landspeeder.

Okay, what is going on here? In Garriott’s own words:

The earliest Ultimas really were an amalgamation of everything I thought was cool in the few books that I’d read, the many movies I’d seen, and the few other games that I’d played — all thrown into one game. It was pretty much anything goes.

So, D&D and fantasy in general were cool. In they went. Star Wars was cool. In it went. Garriott’s astronaut father was soon to fly into space again aboard the space shuttle, and that was really cool. In it went. In addition to all of the pop-culture influences, these early Ultima games are filled with Garriott’s family, friends, and acquaintances — and of course Garriott himself in the person of not only Lord British but also his normal SCA character, the more understated ranger Shamino. When some scholar of the future studying this pioneer of ludic narrative creates an Annotated Ultima, she’ll have a goldmine of references to illuminate.

But as for us, we’re going into space now to try to become a space ace. The space parts of Ultima introduce a whole new sub-game, added by Richard out of a self-proclaimed desire to pack as much onto its two disk sides as he possibly could. Obviously editing was not, at this stage at least, Garriott’s strong suit. That said, the space game is more complex and satisfying than one might expect, if as limited in its potential for fast action as one might expect given its BASIC implementation. Our first task is to safely dock our shuttle — which for some reason no longer looks quite so much like the NASA space shuttle as it did on the ground — to a space station.

With that accomplished, we can choose a more combat-appropriate vessel and begin to hyperjump from sector to sector on the trail of enemy ships. We do need to keep an eye on our fuel supplies whilst doing so, returning from time to time to a station to top off. And exactly how does this relate to Mondain? Sigh… I really don’t know. I suppose it’s possible that the enemy ships belong to his forces — although they look, inevitably, like TIE fighters.

So, we finally shoot down our 20th TIE fighter and return to Sosaria as a space ace, primed for the climax. We dutifully rescue our umpteenth princess. This time she tells us about a time machine “far to the northwest.”

We go there in our trusty landspeeder…

We activate the time machine, a process described with another unusually long string of text:

UPON ENTERING THE CRAFT, YOU FIND FOUR HOLES MARKED R, G, B, AND W. YOU PLACE THE PROPER GEMS IN EACH. YOU SEE A BUTTON MARKED LAUNCH. FURTHER EXAMINATION LEADS YOU TO NOTICE THAT YOU ARE LOCKED IN… NOTHING TO DO BUT LAUNCH?!?!

AFTER ONLY A FEW MOMENTS, YOU FEEL A STRONG MAGIC PULLING YOU FROM THE CRAFT. A MOMENT LATER…

…YOU FIND YOURSELF FACE TO FACE WITH MONDAIN HIMSELF. GOOD LUCK, THIS IS IT!

And the final showdown begins…

There’s actually a somewhat unfair trick to this final battle, the only such in the entire game. We can pound on Mondain endlessly — by this point he’s really not that dangerous to us — but he will keep coming back to life on us. We need to move over to that little ball sitting next to him, which represents his “EVIL GEM,” and pick it up using a command, G for “Get,” that we’ve never had occasion to use in the entire game to this point. This is all somewhat at odds with what Garriott — I mean, the bartender — told us was supposed to be happening here. We were supposed to be traveling back to a time before Mondain made the gem, not taking it from him and destroying it. Ah, well. We finally figure out what the game expects of us, and prevail at last. It all ends with a message that would become another of the Ultima series’s trademarks, albeit later games would ask us to report our victory to Lord British directly rather than his flunkies at California Pacific.

I’ve spent quite a lot of time in these posts poking fun at Ultima. At times it’s kind of hard not to; the game plays like exactly what it is, a catalog of one particularly bright nerd’s rather typically nerdy interests, circa 1981. Yet that’s also exactly what gives the game its charm as well as its time-capsule quality. I’m sure a few of us were similar kids once upon a time, and hopefully we won’t ever completely outgrow our sensawunda. There’s an openhearted quality about Ultima; it wouldn’t know irony if it walked up and bashed it for 1000 hit points. Yes, that makes it easy to make fun of, but that also makes it kind of lovable. And I’d be remiss not to point out that, in an era rife with horribly designed adventure games, Ultima is, that one misstep at the end aside, remarkably fair. If Zork hates its player, Ultima just wants us to have a good time, and it’s willing to throw in everything up to and including the proverbial kitchen sink to make sure that happens. “And hey, there’s a princess to rescue, and a spaceship to fly, and these really cool monsters to fight, and the dungeons are in, like, 3D…” God bless its innocence.

