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Encyclopedia > Ultima IX
Ultima IX: Ascension
Developer(s) Origin Systems
Publisher(s) Electronic Arts
Distributor(s) Electronic Arts
Designer(s) Richard Garriott
Engine Ultima IX Engine
Release date(s) 1999
Genre(s) RPG
Mode(s) Single player
Rating(s) ESRB M (Mature 17+)
Platform(s) Windows 95
Media CD-ROM
System requirements Pentium II 400MHZ+

128+ MB RAM Image File history File links UltimaIXcover. ... A video game developer is a software developer (a business or an individual) that creates computer or video games. ... Origin Systems, Inc. ... This article or section does not cite its references or sources. ... EA redirects here. ... EA redirects here. ... A game designer is a person who designs games. ... Richard Garriott in Lord British attire Richard Allen Garriott (born July 4, 1961; nickname Lord British) is a significant figure in the video game industry. ... A game engine is the core software component of a computer or video game or other interactive application with real-time graphics. ... 1999 (MCMXCIX) was a common year starting on Friday, and was designated the International Year of Older Persons by the United Nations. ... To meet Wikipedias quality standards, this article may require cleanup. ... This article or section does not cite its references or sources. ... In computer games and video games, single-player refers to the variant of a particular game where input from only one player is expected throughout the course of the gaming session. ... The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that applies and enforces ratings, advertising guidelines, and online privacy principles for computer and video games in the United States. ... Windows 95 is a consumer-oriented graphical user interface-based operating system. ... The CD-ROM (an abbreviation for Compact Disc Read-Only Memory (ROM)) is a non-volatile optical data storage medium using the same physical format as audio compact discs, readable by a computer with a CD-ROM drive. ... Pentium II – front view The Pentium II is an x86 architecture microprocessor by Intel, introduced on May 7, 1997. ... Look up RAM, Ram, ram in Wiktionary, the free dictionary. ...


16+ MB Video Memory

1+ Gigabyte Hard Drive

Ultima IX: Ascension (1999) is the ninth and final part of the computer role-playing game series Ultima. 1999 (MCMXCIX) was a common year starting on Friday, and was designated the International Year of Older Persons by the United Nations. ... This article or section does not cite its references or sources. ... It has been suggested that Mongbat (Ultima) be merged into this article or section. ...


Following the Avatar's escape from Pagan, he is transported back to Britannia for one final battle with the Guardian, who is increasingly ruining the physical and moral fabric of that land. He must restore the Runes of Virtue, cleanse the shrines of the Guardian's taint and restore the people to the way of the Virtues — now knowing that he will never again be able to return to Earth. The Avatar from Ultima IX: Ascension The Avatar is the main (player) character in the Ultima series of games. ... The Guardian from Ultima VII intro The Guardian is the final villain of the Ultima series of computer role playing games. ...


Ultima IX was controversial in that it deviated from most of the previous Ultimas' isometric view and party-based gameplay. It was ill-received by many fans and did poorly in sales, creating sufficient outcry that Origin shut down an official online help page due to so many negative posts. Ultimately, Richard Garriott left Electronic Arts over "creative differences", thus effectively ending the series. EA retains the rights to the "Ultima" brand. Richard Garriott in Lord British attire Richard Allen Garriott (born July 4, 1961; nickname Lord British) is a significant figure in the video game industry. ...


A MMORPG sequel of sorts, Ultima X: Odyssey, began development at EA — but to the further dismay of Ultima fans it was cancelled in 2004, before completion. It was to be set in a world named Alucinor, created by the Avatar following the events of Ultima IX. This article or section does not cite its references or sources. ... Ultima X development has ceased. ... 2004 (MMIV) was a leap year starting on Thursday of the Gregorian calendar. ...

Contents

Development history and controversy

Ultima IX on the PC
Ultima IX on the PC

There was a gap of five years between Ultima VIII and IX. The game caused a lot of debate among the fans of the series quite a long time before the game was even released. News of Ultima IX's development trickled from the developers as the development progressed. Ultima 9 File history Legend: (cur) = this is the current file, (del) = delete this old version, (rev) = revert to this old version. ... Ultima 9 File history Legend: (cur) = this is the current file, (del) = delete this old version, (rev) = revert to this old version. ... Macs like the iMac Core Duo are also personal computers. Unlike many PCs, the iMac is an all in one with all its components, including processor and speakers, in one case. ... Ultima VIII: Pagan (1994) is the eighth part of the computer role-playing game series Ultima. ...


