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Ultima IV: Quest of the Avatar

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Ultima IV: Quest of the Avatar , first released in 1985 for the Apple II , is the fourth in the series of Ultima role-playing video games . It is the first in the "Age of Enlightenment" trilogy, shifting the series from the hack and slash , dungeon crawl gameplay of its "Age of Darkness" predecessors towards an ethically nuanced, story-driven approach. Ultima IV has a much larger game world than its predecessors, with an overworld map sixteen times the size of Ultima III and puzzle-filled dungeon rooms to explore. Ultima IV further advances the franchise with dialog improvements, new means of travel and exploration, and world interactivity.

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83-484: In 1996 Computer Gaming World named Ultima IV as #2 on its Best Games of All Time list for IBM PC compatibles. Designer Richard Garriott considers this game to be among his favorites from the Ultima series. Ultima IV was followed by the release of Ultima V: Warriors of Destiny in 1988. Ultima IV is among the few role-playing games, and perhaps the first, in which the game's story does not center on asking

166-524: A DMCA " cease and desist " notice to this fan project. In 2015 also a fan-made remaster project for the Commodore 64 version of the game was released with source code on GitHub , addressing bugs and improving other aspects of the game. DOS version of Ultima IV is available for free through GOG.com . Publisher and IP owner Electronic Arts has released the game as freeware in 2011 to promote its free-to-play remake Ultima Forever: Quest for

249-461: A player character to overcome a tangible ultimate evil . The story instead focuses on the player character's moral self-improvement. After the defeat of each of the members of the Triad of Evil in the previous three Ultima games, the world of Sosaria underwent some radical changes in geography: Three quarters of the world disappeared, continents rose and sank, and new cities were built to replace

332-464: A character as he or she moves through an enemy-infested area. A majority of the time, the quest will demand the player to slay multiple enemies to ensure the safety of the NPC. Escort quests can be beneficial, forcing the players to focus on a particular area in order to play out a scene or reveal a section of the plot. Escort quests can also be used to funnel a character from one location to another, leading

415-512: A character to collect a number of items. These can either be gathered from a location or environment, or require the character to kill creatures in order to collect the required items. The quest may also require the character to collect a number of different items, for example to assemble a device. The Escort quest is a combination of killing enemies to maintain the well-being of a non-player character (NPC), while exploring an area alongside that NPC. A typical escort quest would involve protecting

498-576: A few other games "have stood pretty much alone as quirks instead of trend setters" in the CRPG industry, as other games did not follow their innovations. With a score of 7.80 out of 10, in 1988 Ultima IV was among the first members of the Computer Gaming World Hall of Fame for those games rated highly over time by readers. In 1990 the game received the third-highest number of votes in a survey of readers' "All-Time Favorites". In 1996,

581-422: A game. Typical quests involve killing a set number of creatures or collecting a list of specific items. Some quests may take only a few minutes or hours to complete, while others may take several days or weeks. Often, the larger the reward, the longer the quest takes to finish, and it is common for a quest to require characters to have met a certain set of pre-conditions before they are allowed to begin. Questing

664-464: A general rule, the completion of sidequests is not essential for the game to be finished, but can bring various benefits to the player characters . A kill quest sends the character out to kill either a specific number of named creatures, or a specific NPC (non-player character). These types of quests often require the character to bring back proof of their work, such as trophies, or body parts (boar tusks, wolf pelts, etc.). The combo quest requires

747-579: A graphical error in this version where the gypsy's picture is of a man with a mustache even though the gypsy is referred to as "she" throughout the text. xu4 is a cross-platform game engine recreation of Ultima IV under development for Dreamcast , Linux , Mac OS X , RISC OS and Windows . Two other remakes were using the Neverwinter Nights engine. An online version was written in Adobe Flash . In March 2011, Electronic Arts sent