Ultima‘s charms were rewarded with some very impressive sales by the standards of the still small entertainment software market: 20,000 copies sold in its first year. Still, Garriott, who had led a charmed existence thus far, was about to run into his first real complications.

But next time: something a bit less innocent than Ultima.

 
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Posted by on February 15, 2012 in Digital Antiquaria, Interactive Fiction

 

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The Wizardry and Ultima Sequels

By far the two biggest CRPGs of 1981 — bigger in fact than any that had come before by an order of magnitude or two — were Wizardry and Ultima. So, it was natural enough that the two biggest CRPGs of 1982 were a pair of sequels to those games. Some things never change.

Wizardry: Knight of Diamonds appeared in March of 1982, barely six months after its predecessor. It was more what we would today call an expansion than a full-fledged sequel, requiring that the player transfer in her characters — of 13th level or above — from the previous game. Still, in 1982 as today, putting out a solid expansion with new content for a bestselling game was a perfectly justifiable move, whether viewed as a fan wanting more to do or just in the cold light of economics. After all, Wizardry I was selling like crazy and causing a minor sensation in the computer press, and customers were clamoring for more.

Given the short time Robert Woodhead and Andrew Greenberg had to prepare Knight of Diamonds, major improvements to the game system could hardly be expected. Yet they did a very good job of leveraging the engine and the construction tools they had built for the first game, offering six more dungeon levels for high-level characters who had presumably already vanquished the evil wizard Werdna in Wizardry I. If it lacked the shock of the new that had accompanied that game, Knight is in many ways a better, tighter design. The player’s quest this time is to assemble the magical paraphernalia of a legendary knight in order to rescue the kingdom of Llylgamyn from something or other — the usual CRPG drill. The six pieces are each housed on a separate level of the dungeon. This gives a welcome motivation to thoroughly explore each level which is largely absent from Wizardry I, whose dungeon levels 5 through 9 literally contain nothing of interest other than monsters to fight to build up the party’s strength. Woodhead and Greenberg also slightly tweaked the game balance by making it impossible for a side that surprises another to use magic spells during that first, free attack round they get as a result. This has the welcome result of excising a scenario Wizardry I players had come to know all too well: getting surprised by a group of high-level magic users who proceed to take out the entire party with area-effect spells before anyone can do anything in response. It’s still possible to get into similar trouble in Knight of Diamonds when encountering monsters with non-magical special attacks, but the occurrence becomes blessedly much less common. Other oddities that almost smack of being bugs in the original, such as the strange ineffectiveness of some spells against all but the lowest level enemies, are also fixed, and of course there are also plenty of new, high-level monsters to learn about and develop counter-strategies against. For anyone who enjoyed the first game, Knight of Diamonds delivers plenty of the same sort of fun, with even more strategic depth and an even better sense of design.

Woodhead and Greenberg, then, did the safe, conservative thing with their sequel, leveraging their existing tools to give the gaming public more of what they had loved before, and very quickly and with minimal drama at that. It was a commercially astute move, one of the last that the pair and Sir-Tech would make for a franchise that they would soon mismanage to the brink of oblivion. The story of Ultima II, by contrast, is much longer and messier, spanning eighteen months rather than six and involving major technical changes, business failures, and some minor crises in the life of the young Richard Garriott. The game that finally emerged is also longer, messier, and much more problematic than Knight of Diamonds, but in its gonzo way more inspiring.