In the "fans.txt" file included with the last patch (v2.12) of Ultima VIII, Richard Garriott said that Ultima IX would be based heavily on the feedback they had received from customers, and it would be a "classic Britannian Ultima". Frustration among some fans grew as more and more of the "classic" features were dropped over time. Richard Garriott in Lord British attire Richard Allen Garriott (born July 4, 1961; nickname Lord British) is a significant figure in the video game industry. ...


There have been at least four distinct versions of Ultima IX in development, which have differed in both storyline elements and technological implementations:


Version One: 1990-1994 The first -- the true "original" -- Ultima IX: Ascension was as it was conceived of by Richard Garriott during his initial planning for the third Ultima trilogy as Origin began to work on Ultima VII. Unlike the previous Ultima games, Garriott planned a basic story arc and plot elements for Ultima VII, Ultima VIII, and Ultima IX at the outset, presumably at some point after mid-1990 when Ultima VI was released. The plans for Ultima IX would have been vague and sketchy at the time, but Garriott had stated that he wanted to create a villain that would be around for a long time. He spoke of The Black Gate with a pure black box cover, Pagan with a red box cover, and Ascension with a sky-blue box cover. Before Serpent Isle went into production, the original ending of Ultima VII was to lead straight into Ultima VIII; presumably the Guardian would have grabbed the Avatar and pulled him or her into the Black Gate just before it explodes, instead of leaving the Avatar trapped in Britannia. The original concept for the third Ultima trilogy appeared to have focused on the Avatar's conflict with the enigmatic Guardian, each game taking place in a different world; Ultima VII in the familiar Britannia, Ultima VIII in the conquered world of Pagan, and Ultima IX in the Guardian's homeworld itself. The reddish, rocky, barren land in which the Avatar arrives in the endgame of Ultima VIII was not originally intended to be Britannia. The official Ultima VIII hint book, Pentalogy states that in the endgame cinematic the Avatar has arrived in the homeworld of the Guardian. One of the major plot points of Ultima VIII is that the Avatar needs to acquire the powers needed to confront the Guardian on his own turf. Is it really necessary for the Avatar to become the Titan of Ether just so that he can... leave Pagan and go back to Britannia?


The previously-mentioned "fans.txt" file distributed with the patch for Ultima VIII suggests that Ultima IX would be returning to a dual-scale map system (town scale and outdoor travel scale). It also notes that many of the new design features for Ultima IX were tested in the Ultima VIII engine, which lead to enough gameplay enhancements that they were collected and released in that v2.12 patch, a year after Ultima VIII was originally released.


It is very likely that the first incarnation of Ultima IX was to have been implemented using a 2D SVGA engine running at 640x480, using a similar isometric perspective as Ultima VIII and the Crusader games -- perhaps it would have run on an enhanced version of the engine which powered those games. It would have taken place in a world entirely different from Britannia or Pagan that the Guardian himself called home. From what was written in "fans.txt," it is implied that Ultima IX would have incorporated the real-time combat and Prince of Persia-inspired physical and environmental puzzles that many fans found objectionable in Ultima VIII. This was Ultima IX as conceived of circa 1990-1994. Very little information about this version was ever made public, and what is known had only been inferred from piecing together early-90s interviews with Richard Garriott and Warren Spector and from "fans.txt."


Version Two: 1995-1997 When the 2.12 patch for Ultima VIII was released in 1994, it became clear that the feedback that Origin had received had dramatically altered their plans for Ultima IX and had caused them to re-consider the direction they were taking. In "fans.txt," it is stated that "The design of Ultima IX (which is still in progress) relies heavily on this feedback and has resulted in a dramatic turnaround back toward classic role playing. Even better, it has resulted in a classic Britannian Ultima."