830-499: A guest appearance by Erik Wolpaw , formerly of Old Man Murray . For many years, CGW never assigned scores to reviews, preferring to let readers rate their favorite games through a monthly poll. Scores were finally introduced in 1994, but beginning in April 2006, CGW stopped assigning quantifiable scores to its reviews. In May of the same year, CGW changed the name of its review section to "Viewpoint", and began evaluating games on

913-528: A more diverse combination of factors than a its content. Elements considered include the communities' reaction to a game, developers' continued support through patches, and whether a game's online component continued to grow. The reviews were formerly based on a simple five-star structure, with five stars marking a truly outstanding game, and one star signalling virtual worthlessness. Three games, Postal² by Robert Coffey, Mistmare by Jeff Green, and Dungeon Lords by Denice Cook "...form an unholy trinity of

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996-424: A player to attack certain enemies or structures with a combination of attacks until the required number of combos is reached. Enemies in these quests are usually either immortal or infinite in number, until the player is successful. At this point, the enemies would either be killed, or stop appearing. Another type of quest is the delivery quest , also known as a FedEx quest or fetch-carry quest. This involves

1079-413: A sense of responsibility for their character's actions, players were intended to feel they were playing themselves transported into a fantasy realm, not a separate person. Garriott removed gameplay elements he believed would prevent players from identifying personally with their character, such as playing as a non-human. Decades after the game's release, 1UP.com described Ultima IV as "a direct barb at

1162-550: A sister magazine to Computer Gaming World , entitled PC Gaming World , in the United Kingdom. It was the region's third-largest computer game magazine by August 2000. In 1998, journalist Stuart Campbell described PC Gaming World as a publication with a predominantly American bent, thanks to its "sober, serious, text-heavy style". He considered it to be out of step with the British game audience. Campbell later called

1245-702: A store, don’t pass it up... Don’t be discouraged if it takes you a while to find a copy — that search will be an easy one compared to what awaits you when you start the Quest of the Avatar". Famitsu reviewed the Famicom (NES) version and scored it 31 out of 40. Computer and Video Games magazine reviewed the Sega Master System version in 1990, giving it an 89% score. Co-creator of Dungeons & Dragons Dave Arneson in 1988 wrote that Ultima IV and

1328-474: A teenager—realized (partly from letters of enraged parents) that in the earlier games, immoral actions like stealing and murder of peaceful citizens had been necessary or at least very useful actions in order to win the game, and that such features might be objectionable. Garriott said he wanted to become a good storyteller and make certain the story had content, and that 90% of the games out there, including his first three Ultima games, were what he called "go kill

1411-641: A time when print magazines were struggling with the growing popularity of the Internet. Jones had been the editor-in-chief of CNET Gamecenter , and had before that been a staffer at CGW between 1994 and 1996. He was replaced by Jeff Green in the summer of 2001. On August 2, 2006, Ziff Davis and Microsoft jointly announced that CGW would be replaced with Games for Windows: The Official Magazine . The new magazine replaced CGW as part of Microsoft's Games for Windows initiative. In their press release, Ziff Davis indicated that much of CGW's core content and

1494-508: A total adventuring environment that takes place across an entire continent." In the September 1986 issue, Mike Gray lauded the game as "the best computer simulation of a true fantasy role-playing experience I have ever seen. If you have an Apple II or a Commodore 64 or 128, your treasure hoard of computer FRP games will not be complete unless and until you get your hands on this one". He praised Ultima IV as "incredible. If you can find it in

1577-741: A total of 7438 pages covering 11 years of gaming. The archive was created by Stephane Racle, of the Computer Gaming World Museum, and is available in PDF format . Every issue was processed through optical character recognition , which enabled the creation of a 3+ million word master index. Although Ziff Davis has taken its CGW Archive site offline, the magazines can be downloaded from the Computer Gaming World Museum. CGW featured reviews, previews, news, features, letters, strategy, and columns dealing with computer games . While console games are occasionally touched on, these are primarily