After finishing Ultima I, one thing was absolutely clear to Garriott: he had ridden BASIC as far as it would take him. As impressive as his game was technically, it was also painfully slow to play, even with the addition of a handful of assembly-language routines provided by a friend from his old job at Computerland, Ken Arnold. BASIC was also inherently less memory-efficient, an important factor to consider as Garriott’s design ideas got ever more grandiose. He therefore decided that, rather than get started immediately on Ultima II, he would learn assembly language first. He called his publisher, California Pacific, to see if they could help him out. They put him in touch with their star action-game programmer, Tom Luhrs, currently riding high on his game Apple-oids, an Asteroids clone that replaced asteroids with apples. In Garriott’s own words, Luhrs “held his hand” through an intense, self-imposed assembly-language boot camp that lasted about a month during his summer break from university. Without further ado, Garriott then started coding on the project that would become Ultima II.

He returned to Austin in the fall of 1981 to begin his junior year at the University of Texas, even as his studies there increasingly took a back seat to computer games and his deep involvement with his SCA friends. One particular course that semester would serve as a catalyst which made him choose once and for all between committing wholeheartedly to a career in games or getting a degree.

The story of Garriott’s class in 6809 assembly-language programming is one that he’s told many times over the years to various interviewers, who have nevertheless tended to report it slightly differently. The outline is clear enough. The Motorola 6809 was the successor to the older 6800. Like its predecessor, the 6809 never became a tremendously common choice of microcomputer manufacturers, perhaps due to its relatively high price. It did, however, find a home in Radio Shack’s Color Computer line. More important to our purposes is to recall the relationship of the earlier Motorola 6800 to the MOS 6502. Chuck Peddle had worked on the 6800 at Motorola, then left to join MOS, where he designed the 6502 as the cost-reduced version of the 6800 that Motorola had not been interested in building; the 6502 used a subset of the 6800’s instruction set. When Garriott started in his assembly-language class, he therefore found he could do all of the assignments by simply writing 6502 code, an instruction set with which he was by now very familiar. Problem was, students were graded not just on whether their programs worked, but also on whether they were properly written, taking maximum advantage of the more efficient instruction set of the 6809. Suddenly Garriott found himself failing the class, even though his programs all worked perfectly well.

That’s the story that’s always told, anyway, a story that conveniently casts the professor teaching the course as a sort of rigid, establishment ogre shaking his finger in the face of the original, freethinking Garriott and his practical hacker ethic. One version of the story, however, found in the book Dungeons and Dreamers, paints a less than flattering picture of Garriott as well:

He refused to learn what the new processor could do. Why should he? He completed his assignments, but he refused to include the latest features of the new processor in his work. His professor wasn’t amused and knocked points off Richard’s grade for each successive sign of intractability. With each dropped point, Richard’s motivation waned until he finally hit bottom: an F in the class, and a determination to get out. He just couldn’t take the demands of the professor seriously.

What seems pretty clear, at least from this version, is that young Richard by this stage could already be a difficult person to deal with, arrogant and uninterested in compromise. There’s no reason we should really blame him for that today. Barely 20 years old, he was already featuring in glossy magazines under his nom de plume Lord British, selling many thousands of games and making a lot of money. (Although, as we’ll see shortly, exactly how much is another of those details that are still somewhat in question.) How many young men wouldn’t become a bit arrogant under those circumstances, uninterested in sitting through boring classes offering knowledge they didn’t feel they needed? Suffice to say that it’s worth remembering that there was a prickly side to Garriott as we continue his story in this post and later ones.

With the decision made to drop not only the class but also university entirely, Richard was faced with the daunting prospect of telling his family about it. Said family was, in his own words, “painfully overeducated.” With an astronaut father, he had been raised in a culture of extreme achievement, in which graduate degrees were not so much an achievement as a baseline expectation; both of his parents and, eventually, all three of his siblings would have one or more. Now Richard had to tell his father, a man very skeptical of this whole games thing anyway, that he was going to drop out well short of his undergraduate degree to pursue them full time. “We were pretty sure he was going to kill Richard,” remembered his brother Robert. The conversation first ended in an uneasy compromise, in which Richard would come back to Houston to devote most of his time to his game, but would take part-time classes at the University of Houston. This he did, albeit in somewhat desultory fashion, for about a year, until his father finally accepted that the games industry offered more opportunity than university for Richard at this moment. “When this ends,” said his father, “you’ll go back to school and get a real job.” That day, of course, would never come.