At this point, the gameplay Ultima IX would have been re-located to Britannia, and a new storyline would have to be written to incorporate this change, as well as the changes resulting from a turnaround "back toward classic role-playing" and away from the direction that Ultima VIII had been headed. This story would have been what has been referred to as the "Bob White" plot and which is commonly called the "original plot" even though it most likely was not the original plot for the game.


By late 1995 or early 1996, the first screenshots of Ultima IX were starting to show up in gaming magazines and Origin was starting to reveal some information about the plot and gameplay aspects of the game. These previews of the game demonstrated the software-rendered 3D engine that now powered Ultima IX. The camera appeared locked into an overhead view that approximated the isometric point of view of Ultima VIII, but could be rotated about its vertical axis and zoomed in or out. Images of the pre-rendered cinematics also began to appear at this time. Some of these images showed the Avatar in a rocky, barren landscape with a red sky and it was at this time that it was first stated that the Avatar had actually arrived in Britannia at the end of Ultima VIII and that the Guardian had now conquered this world.


The unanticipated success of Ultima Online's pre-alpha and beta tests caught Origin and EA off-guard and it was decided that the best business decision would be to finish Ultima Online as quickly as possible. Thus, almost the entire Ultima IX team was moved over to work on Ultima Online in late 1996, and progress on Ultima IX was essentially halted. By the time Ultima Online launched almost a year later, corporate interest in Ultima IX was at an all-time low. Dedicated 3D accelerators had hit the market in a big way during the year that Ultima IX was on hiatus and it was looking extremely dated, the software rendering engine barely able to crank out an acceptable frame rate. Programmer Mike McShaffry took the code home and experimented with replacing some of the software rendering code with calls to the 3DFX Glide API. As the story goes, when he showed the prototype to management at Origin, it re-energized interest in Ultima IX and the project started to take off. However, several members of the previous Ultima IX team had left Origin by this time and new team members were recruited to replace them.


Once Ultima IX had resumed production in late 1997, Origin hired Ed del Castillo, who had produced such hits as Command & Conquer as producer of the title.


Version Three: 1997 -1998 The Ultima IX team experimented with different camera angles in the now hardware-acclerated 3D engine and had decided that a third person over-the-shoulder perspective -- similar to that used in Tomb Raider or the then-upcoming Legend of Zelda: The Ocarina of Time on the Nintendo 64 -- made for a more immersive gaming experience. As Richard Garriott said, it was now possible for the first time to actually see Britannia's sky.


News about the game's development started to trickle out much more quickly as 1998 began. But the screenshots of the new camera perspective began to elicit protests of Ultima IX becoming an action game because "it looks like Tomb Raider!" Over the next few months, more news leaked out that would cause great upset for Ultima fans. The game would no longer have a party of companions for the Avatar and would once again be a single-character game. The amount of art and voice recording work required meant that there wouldn't be a female Avatar option. New previews of the game started to appear in gaming magazines throughout 1998, and it showed a dramatically different game than what was shown in 1996. Not only was the technology different, but the story seemed to have changed as well. Many aspects of the Version Two story still seemed to be present, but the Britannia of Version Three appeared to be a world much more firmly under the Guardian's grasp. Lord British seemed to be essentially a prisoner in his own castle, and Asylum (Buccaneer's Den) was the only city free of the Guardian's control. The player would control the Avatar throughout most of the game, but some parts of the game would put the player in control of Lord British, Shamino, or Raven.


Conflicts between the game designers and the producer were apparently escalating. In May 1998, Dan Rubenfield and Marshall Andrews, two of the designers for Ultima IX left Origin. It was a poorly-kept secret that conflicts with del Castillo were the primary cause for their departure. A month later, lead designer Bob White also left Origin. By the middle of 1998, del Castillo resigned due to "philosophical differences," Richard Garriott took a more active role in the production of the game, and Seth Mendelsohn joined the team as lead designer.


Ultima IX had already been in development for a long time and Origin had been advertising that the game would be released in late 1998. But the conflicts regarding the game's design and the departure of the primary game designers left the game in a terrible mess.