1660-466: A year's subscription of six issues. These early bimonthly issues were typically 40–50 pages in length, written in a newsletter style, including submissions by game designers such as Joel Billings (SSI), Dan Bunten (Ozark Software), and Chris Crawford . Also, early covers were not always directly related to the magazine's contents, but rather featured work by artist Tim Finkas. In January/February 1986 CGW increased its publication cycle to nine times

1743-406: A year, and the editorial staff included popular writers such as Scorpia , Charles Ardai , and M. Evan Brooks. CGW survived the video game crash of 1983 , which badly hurt the market; by summer 1985 it was the only survivor of 18 color magazines covering computer games in 1983. In autumn 1987 CGW introduced a quarterly newsletter called Computer Game Forum (CGF), which was published during

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1826-412: Is a prerequisite to beginning the next quest in the chain. Quests usually increase in difficulty as a player progresses through the chain. The quests typically reveal a single plotline in stages, where events during the stages of the plotline explain the reason or reasons for the different quests. Quest chains can also start with opening or breadcrumb quests, in order to encourage characters to journey to

1909-412: Is a tool used in role-playing games to avoid putting players in a position where they only perform a repetitive action, such as killing creatures. Players may be performing this activity in order to gain new skills and progress to new areas, or to gain in-game money in order to buy new items, such as armor and equipment. This process, commonly known as " grinding ", can slow down a character's progression in

1992-508: The Commodore 64 and Atari 8-bit 's sprites and hardware sound chips made porting from them to Apple "far more difficult, perhaps even impossible ... the Apple version will never get done". Like previous games, Ultima IV does not permit saving in dungeons because of technical limitations that Garriott described as "non-trivial". The ankh used as the symbol of the Avatar's virtuous path,

2075-640: The Eight Virtues . After proving his or her understanding in each of the Virtues, locating several artifacts and finally descending into the dungeon called the Stygian Abyss to gain access to the Codex of Ultimate Wisdom, the protagonist becomes an Avatar . Conversely, actions in the game could remove a character's gained Virtues, distancing them from the construction of Truth, Love, Courage and

2158-547: The Mockingboard sound card , which enabled Apple II users to have 3-voice music. Custom disk routines allowed Ultima IV to have faster disk access than the previous games, which was also important as the growing size of the game caused it to now use two floppy disks instead of one. The dialog of two NPCs in the Apple II release were accidentally not entered, leaving them in their default test states. One of these NPCs

2241-466: The Origins Award for Best Professional Adventure Gaming Magazine of 1987 . The New York Times repeatedly praised CGW, placing it as one of the premier computer game publications of its time. In 1997 the newspaper called it "the leading computer game magazine", In 1999 "the bible of computer game purists", and in 2005 "one of the top computer game magazines". Ziff Davis also published

2324-407: The elves , dwarves , and "bobbits" found in previous games (although even in the first three Ultima s where they could be chosen as player characters, there were never any non-player characters (NPC) of those non-human races). Although each profession embodies a particular Virtue, to become an Avatar the player must achieve enlightenment in all eight virtues. Virtue affects how NPCs interact with

2407-523: The 8-bit versions, takes proper advantage of the hardware for the first time instead of being a rushed conversion from the Apple II. EGA and Tandy graphics support is added, as well as proper hard disk support (the game finally supported DOS 2.x and subdirectories). There is no music in the IBM version, however, even though the Tandy 1000 series had a 3-voice sound chip . The Atari ST version of Ultima IV

2490-476: The Avatar , which it would release in 2013. Ultima IV was the top game on Billboard ' s list of software best sellers for February and March 1986. In the United States, Ultima IV had sold more than 100,000 copies by August 1986. Global sales of Ultima IV had surpassed 400,000 copies by May 1989. Scorpia of Computer Gaming World in 1986 called it "an incredible game", only criticizing