In the midst of the crisis of the 6809 class, another was also unfolding in Garriott’s life. California Pacific, the publisher who had discovered Akalabeth and whose head Al Remmers had named Ultima, hit the financial skids. At first blush it’s hard to understand how CP could be in trouble; Akalabeth and Ultima had both been big hits. They had other bestsellers in their stable as well, such as the aforementioned Apple-oids, in an era when profit margins were absolutely astronomical in comparison to anything that would come later. Garriott has claimed from time to time that Remmers and the others at CP all had huge drug habits, that they literally smoked up all of their profits (and then some) and ran their company out of business. While this is suitably dramatic, it should be remembered that Garriott was in Texas while CP was based in California, and that they rarely met personally. I asked around a bit, but could find no smoking gun, no one who remembered drugs to be any more of a factor at CP than at many of the other California publishers, where they sometimes hovered around the edges of corporate social lives but rarely (the sad story of Bob Davis aside) took center stage. It seems at least as likely that CP, like so many other companies in this era run by ex-hobbyists and hackers, simply lacked anything in the way of practical business sense. To Richard, raised in the straitlaced bosom of the Johnson Space Center, a joint or two on the weekend might not have been readily distinguishable from hardcore drug addiction.

Regardless of the cause, CP went under in late 1981 owing Garriott a substantial amount of money. When we ask how substantial, however, the picture immediately becomes unclear again. In places Garriott has claimed that he literally received nothing from CP for Ultima, that they paid him only for Akalabeth. Yet Dungeons and Dreamers claims that by the time he enrolled in that 6809 course he had made “hundreds of thousands of dollars,” a figure that seems difficult to attribute to Akalabeth alone. In an interview with Warren Spector, he stated that he was making “many times more” than his astronaut father by that time, and that Ultima had been “five to ten times” as lucrative as Akalabeth. Further complicating all of this are the chronological errors that are rife in accounts of Garriott’s early career, which I’ve written about before. Some accounts, for instance, have Garriott quitting university in the aftermath of Ultima II, which is clearly incorrect, and perhaps reflects a conflation of his stay at the University of Texas with that at the University of Houston. So all we can confidently say is that CP went out of business owing Garriott something, and that he is still rather angry about it to this day, referring to CP as “dumb” and “bozos” in that Warren Spector interview. (All of which seems rather harsh language to employ against the folks that discovered him, named the franchise that made him famous, and largely created the whole legend of his alter ego Lord British, but so be it.) He briefly brought in his older brother Robert, who was pursuing an MBA at MIT, to try to collect from the failed company, but found that the old adage about blood and turnips definitely applied in this case.

Garriott may have suddenly been without a publisher, but he was also one of the most well-known personalities in adventure gaming. Other companies immediately started calling. Richard, as we already noted, was feeling his oats a bit by this time. He proved to be a very demanding signee, wanting a very high royalty rate. But the real sticking point was his demand that his game be packaged with an elaborate cloth map. That odd demand — remember, this was still before Infocom revolutionized computer-game packaging with Deadline — was yet another legacy of that busy fall of 1981, when he’d first seen a new movie called Time Bandits.

A production of George Harrison’s Handmade Films which involved many alumni of Monty Python, Time Bandits is the slightly manic story of a group of rogue dwarfs who go hopscotching through space and time with the aid of a map which charts gates or rips in the fabric of space-time that blink regularly in and out of existence. Garriott was of the perfect age and personality to fall for Monty Python’s brand of zany irreverence. What really fascinated him about the movie, though, and to an almost bizarre degree, was that map. He and his friends saw the movie again and again at the $1.00 matinee, trying to sketch as much of the map as they could from the brief glimpses of it they got during the movie. Richard, you see, thought that this mechanic would be perfect for his new game; he wanted to know how the map really worked. Eventually he came to the disillusioning realization that there was no logic to it, that it was a pretty prop and nothing more. Still, he wanted to put time gates in his game, and he wanted to include an ornate cloth map to chart them. As publishers soon learned to their chagrin, this was as un-negotiable as his royalty demands; Richard was willing to give up games and return to university for a “real” career if he couldn’t find someone willing to meet them. Luckily, in the end he did — and none other than On-Line Systems. Richard may have been difficult, but Ken Williams knew a software star when he saw one. By the time Ultima II was previewed in the March 1982 issue of Softline, the basics of its insanely ambitious design were all in place, including time travel to five different eras and space travel to all of the planets of the solar system. Also in place was the deal with On-Line.

