How Big Was the World In the Isometric Version of Ultima 9?
In which it is argued that the isometric version of Ultima 9 would have had a larger world overall.
In which it is argued that the isometric version of Ultima 9 would have had a larger world overall.
Bill Randolph graciously took over an hour out of his busy schedule to chat with us about his work at Origin Systems, especially on Ultima 9. He answered a number of questions about the game and its development, and shed some new light on its difficult development.
A summary of Ed del Castillo’s revisions to the plot of Ultima 9.
Technical documents from Origin Systems containing all manner of details about Ultima 6.
Courtesy of Bill Randolph and Joe Garrity of the Origin Muesum, Ultima Aiera is pleased to present a series of design documents for Ultima 7, covering areas such as conversation syntax, function design, and Origin’s in-house map editor.
Courtesy of Bill Randolph and Joe Garrity of the Origin Muesum, Ultima Aiera is pleased to present a series of design documents for Martian Dreams, covering areas such as the game’s alpha testing, the clue path and plot, the planned dream world encounters, maps, tilesets, and in-game flags.
Courtesy of Bill Randolph and Joe Garrity, Ultima Aiera is pleased to present twenty six (26) pages from a plot sumamry document which gives details about Ed Del Castillo’s version of the Ultima 9 story and gameplay.
Courtesy of Bill Randolph and Joe Garrity of the Origin Muesum, Ultima Aiera is pleased to present a series of design documents for Ultima 6, covering areas such as conversation syntax, object design, and Origin’s in-house map editor.