Version Four: 1998-1999 This is the version of the game that was actually released to the public. After del Castillo left the Ultima IX team, Richard Garriott and Seth Mendelsohn re-wrote the entire story for the game. The new focus of the story was to be that this would be the last time that the Avatar would be visiting Britannia and that the people of Britannia would have to learn to solve their own problems after this. Some elements of the previous story (or stories) were kept, presumably to make use of the existing (and expensive) pre-rendered cinematics, but most of them were either heavily edited or used in a dramatically different context than originally intended. And sometimes both.



The game's release was initially complicated by a rather buggy first release, with very advanced hardware requirements for the time; the design team had objected strongly to the timing of release, but the Electronic Arts management enforced it. A few months later, a fixed version was released; a further unofficial fix was leaked on the Internet a bit later by an anonymous member of the team. As it stands now, the game is not completely bug-free and still has memory leaks, but is generally quite playable on modern hardware. A computer bug is an error, flaw, mistake, failure, or fault in a computer program that prevents it from working as intended, or produces an incorrect result. ... EA redirects here. ... In computer science, a memory leak is a particular kind of unintentional memory consumption by a computer program where the program fails to release memory when no longer needed. ...


The game world was rendered in a detailed and seamless manner. Yet, with the technological constraints, Britannia was much smaller in overall area than previous games. For example, Britain, the largest city of Britannia, consisted of only a few buildings. One of the chief criticisms of Ultima IX was that the story did not do justice to the continuity of earlier parts of the series. Many fans feel it is unfinished and not as polished as the earlier Ultimas were. It is notable that the plot was changed during the development. A summary of the original plot (often called "Bob White plot", after the lead designer at the time) was later released on the Internet.


One prime difference from previous Ultimas is that in Ultima IX you have less control of what path to take in the game. In fact, many areas of Britannia are blocked off until quests are completed, reducing the amount of initial exploring available in the world.


Combat and strategy were vastly different from previous Ultimas, save perhaps Ultima VIII. Combat in Ultima IX was reduced to clicking the mouse buttons as fast as you could in order to defeat your enemies.


As previously discussed, the game also does not link to earlier Ultimas as well as some fans hoped. The game was said to be made to attract a more general gamer audience with little or no knowledge of previous Ultimas, so many facts and events from earlier games are disregarded, while others are altered to suit the plot of Ultima IX. Some fans have found a considerable number of "errors" in the game. Because of this, many Ultima fans consider the game non-canonical, going so far as to completely ignore that the game ever happened and look to fan made replacements. (See external links for a list of nitpicks.) To meet Wikipedias quality standards, this article or section may require cleanup. ...


A major annoyance to most Ultima fans was the fact that the Avatar was given an audible voice. Throughout the history of the series, interaction with NPCs was accomplished through trigger words that the character would either type or select off a menu to get a reaction, something which was gently mocked in self-reference as it became outdated. Even though it was a technical step forward from the sometimes frustrating keyword system, the old interface was a major part of the old games and its removal was dubbed as just another step away from what had always been Ultima. It should be noted, however, that the option for having voice-overs for the Avatar's dialogue is independently configurable from the option of having voice-overs for the NPCs' dialogue.


Plot

Since the final release of Ultima IX in December of 1999, there has been much speculation as to what happened in the five years since the original release of Ultima VIII. Origin Systems had released a number of tantalizing video clips in these intervening years, first in the Ultima Collection CD and intermittently in between. These screenshots and clips pointed to a totally different plot from the released version, which many longtime fans of the Ultima saga agreed was unsatisfying and unrewarding.


The definitive answer came on December 9, 1999, when a synopsis of the original script was posted to the Ultima Horizons discussion board and quickly spread throughout the fan community. The synopsis was written by Bob White and released with his permission. White worked directly with Garriott, John Watson, and Brian Martin in developing the game's original story before leaving Origin. John Watson is a common name. ... Brian Martin is a former Oxford University lecturer and school teacher, who has written and edited academic books in the past. ...


Summaries of both the official plot and the leaked original plot are given below. The premise behind both plots is essentially the same, but the original plot arguably has greater complexity and more depth. Some of the fan remakes have tried to recreate the original plot from what information about it is publicly available.


The official plot

The game picks up just after the end of Ultima VIII, but somehow the Avatar returns to Earth for an unspecified amount of time before getting back to Britannia. He arrives in Britannia on a mountain overlooking the Guardian's keep in Terfin. Before he can overcome disorientation, a Wyrmguard takes a dragon up and incinerates him.