Without the distractions of a full-time university course-load, Garriott could now work full-time on his new game. Yet progress proved slower than expected. He had jumped in at the deep end in attempting to code something as ambitious as this as literally his first assembly-language project, ever. Ken tried to be as patient and encouraging as possible, keeping his in-house programming staff available as a sort of technical-support hotline for Richard. When Richard truly looked to be foundering about mid-year, he invited him to stay in Oakhurst for a time in one of the flats he had bought up around town, to work in On-Line’s offices and enjoy the feedback and camaraderie of the group. It seems to be here that the relationship really began to deteriorate.

On-Line wasn’t exactly Animal House, but they did like to party and have their fun on occasion. Richard, who for all his early success and fame had nevertheless lived a very sheltered life, didn’t fit in at all. “I’m not sure they liked me,” he later said. I recently asked John Williams about Garriott’s time in Oakhurst. He stated that everyone did their best to welcome Richard. For his part, however, Richard showed no interest in attending parties or in any of the outdoor activities that just about everyone at On-Line enjoyed. Still, John stated:

On a personal level, I really liked Richard and I think most at Sierra did. He was scary smart, knew what he wanted and did what needed to be done to make it happen, and in general was just an impressive person. He was quite young then – but you could tell he was going places. I had no idea how far he would go then. Certainly I never would have guessed outer space – but if he had said he planned to go, I’d have believed him.

Perhaps the strains on Richard’s relationship with Ken arose from that very “impressiveness.” As John told me, “There are very few people as smart and driven as Ken — and Richard was one of them.” Both were accustomed to being the center of their social universes; after all, it’s not every kid who can convince his friends to spend hours in a movie theater watching the same film over and over, trying to copy an esoteric map onto paper from the most occasional onscreen glimpses. Ken could be gruff and even confrontational, particularly so with people he thought were really good but whom he also thought needed that extra push to reach their full potential. He may have thought Richard needed just this sort of pressure to finish a game On-Line had originally projected to release in April. Yet Richard, with two hit games under his belt and a big contract from Ken himself proving his worth, was unwilling to be treated as a junior partner in anything. Serious tension was the inevitable result.

At the end of it all Richard may have been heartily glad to return to the familiarity of suburban Houston, but his sojourn in California does seem to have accomplished Ken’s purpose of getting him onto some sort of track to just finish his game already. Ultima II finally appeared, complete with the cloth map and deluxe packaging Garriott had demanded, just in time for Christmas, and just as On-Line Systems changed their name to Sierra Online. (The original packaging uses the latter name, but the actual program still refers to the former.) For the game’s big debut on the all-important trade-show circuit, Garriott dutifully appeared in Sierra’s booth at that December’s San Francisco AppleFest as Lord British, dressed in his full SCA regalia.

The game he was promoting had taken a full eighteen months to create, an unprecedentedly long time even in comparison to previous monster efforts like Sierra’s own Time Zone. Like that game, Ultima II proved to be a deeply flawed design, whose internal messiness echoed much of the stress and confusion that had marked its maker’s life over the months of development. At the same time, however, it may have been a necessary step on the way to the later, more celebrated Ultimas. We’ll talk about both aspects next time.

 
 

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Playing Ultima II, Part 1

I thought we’d take a trip together into Ultima II today. I’m not going to overdo the exercise, as that wouldn’t be much fun for you or me; there’s a lot of sameness and even a fair amount of outright tedium involved in winning the game. I will, however, try to hit most of the highlights and give you a fair picture of what sort of experience the game has on offer. As always, feel free to jump in and play for yourself if you like. Ultima II is available for sale at Good Old Games in combination with Ultima I and III. As we’ll see, it has plenty of issues, but there are certainly worse ways to spend six bucks.

When we first create our character and start Ultima II proper, we might wonder just what Richard Garriott spent eighteen months working on. Aside from some animation that has been added to the water, everything looks just as it did in the last game. All of the graphics tiles appear to be exactly the same as those used last time around. As soon as we start to interact with the game, however, we have reason to bless Garriott’s move to assembly-language programming; everything is much, much snappier.