2573-399: The Avatar , was released in 1990. The NES port of Ultima IV is very different from the other versions: the graphics had been completely redone, as was the music, and the dialogue options were greatly reduced. Among other gameplay changes, the player cannot have all seven recruitable characters in the player's party at the same time, as one could in other versions. Any character over the four

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2656-562: The GFW Radio Penny Arcade Expo reunion, Jeff Green claimed that the deal with Microsoft allowed CGW/GFW to continue operating, and that if it had not occurred, Ziff Davis would have shut down CGW . Simultaneously with the release of the final CGW issue, Ziff Davis announced the availability of the CGW Archive, which features complete copies of the first 100 issues of CGW , as well as the two CGF issues, for

2739-587: The NES port, the style was retained from Origin's version), a simpler conversation system and, unlike the NES version, uses the regular Ultima IV background music. Although the Master System is easily capable of displaying more complex first-person scenes than those found in Ultima IV (see Phantasy Star ), this version's dungeons are viewed from a top-down perspective, much like those of Ultima VI , which

2822-546: The Tinker with a male character named Julius. Some of these changes were done because of the memory limitations of being on a single cartridge instead of multiple floppy diskettes. Ultima IV: Quest of the Avatar for the Master System is the only Ultima to be ported to a Sega platform. It was released in 1990 and was both ported and published by Sega. The port features completely re-drawn graphics (although unlike

2905-586: The Virtue. The seer Hawkwind in Lord British's castle provides the player with feedback on their progress in the Virtues, offering advice for actions that will improve their standing in each of the Eight Virtues, informing them when they are ready to visit a shrine for elevation, or chastising the character if they "hath strayed far from the path of the Avatar". A player may be encouraged to give alms to

2988-429: The character being sent to deliver an item from one location to another. Sometimes, the character may need to collect the item first, instead of being handed the item to deliver when starting the quest. These quests are made challenging by asking the character to journey through unfamiliar or dangerous terrain, sometimes while facing a time limit. Gather quests , also known as collection quests or fetch quests, require

3071-440: The character's experience in order to learn new skills and abilities, or any combination of the above. Quests often fall into several types, such as kill quests, gather quests, delivery/"fetch" quests, and escort quests. However, quests can include more than one mission, such as gathering something and transporting it somewhere. Quests can be linked together to form quest series or chains. In this manner, quests are used to provide

3154-518: The correct syntax to carry out a (typically simple) operation. Elements from the above types can be combined to make more complex quests. For example, a quest could require that the player find the parts needed to assemble a specific weapon (Gather Quest), and then use these parts to kill a specific foe (Kill quest). Hybrid quests may also include puzzles and riddles. A quest chain is a group of quests that are completed in sequence. Quest chains are also known as quest lines . Completion of each quest

3237-483: The dungeons that supplemented the standard combat against randomly appearing enemies. Ultima IV is an open world game ; most quests can be completed in any order. There are no fetch quests . Although it is a turn-based game, the clock runs while the game was running. If a player does not act for a while, NPCs and monsters may move and time passes. Time is an important aspect to the game, as certain actions can only be performed at certain times. The world of Britannia

3320-403: The effect of making you feel like you were in more control than any previous RPG." Computer Gaming World Computer Gaming World ( CGW ) was an American computer game magazine published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983 , it was sold to Ziff Davis in 1993. It expanded greatly through the 1990s and became one of

3403-422: The eight virtues. These situations do not have one correct resolution; rather, players must rank the Eight Virtues and whichever stands as their highest priority determines the type of character they will play. For example, choosing Compassion creates a Bard , Honor a Paladin , Sacrifice a Tinker , and so on. This is also the first Ultima where playing as a human is necessary, eliminating other races such as

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3486-481: The end of the game, he took advantage of this to encourage players to overthink the puzzles and question the morality of their choices. At one point, players are seemingly required to murder children, who are revealed to be monsters in disguise. Though one playtester threatened to quit over this dilemma, Garriott refused to remove it from the game, reasoning that it had served its purpose in provoking an emotional response. The game's concept originated from when Garriott