Then there is the dark throne room scene with the Guardian in shadow talking to Lord Blackthorn. Blackthorn is pleased after apparently seeing the Avatar's death but the Guardian realizes that he was teleported away just in the nick of time by someone, who must be at the castle of Stonegate. Blackthorn wants to go after him but the Guardian instructs him to wait because he wants the Avatar to see how he has been destroying Britannia and wants the Avatar to despair. In the Ultima game series, Lord Blackthorn (also frequently spelled Blackthorne) is a recurring character that first appears in Ultima V: Warriors of Destiny (1988). ...


The Avatar is brought to Stonegate by Hawkwind the Seer (from Ultima IV), who gives him a brief rundown of what has happened since he left for the Serpent Isle. Great columns have appeared throughout the land, and their malign influence has caused plagues, famine, and other natural disasters. Under their power, the people of Britannia have twisted the Virtues into mockeries of their true meaning.


As the quest progresses the Avatar learns that the Guardian has stolen the Runes of the Virtues and twisted them into the glyphs that form the heart of the columns (also true in the original plot). Most of the game consists of traveling through the dungeons to recover the glyphs and to visit the Shrines of the Virtues to meditate and cleanse them, making the game not so dissimilar to Ultima IV in this respect, with the one difference that the game requires visiting the columns and shrines in a fixed order. Eventually, as the game progresses it is revealed that the Guardian is nothing other than the dark half of the Avatar himself, and the only way to save Britannia is for the Avatar to ascend to a higher plane, taking the Guardian with him, which is accomplished via an Armageddon spell cast behind a Barrier of Life. The evangelist John of Patmos writes the Book of Revelation. ...


As previously mentioned, this plot has many glaring inconsistencies that many longtime fans of the series have found offensive. Pieces of the original plot described below can be found peeking through in many places, most notably in the full motion video cutscenes that were produced with the original plot in mind.


The original plot

The beginning of the game is more or less the same as the beginning of the actual Ultima IX release, except that the Avatar never actually returns to Earth after his sojourn in Pagan in Ultima VIII. Just as in the official plot, there are also columns created by the Guardian with malign influence. Further, Lord British has become enfeebled and left government of the kingdom in the hands of a tribunal consisting of the lords of the cities of Moonglow, Britain, and Jhelom, but they have proved unable to deal with the crises and have fractured into mutually distrustful city-states that are, at the time the Avatar arrives, at the brink of war.


Of course, the Guardian is behind all of this, orchestrating these events, with the aid of Lord Blackthorn, but few within the kingdom suspect this. Among these men is a leader in the town of Asylum, formerly known as Buccaneer's Den, known as Samhayne, a benevolent underworld character who smuggles contraband food and supplies to the various cities. He enlists the aid of the Avatar to find proof of these shadowy manipulations that are causing Britannia to disintegrate. With the help of his longtime friends Shamino and Iolo and Samhayne's protegé Raven, they uncover Lord Blackthorn secretly advising members of the council and goading them to war. Blackthorn is unmasked just as the armies of the council have taken the field of battle. He is eventually caught later on at Terfin, and executed at Lord British's command, but the Guardian escapes. Shamino as he appears in Ultima VII Part Two: Serpent Isle Shamino Sallé Dacil, generally referred to only by the first name name Shamino, is a fictional character from the Ultima series of computer role-playing games. ... Iolo as he appears in Ultima VII Part Two: Serpent Isle Iolo (pronounced yo-lo) FitzOwen is a bard, a fictional character in the Ultima computer game series. ...


The Avatar and Lord British then travel to Stonegate for the final confrontation with the Guardian, but after it appears that they successfully kill him, they are told that it is not enough. The columns that the Guardian created have embedded themselves too deeply within the very fabric of Britannia itself, and soon they will destroy the world, funneling the power of its destruction back into the Guardian, resurrecting him and making him stronger yet. The only way to destroy the Guardian now would be to extinguish the life force of Britannia itself, but the people may be saved by evacuating them to the island of Skara Brae and using the power of the Runes of Virtue to protect them. The Ritual of Armageddon is cast, Britannia is destroyed, along with the Guardian and Lord British, but the Avatar ascends to a higher plane by the power of the spell, and the populace that was evacuated to Skara Brae is protected by the Runes and they live on, to find another world to call their own. Skara Brae is a large stone-built Neolithic settlement, located in the Bay of Skaill on the west coast of mainland Orkney, Scotland. ...