The map over which we wander is also different: this time we’re adventuring on Earth rather than Garriott’s old Dungeons and Dragons world of Sosaria. Moving over such familiar continents brings out the really weird scaling of the Ultima maps in a way that the previous game never did. Here London is exactly nine steps away from the southern tip of Italy, Africa eighteen steps from north to south. Ultima I presumably represented similarly immense distances with each tile, but because it was a fantasy creation I never really thought about it that way. I suppose there’s nothing absolutely prohibiting each step of our journey over the world map from representing days of travel. Yet Ultima II just doesn’t feel like it’s playing out over such an immense time scale; if it is, then the process of winning the game must involve decades (or more) of game time. And even that doesn’t explain why it’s possible to construct a bridge between North America and Europe by lining up a handful of ships. It makes a constant reminder that this is a highly constructed, highly artificial computer landscape we’re wandering through. That’s fine, I suppose… weird at first, but fine.

Speaking of weird: Ultima II may just have the most nonsensical fictional context I’ve ever seen in a CRPG — and that, my friends, is really saying something. Let me do my best to explain it. The screenshot below shows us passing one of the “time doors” that blink in and out of existence at various places on the landscape; charting them is the whole point of the ornate cloth map that was such a priority for Garriott. Through them we can journey to primordial history, when the Earth still contained just the single über-continent Pangea; to “B.C.,” a time “just before the dawn of civilization as history records it” where we begin the game; to 1990; or to the “Aftermath” of 2111, when the Earth is a post-apocalyptic wasteland. It’s also possible to go to the “Time of Legends,” a “time before time, peopled by creatures of myth and lore.” Along with the time doors themselves, Legends is the most obvious direct lift from Time Bandits in the game. The same place existed with the same name in the movie, and, there as here, was the scene of the final showdown between good and evil.

It seems that after we defeated the evil Mondain to win Ultima I, his protege Minax, “enchantress of evil,” took up his cause, albeit using a subtler approach:

For Minax is not content to spread evil among the good, causing misery and pain. She prefers to sow seeds of evil in the good and thus set the good against the good, leaving no person untouched. Destruction abounds — and those horrors known only to the once good, guilt and horror and self-hatred, taint the Earth.

The climax was the holocaust of 2111, Minax’s greatest triumph to date, in which ancient civilizations born of love of beauty and wisdom and thought turned upon one another and, in their vicious anger and hate, destroyed almost all of the very Earth that had nurtured them.

What makes no sense about all this is that Ultima I, you’ll remember, took place on Sosaria. Now we’re suddenly fighting the legacy of Mondain on Earth for reasons that, despite furious retconing by fans in later years, go completely unexplained in the game itself. Garriott said later that he chose to set Ultima II on Earth because “time travel needs context.” In other words, we need a familiar historical frame of reference on which to hang everything to get the contrast between, say, prehistoric times and contemporary society. Hopscotching through the timeline of a fictional world whose history means nothing to us just isn’t all that interesting. All of that makes perfect sense — except that the version of history depicted in the game has little to do with our Earth’s. Why are orcs wandering about contemporary Earth attacking people? Assuming Garriott didn’t have big plans for world domination in his immediate future, why does Lord British apparently rule the world of 1990 from his castle? Why can we buy phasers and power armor from merchants in prehistoric times? It feels like two (or more) games that smashed together, with everything that made sense about either spinning off into oblivion. Put less charitably, it all just seems really, really dumb, especially considering that Garriott could have had his time doors without at least the most obvious of the anachronisms just by setting his game on Sosaria. Better yet, he could have just made his time doors the moon gates of later Ultimas; there is absolutely no concept here of actions in one time affecting the others. Garriott gains nothing from time travel but a sop to his Time Bandits fixation and a whole lot of stupid.