3569-456: The entire staff will be transferred to the new magazine. Because of these announcements, Ziff Davis' actions appeared more on the order of a rebranding of CGW , rather than an actual cancellation. The final CGW -labeled issue was November 2006, for a total of 268 published editions. On April 8, 2008, 1UP Network announced the print edition of Games for Windows: The Official Magazine had ceased, and that all content would be moved online. At

3652-458: The evil bad guy" stories. He said, " Ultima IV was the first one that had ethical overtones in it, and it also was just a better-told story." Shay Addams, Garriott's official biographer, wrote, "He decided that if people were going to look for hidden meaning in his work when they didn't even exist, he would introduce ideas and symbols with meaning and significance he deemed worthwhile, to give them something they could really think about." To encourage

3735-494: The fact that experience only came from combat, which she stated became "tedious". Scorpia concluded, "What are you waiting for? This will be a classic... go get it!!" The game became the first to replace Wizardry: Proving Grounds of the Mad Overlord —the top-rated adventure game for five years—in the magazine's reader poll, and it named Ultima IV as the game of the year for 1986. In 1987 Scorpia cited Ultima IV for taking

3818-473: The first half of 2001; Computec moved the publication's subscribers to PC Gameplay , which nevertheless struggled to grow its base. The company "relaunched" PC Gameplay as PC Gaming World in 2003, but did not release the new publication's subscriber count through the Audit Bureau of Circulations during the first half of that year. Writing for GamesIndustry.biz , Kristan Reed noted that this decision

3901-453: The game and ultimately limit the player's enjoyment. Having a number of quests for characters to tackle is seen as a way to provide variety, and to counter the need to grind in these types of games. A sidequest is an optional section of a video game, and is commonly found in role-playing video games . It is a smaller mission within a larger storyline, and can be used as a means to provide non-linear structures to an otherwise linear plot. As

3984-409: The game is not set in an "age of darkness"; prosperous Britannia resembles Renaissance Italy , or King Arthur 's Camelot. The object of the game is to focus on the main character's development in virtuous life—possible because the land is at peace—and become a spiritual leader and an example to the people of the world of Britannia. The game follows the protagonist's struggle to understand and exercise

4067-411: The game was very similar to Ultima III: Exodus , although much larger. It is the first Ultima to feature a dynamic conversation system; whereas NPCs in earlier games would only give one canned answer when talked to, now players could interact with them by specifying a subject of conversation, the subject determined either by a standard set of questions (name, job, health) or by information gleaned from

4150-502: The genre away from hack and slash—"for the first time, we have a CRPG whose focus IS character development. Not how many monsters you kill, nor how much loot you can pick up"—in 1991 and 1993 called it her favorite game, in 1994 stated that "maybe nothing ever will" surpass it, and after retiring from reviewing games called it "my all-time, number one, favorite RPG". In June 1986, Dragon ' s Hartley and Pattie Lesser called Ultima IV "The most impressive and complex adventure to date;

4233-447: The greater axiom of Infinity—all required to complete the game. Though Avatarhood is not exclusive to one chosen person, the hero remains the only known Avatar throughout the later games, and as time passes he is increasingly regarded as a myth. Instead of simply choosing stats to assign points to as in the first three Ultima games, players are asked various ethical dilemmas by a gypsy fortune-teller using remotely tarot -like cards of

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4316-433: The information that you've been having to dig out of three or four or five (or six...). Get it." Page 6 reviewed Computer Gaming World and stated: "Quite apart from being an interesting read, you will get more out of your existing games and will have a much better idea of what to buy as your next piece of software. No other computer magazine that I can think of will give you reviews of such depth." In 1988, CGW won