Poopy

Dragon Edition

At the time of initial release, EA also produced a "Dragon Edition" of the game, named for the Ultima Dragons fan club. It included an extra-large box, prints of in-game artwork, tarot cards, an ankh pendant, and special versions of the game books. Many of these extras recall the tradition of previous Ultimas including a trinket. Though the edition was intended as a collector's item, it reportedly proved difficult for some retailers to sell. Ankh The ankh (pronounced ahnk, symbol ) was the Egyptian hieroglyphic character that stood for the word , meaning life. ...


Fan-made patches

Some of the most popular fan-made patches are; In computing, a patch is a small piece of software designed to update or fix problems with a computer program. ...

  • Patch v1.19, which enhances the game's performance and fixes some bugs, released unofficially by an anonymous member of the development team. Installation of this patch is highly recommended if you are still having problems with the last official patch (1.18).
  • Dialogue Patch - which amongst other things rewrites the dialogue for almost the entire game, fixing plot holes and increasing coherency with the rest of the series. The patch changes only the existing dialogue text, so speech must be disabled to use it. Many Ultima fans recommend this patch as the bare minimum add-on to install. The patch also allows the player to change the name of the Avatar character - this feature was found in earlier installments of the series, but due to inclusion of voice acting, it was omitted in this game.
  • Economy Patch and Monster Patch - The shops have more in stock and the monsters are harder to beat. Those are the most noticeable changes, with other details on the rather long list. This one changes gameplay, but not the storyline.

Any combination of these patches can be used if desired, though the Dialogue, Economy and Monster patches are distributed as a single package.


Halfway through 1999, Origin sent to everyone that had registered the game a CD that contained the fix for almost all of the bugs found to that date. However, there remained some bugs which caused game crashes for some people. Electronic Arts publicly stated that this was the last official patch to be made public. EA redirects here. ...


Threats of a class-action lawsuit were passed around the online community but none of the threats ever materialized.


Fan remakes

There have been several community-based projects aimed at reproducing and/or replacing the original Ultima IX for the Ultima fans dissatisfied with the original game.


Alter U9 and Eriadain

One of the longest-running of Ultima IX remake projects was Moa Dragon's one-person effort, Eriadain. Based on the Bob White plot, and originally called Alter U9, it was first built on on RPG Maker 1995, and later became a Neverwinter Nights project. After many delays, the Moa finally cancelled the project; unfinished files can be now be found at the Aiera Orphanage. An example of the RPG Maker map-making interface. ... To meet Wikipedias quality standards, this article or section may require cleanup. ...


Ultima IX: Redemption

The most active project as of 2006 is the Ultima IX: Redemption project, which aims to create a "true" Ultima (an Ultima game that has traditional plot elements and characters included), with a heavy focus on preserving continuity with regards to the previous games. Redemption is being produced using the game engine from the successful computer role-playing game The Elder Scrolls III: Morrowind. So far, the team has implemented many new features using the Morrowind engine, including crafting weapons and armour, fishing, harvesting, cooking, etc. Additions such as a new sailing system and combat system changes have also been included. 2006 (MMVI) is a common year starting on Sunday of the Gregorian calendar. ... A game engine is the core software component of a computer or video game or other interactive application with real-time graphics. ... The Elder Scrolls III: Morrowind, also known simply as Morrowind, is a first-person (also playable in third person) computer role-playing game in Bethesda Softworks The Elder Scrolls series. ...