Anyway, we make our way to “Towne Linda,” located on the southern tip of Italy in B.C. When we enter we see one of the most obvious demonstrations of the work Garriott has been doing on his game engine since Ultima I: towns are now portrayed using the same tile graphics as the wilderness areas, filling many screens. Every city and village is now a unique creation, with its own geography and personality and its own selection of shops and services. There aren’t a lot of towns, just a few per time period (another thing that seems weird in the context of wandering a map of the Earth), but they do much to highlight the primacy of exploration over combat that has always made the Ultima experience unique. In the same spirit, it’s now possible to talk with anyone and everyone in the towns. In fact, it’s necessary to do so to pick up vital clues and information.

As Garriott has noted many times, walking around in the early Ultima can be a bit like wandering through the psyche of the young Richard, meeting the people, places, and interests that filled his time. Towne Linda, for instance, is named after his little sister, with whom he was very close. In a way this is kind of a fascinating concept — the videogame as intellectual landscape. As I’ve said before, one can picture an Annotated Ultima of a (fictional?) future where videogames are accepted as a form of literature. In it some hyper-dedicated scholar has laboriously run down all of the references and shout-outs in the same way that some have written books about Ulysses‘s allusions that are longer than Ulysses. And anyway, who can fault a guy for adoring his little sister? The problem comes when Garriott decides to get witty on us.

Now, Garriott is many things, with adjectival superlatives like “brilliant” very possibly among them. However, he’s not really a funny guy, and when he tries to be one here the results can be painful. Perhaps most grating, just because we have to see them over and over, are the generic phrases spouted by those for whom Garriott hasn’t written anything specific to say: like the guards who say, “Pay your taxes!” (why would a guard say that?), or the wizards with their immortal “Hex-E-Poo-Hex-On-You!” But even those with something unique to say are equally tedious, a jumble of obvious pop-culture references that isn’t exactly Gilmore Girls in its sophistication along with plenty of pointless non sequiturs. It feels like a teenage boy trying to ape Monty Python, which is just about the surest route to the profoundly unfunny I know of. Pity poor Richard; most of us left the humor of our teenage years in the past, but Garriott made the mistake of gifting his to the world. Reading some of the worst of this stuff brings on a sort of contact embarrassment for the guy.

Time Bandits: you have a lot to answer for. I’m sure Garriott imagined Ultima II as a manic, eccentric thrill ride like the movie, but, as he definitively demonstrates here, that tone is harder than it looks to pull off. At worst, it comes off like one of those amateur IF Competition entries in which the (usually young) author, realizing he’s written a game that makes no sense, tries to compensate by making it into an extended meta-comedy about the absurdities of text adventures — an exercise that fools exactly no one.

Like in Ultima I, saving the world from the forces of Evil in Ultima II requires that we not get too hung up on being Good. If we try to buy all of our equipment, food, and hit points (Ultima II persists with the bizarre mechanic of its two predecessors of making hit points a purchasable commodity), we find ourselves in a Sisyphus-like cycle of being able to earn just enough from killing monsters to keep ourselves in food and hit points, but not enough to buy better equipment or for doing any of a number of necessary things, like giving bribes to certain townspeople. To get ahead we need to, at a minimum, steal our food. Further, getting into a number of special areas requires keys that we can acquire only by attacking and killing town guards in cold blood.

Getting from continent to continent requires a ship. In the screenshot at above right we’ve used some of our ill-gotten keys to steal one from the village of Port Boniface. Once we deal with this sea monster that apparently lives in the harbor, we’ll be home free. Since towns reset themselves every time you leave and bloody murder has no other consequences, you eventually start feeling sort of like the CRPG Addict did when he played:

As far as I can tell (and I admit I didn’t keep a careful log), the only recurring characters are Lord British, Iolo, and Gwenno. The latter two are encased in a grassy area in…I don’t know. One of the towns. Remembering how I killed Gwenno for her key in Ultima I and having by now fully internalized my role as a serial killer, I landed a bi-plane in the grassy area and hacked them both to death.

For my part, I found that — gameplay tip here! — I could earn gold fastest by attacking this one townsperson who is always right at the entrance of the town of Le Jester in prehistoric Africa. I must have killed him and run out of town before the guards could get to me 500 times. Yes, Ultima II makes serial killers of us all.

Next time we’ll penetrate all the way into Minax’s lair in the Time of Legends. The assortment of monsters that greet us when we step through a time door to go there is a pretty good sign that we’re in the right place…

 
 

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