4399-476: The largest dedicated video game magazines, reaching around 500 pages by 1997. In the early 2000s its circulation was about 300,000, only slightly behind the market leader PC Gamer . But, like most magazines of the era, the rapid move of its advertising revenue to internet properties led to a decline in revenue. In 2006, Ziff announced it would be refocused as Games for Windows , before moving it to solely online format, and then shutting down completely later

4482-591: The magazine an "oddity" that was "clearly aimed primarily at a 40-something audience and beyond", in comparison to more youthful rivals such as PC Gamer UK and PC Zone . In July 2000, Ziff Davis sold its publishing arm in Europe to Verenigde Nederlandse Uitgeverijen (VNU), including three magazines in Germany, three in France and four in the United Kingdom. PC Gaming World migrated with these publications. At

4565-417: The magazine ranked it as the second-best video game of all time, and the second most-innovative computer game. In 2013, IGN placed Ultima IV at #26 in its list of top 100 RPGs of all time. In 2015, Peter Tieryas of Tor.com stated that the NES version "represented a different type of ideal... You make up the narrative and you determine the course of your journey, engendering a sense of immersion that had

4648-464: The magazine to Ziff Davis —by then the magazine was so thick that a reader reported that the December issue's bulk slowed a thief who had stolen a shopping bag containing it —but continued on as publisher until 1995. The magazine kept growing through the 1990s, with the December 1997 issue weighing in at 500 pages. In January 1999, Wilson left the magazine and George Jones became editor-in-chief, at

4731-544: The magazine would both review games and serve as a trade publication for the industry. The first issue appeared in November, about the same as rivals Electronic Games and Softline (Sipe's religious background led to " Psalm 9:1–2 " appearing in each issue. His successor as editor, Johnny L. Wilson, was an evangelical Christian minister). The first issues of Computer Gaming World were published from Anaheim, California , and sold for $ 2.75 individually or $ 11 for

4814-401: The music, however, so that one could play the music on a connected MIDI synthesizer or sampler . Both ports made use of the mouse and limited use of the native operating system 's windowing environment ( mouse cursor support, dialog boxes for requesting disks, etc.). Like Ultima III , Ultima IV was released to NES by FCI and Pony Canyon . This version, titled Ultima: Quest of

4897-485: The off-months of CGW . The newsletter never became popular; only two issues were published before it was cancelled. Some of CGF's content became part of CGW , which became a monthly. The magazine went through significant expansion starting in 1991, with page counts reaching 196 pages by its 100th issue, in November 1992. During that same year, Johnny Wilson (who started as a contributor in 1983), became editor-in-chief, although Sipe remained as publisher. In 1993, Sipe sold

4980-521: The ones that were lost. Eventually the world, now unified under Lord British 's rule, was renamed Britannia. Lord British felt the people lacked purpose after their great struggles against the Triad were over, and he was concerned with their spiritual well-being in this unfamiliar new age of relative peace, so he proclaimed the Quest of the Avatar: He needed someone to step forth and become the shining example for others to follow. Unlike most other RPGs

5063-621: The only games in CGW history to receive zero-star reviews." According to MDS, CGW had a circulation slightly above 300,000 as of 2006. In this regard, it was slightly behind industry arch-rival PC Gamer . Bruce F. Webster reviewed the first issue of Computer Gaming World in The Space Gamer No. 48. Webster commented that "I strongly recommend this magazine to computer gamers, and just one reason alone will (in my opinion) suffice: You can now start getting from just one publication

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5146-401: The player along a route or path. However, problems with this type of quest can occur if the artificial intelligence controlling the NPC causes the NPC to behave in unexpected or unmanageable ways. Because many escort quests are often perceived as being poorly done, they are very unpopular amongst the gaming community. A phenomenon unique to text-based games, syntax quests depend on guessing