While the game starts with the premise set forth by Ultima VIII's ending - the Avatar returns from Pagan, and sees a seemingly unknown land subjugated by the Guardian - the plot is completely new. Atarkans, the race of people found in Ultima Underworld II, have somehow invaded and conquered most of Britannia. The Avatar's task is to free Britannia, restore the balance of the corrupted Ether, and ultimately confront the Guardian. Currently, there are several endings that occur based on the actions of the player throughout the game. Redemption also features many of the old companions of the Avatar and characters from the previous installments of the Ultima series. Ultima VIII: Pagan (1994) is the eighth part of the computer role-playing game series Ultima. ... Ultima Underworld is a series of two computer role playing games published by Origin Systems in the early 1990s. ...


The development of Redemption is managed by Titans of Ether team. The team also has developers from another fan project called The New King, a new Ultima game set chronologically after Ultima IX. The developers of The New King came to help the project when the former Redemption manager abruptly left the team and the project was in danger of being cancelled.


As of August 2006, production is approximately half-way complete.


Forgotten World

Unlike the other Ultima IX related projects, Forgotten World is a modification of UIX using the original engine. In May 2006, Forgotten World was officially announced combining the efforts of landscape improvements by First Knight and continued file format research by Nimdraug. This project aims to alter the game in many ways that will, in the end, satisfy the many players who were disappointed with the release version of UIX.


As of July, Team Forgotten World claims to have found different remains of the originally intended game features in the various files they have examined thus far. While trying to improve the world, graphics and story in general, they are also endeavoring to restore these remains.


The current stage of development for Forgotten World is to decode the various file formats in order to understand and ultimately change them. According to the website, the team has managed to decode the files for the models used in game and can successfully export and import 3d models and textures.


Currently, the team is looking for programmers, 3d modelers, and 2d artists. To apply, check the contact page at their website: http://www.forgottenworld.de/


External links

  • Ultima IX: Ascension at MobyGames
  • Last official patch, 1.18f
  • Unofficial patch, 1.19f
  • Ultima IX Dialogue, Monster and Economy patch
  • Nitpick list for Ultima IX: Ascension
  • Original Ultima IX, with history of Ultima IX before its release, screenshots from the in-progress versions, the Bob White plot text, and the remnants of the original game discovered in the released game. The original Usenet posting of the Bob White plot is here
  • Titans of Ether, home of Ultima IX: Redemption fan remake
  • Forgotten World, website of the Forgotten World mod
  • Whacked-Out Ultima 9, Doug the Eagle's humorous look at many odd facets of Ascension.
  • Escapist article, relating the acquisition of Origin Systems by Electronic Arts, and the debacle that resulted in Ultima IX.
  • Ultima Ascension Screenshots, a collection of screenshots from the original development version of the game.
The Ultima series
I - II - III - IV - V - VI - VII - VIII - IX

Akalabeth (Ultima 0)
Worlds of Ultima : The Savage Empire - Martian Dreams
Ultima Underworld : The Stygian Abyss - Labyrinth of Worlds
Ultima Online
Ultima Worlds Online: Origin - Ultima X: Odyssey - Arthurian Legends
Ultima articles - Ultima characters

  Results from FactBites:
 
Ultima IX: Ascension review for the PC (1233 words)
New to Ultima IX is a toolbelt for quick weapon equipping, using potions, etc. The mouse is used for controlling the viewpoint, but whenever an item is picked up, the old mouse interface for moving objects with the little "hand" is still there.
Ultima IX draws you in with a great story, a good interface, terrific gameplay, and graphics that, under proper conditions, create the mysterious and enchanting world of Britannia with more success than perhaps any game has ever had at creating its setting.
Ultima IX is the legacy of gaming companies focusing more on the dollar than the quality of the product: an 'A' game murdered by an 'F' game's bugs.
Ultima IX: Ascension for PC Review - PC Ultima IX: Ascension Review (1757 words)
At the same time, Ultima IX assumes no previous experience and does a great job of acclimating newcomers to the world of Britannia and in setting the stage for the final showdown between the Avatar and his archenemy.
Ultima IX isn't a fast-paced game, so you'd think a low frame rate wouldn't be cause for alarm; however, the poor graphics performance is such that it can make extended play sessions very hard on the eyes, yet the game's languid pace makes such marathon play sessions necessary.
Ultima IX's dialogue generally doesn't give you much choice in how to respond so much as it lets you choose the order in which you acquire particular information, although you'll sometimes have to make decisions that are significant and even drastic.
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