5229-417: The player could have would stay at a hostel at Castle Britannia, requiring the player to return there to change characters. The combat system was fairly close to the personal computer games, however, with the additional option to use automated combat. Additionally the spell-casting was simplified, removing the need to mix spells. Some puzzles were removed as well. This port also replaced the character Julia

5312-408: The player with further background to the setting their characters are in. This mechanism is also used to advance any story or plot the game might have. Many types of quests are referred to as "sidequests". These are quests which deviate from the main plot and are not required to complete the game. In the most general sense, a quest is a "hunt for a specific outcome", in contrast to simply winning

5395-424: The player; enlightenment in the Virtues is achieved through the player's actions as well as through meditation at shrines. Shrines to each of the Virtues are scattered about Britannia, each requiring the player to possess the corresponding Virtue's rune before allowing entry. Through meditation and correctly repeating the Virtue's mantra three times at the shrine, the player gains insight and ultimately enlightenment in

5478-519: The playtesting as "slightly rushed" to make the Christmas season; he was the only one to finish playing through the game by the time it went out for publishing. Like contemporary Origin games, Ultima IV was developed for the Apple II , then ported to other computers, partially because Garriott himself was an Apple II user/coder, partially because this made ports easier. Garriott said in 1984 that

5561-436: The poor to improve their Sacrifice, or never flee from battle to improve their Valor. Players are equally able to lower their virtue by their in-game actions, such as selecting a bragging response in a dialog with certain characters (lowers Humility). While most actions have a minor effect on a Virtue's progress, certain actions can have an immediate and devastating effect on a player's progress on multiple Virtues. Technically,

5644-461: The previous answers, or from other characters. Many sub- quests were arranged around this. Users playing the game a second time could save considerable time by knowing the answers to key questions, which frequently required travel to another city to talk with another NPC. In at least one case, a player is asked "Who sent you?", which may require yet another round trip between cities. Another addition were dungeon rooms, uniquely designed combat areas in

5727-630: The same year. In 1979, Russell Sipe left the Southern Baptist Convention ministry. A fan of computer games, he realized in Spring, 1981 that no magazine was dedicated to computer games. Although Sipe had no publishing experience, he formed Golden Empire Publications in June and found investors. He chose the name Computer Gaming World ( CGW ) instead of alternatives such as Computer Games or Kilobaud Warrior because he hoped that

5810-644: The self-appointed moral crusaders who sought to demonize RPGs" and complained that "the irony in seeing an 'evil' RPG better present the Christian admonition to back faith with works in quiet modesty than the Bible -waving watchdog decrying the medium seems to have been lost". The game's moral dilemmas were designed to give players the opportunity to reap temporary rewards for amoral behavior, only to realize later that they have been penalized. Garriott hoped they would approach later dilemmas with more thoughtfulness. Near

5893-634: The series ported to the Atari 8-bit computers . To fit the game in 48K, the Atari 8-bit version dropped music support. The game was distributed on the earliest 90k Atari 810 disk format, so as not to require a disk drive upgrade for any players, thus it occupies four disks instead of two disks, as with the Apple II and Commodore 64 versions. Similar to the C64 port, the IBM version of Ultima IV , released two years after

5976-409: The territory of CGW's sister magazine. Electronic Gaming Monthly . In 2006, two of the most popular features were "Greenspeak", a final-page column written by editor-in-chief Jeff Green, and "Tom vs. Bruce", a unique "duelling-diaries" piece in which writers Tom Chick and Bruce Geryk logged their gameplay experience as each tried to best the other at a given game. "Tom vs. Bruce" sometimes featured

6059-582: The time, The Register reported that VNU saw PC Gaming World as a poor match for its business model, which left the magazine's future uncertain. The publisher sold PC Gaming World to Computec Media a month after the purchase, citing its lack of synergy with VNU's existing brand. This transition was set to be completed in October 2000. According to Golem.de , Computec planned to fold PC Gaming World together with its own PC Gameplay magazine, which it launched in 2000. PC Gaming World had closed by

6142-578: The user would keep the Overworld side of Disk 1 in Drive 0 and flip the Town/Dungeon disk as needed in Drive 1. The Overworld disk is also used to load/save the player's progress. One of the biggest criticisms of the C64 port was a lack of any disk fast loader , which made for extremely slow disk access against the speed-optimized disk routines in the Apple version. Ultima IV was the final game in

6225-555: Was "never a healthy sign". Computec sold its entire British game magazine branch to competitor Future Publishing in late 2003. Quest (video games) A quest , or mission , is a task within video games that a player-controlled character , party , or group of characters may complete in order to gain a reward. Quests are most commonly seen in role-playing games and massively multiplayer online games . Rewards may include loot such as items or in-game currency, access to new level locations or areas, an increase in

6308-437: Was chosen after Garriott saw it in the film Logan's Run . Garriott said in a 1985 interview that he was working on both Ultima IV: Part 2 and Ultima V . Eventually, only Ultima V realized. Like previous Ultima s, Richard Garriott wrote most of the core code himself; as the games were getting too complex for one person to handle, however, he was required to call in outside assistance for programming tasks with which he

6391-860: Was first introduced here in full, and the world map in the series did not greatly change in later games. The player may travel about Britannia by foot, on horseback, across the sea in a ship or by air in a "lighter than air device". Speed and ease of travel is affected by the mode of travel as well as terrain and wind. The Eight Virtues of the Avatar, their relationship to the Three Principles of Truth, Love, and Courage, and how gameplay has been designed around them are as follows: Richard Garriott has said that he received no customer feedback for his first three games because neither California Pacific Computer nor Sierra On-Line forwarded him mail. After his own company released Ultima III , Garriott—who attended an interdenominational Christian Sunday School as

6474-416: Was not familiar, such as music and optimized disk routines. Ultima IV was the first game in the series to require a 64k Apple II and primarily targeted the newer Apple IIe and IIc , although it could still run on an Apple II+ if a language card was used to boost the system to 64k (Garriott himself was still using a II+ at this time). As had happened with Ultima III , Ultima IV also included support for

6557-605: Was not released until 1987, and the Amiga version not until 1988. Both are extremely similar to the PC port and do not fully utilize their machines' respective hardware features. In particular, the Amiga version has only 16-color graphics although the Amiga could display 64 on screen, without using the Copper processor to make color palette changes. The Atari ST version does support MIDI for

6640-504: Was released the same year. It seems that most of these cartridges were produced for the European market, as they contain a multi-lingual (English, French and German) manual, both books from the original version as well as a folded paper map. The books were of different colour for each of the three editions (blue for the UK version), fully translated and did not fit inside the game's box. There is

6723-479: Was the first in the series to take full advantage of the computer's hardware rather than simply converting the sound and graphics from the Apple II, and include in-game music. It came on two 1541 disks and like the Apple II, Side 1 of Disk 1 (labeled "Program") was copy protected while the other disk sides ("Overworld", "Town", and "Dungeon") were not and the user was instructed to make backups of them. Ultima IV also added support for two disk drives , in which case

6806-416: Was the most elusive in the game, and provided the player with the final answer they would require to complete the game. With this character not responding properly, players were forced to guess the correct answer or find it from sources outside the game to complete it. This bug would later be acknowledged in Ultima V , where the NPC appears again and admits his mistake to the player. The Commodore 64 port

6889-764: Was watching a television documentary about religion that covered the Dead Sea Scrolls and a Hindu temple in India. The concept of virtues was inspired by a TV show about the Avatars of Hindu mythology , which described the avatars as having to master 16 virtues. The eight virtues used in the game were derived from combinations of truth, love, and courage, a set of motivators Garriott found worked best, and also found in one of his favorite films, The Wizard of Oz . The game took two years to develop, twice that of both Ultima II and Ultima III . Garriott described

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