Ultima VI: The False Prophet
created and published by Origin Systems in 1990, running on MS-DOS
type: role-play
genre: Fantasy
series: Ultima, Ultima: The Age of Enlightenment
perspective: bird's-eye (axiometric)
player options: single player
game engine: Ultima VI engine
languages: eng
genre: Fantasy
series: Ultima, Ultima: The Age of Enlightenment
perspective: bird's-eye (axiometric)
player options: single player
game engine: Ultima VI engine
languages: eng
4.5/5
Technical specs
software: Ultima VI engine,
hardware: 8086 CPU, 8088 CPU, Color Graphics Adapter, Enhanced Graphics Adapter, Hercules Graphics Card, Multicolor Graphics Adapter, Tandy Graphics Adapter, Video Graphics Array, Keyboard, Mouse, AdLib SPU, Covox Sound Master, Creative Game Blaster sound card, Innovation Sound Standard, Roland MT-32 SPU, PC speaker SPU,
display: raster
Editor notes (2)
Originally planned for the the Apple ][GS; but never to be realized. Due to the declining market share of the Apple ][ and poor sales of the ][GS, this game was moved to the older but more numerous Apple ][ platform (though no longer a relevant market force, their were still many, many Apple ][s in active use). That version turned out to be technically impractical and was also canceled. The project was started from scratch for a IBM-PC (MS-DOS) release.
It was decided that character portraits could not be done on the 8-bit Apple II. In reality, they could have been done in the Apple II's double hi-res mode, but they would have been limited to 16 colors (32 simulated colors). The music and mouse interface were factors also. Again, the 8-bit apple could have done these also. All these things were built into the Apple ][GS hardware and/or system software The 8-bit Apple could actually do cassette quality digitized music and there was an Apple II mouse. Both of these would have required more software, more memory and *a lot more storage space. Unless the customer wanted to be swapping disks or shell out a fortune for an Apple II hard drive (extremely rare and expensive at the time). So these features would have been missing from the 8-bit version. Origin successfully dealt with all of these limitations when they ported Ultima VI to the Commodore 64; then again when they ported another Commodore 64 version. But, the market share for the Apple II began a rapid decline on top of all these issues. The 16-bit version (IIgs) was abandon first then the 8-bit version was scrapped and the IBM-PC version was started from scratch. Note, the IBM-PC version had CGA, EGA, and Tandy graphics options which were all limited to 16 on screen colors. 4 colors for CGA on a non-composite monitor. It also had a greyscale Hercules graphics option. Of course most people played in 256 color VGA mode, but the other graphics options show that an Apple versions could have been done.
teran01 # 2018-04-03 14:16:50
It was decided that character portraits could not be done on the 8-bit Apple II. In reality, they could have been done in the Apple II's double hi-res mode, but they would have been limited to 16 colors (32 simulated colors). The music and mouse interface were factors also. Again, the 8-bit apple could have done these also. All these things were built into the Apple ][GS hardware and/or system software The 8-bit Apple could actually do cassette quality digitized music and there was an Apple II mouse. Both of these would have required more software, more memory and *a lot more storage space. Unless the customer wanted to be swapping disks or shell out a fortune for an Apple II hard drive (extremely rare and expensive at the time). So these features would have been missing from the 8-bit version. Origin successfully dealt with all of these limitations when they ported Ultima VI to the Commodore 64; then again when they ported another Commodore 64 version. But, the market share for the Apple II began a rapid decline on top of all these issues. The 16-bit version (IIgs) was abandon first then the 8-bit version was scrapped and the IBM-PC version was started from scratch. Note, the IBM-PC version had CGA, EGA, and Tandy graphics options which were all limited to 16 on screen colors. 4 colors for CGA on a non-composite monitor. It also had a greyscale Hercules graphics option. Of course most people played in 256 color VGA mode, but the other graphics options show that an Apple versions could have been done.
teran01 # 2018-04-03 14:16:50
Comes with four 3.5' disks and seven 5.25' disks. Published by GT Interactive in 1992 in smaller box and without a cloth map.
Cheryl Chen developed a computer language for the game's dialog called UCS (Ultima VI Conversation Syste. Previous Ultima games had a software limits to how much text could be spoken by an NPC. Versions of Ultima IV utilizing UCS have no such limit.
When the guy is channel surfing during the intro there's a man on TV holding a book that gets struck by lightning and turns to dust. The phone number on the screen is (512) 328-0282. People could call the number to buy the Official Book of Ultima by Shay Adams. This was a hint book, collection of Ultima lore, history and behind the scenes info.
The Zebra-Centaur poster seen in the intro is based on a sketch by long time Ultima and Wing Commander artist Keith Berdak. A Nagel painting was first choice of the Ultima team and early unreleased version of the game had this instead. Origin was unable to secure the rights to use the copyrighted work, but it can nevertheless been seen on the back of the Ultima packaging in one of the screenshots. Fans sometimes blame censorship when different images are used in various ads and versions of the game. But in this case, the blame rests on another "C word". A full color version of Keith Berdak's Zebra-Centaur can be seen on his Facebook page (along with many NSFWs)
Tools were extracted from development of this game so that Origin could, in theory, reuse them to rapidly and for less cost, produce other games. An early attempt to create a full game engine and SDK that would later become a standard practice. Savage Empire and Martian Dreams were fruits of this effort. Mythos: Caribbean Pirates and Legends from Greece, was planed to use these tools as well. But, SE and MD did not sell as well as had been hoped. Plus, the time and expense of developing these games was not much improved over TFP. Reuse of the Ultima 6 tools was abandon. This was not Origin's first try at game engines and would not be their last. An attempt was made with Ultima IV and would be attempted again with Ultima VII.
(Zerothis) - # 2006
Cheryl Chen developed a computer language for the game's dialog called UCS (Ultima VI Conversation Syste. Previous Ultima games had a software limits to how much text could be spoken by an NPC. Versions of Ultima IV utilizing UCS have no such limit.
When the guy is channel surfing during the intro there's a man on TV holding a book that gets struck by lightning and turns to dust. The phone number on the screen is (512) 328-0282. People could call the number to buy the Official Book of Ultima by Shay Adams. This was a hint book, collection of Ultima lore, history and behind the scenes info.
The Zebra-Centaur poster seen in the intro is based on a sketch by long time Ultima and Wing Commander artist Keith Berdak. A Nagel painting was first choice of the Ultima team and early unreleased version of the game had this instead. Origin was unable to secure the rights to use the copyrighted work, but it can nevertheless been seen on the back of the Ultima packaging in one of the screenshots. Fans sometimes blame censorship when different images are used in various ads and versions of the game. But in this case, the blame rests on another "C word". A full color version of Keith Berdak's Zebra-Centaur can be seen on his Facebook page (along with many NSFWs)
Tools were extracted from development of this game so that Origin could, in theory, reuse them to rapidly and for less cost, produce other games. An early attempt to create a full game engine and SDK that would later become a standard practice. Savage Empire and Martian Dreams were fruits of this effort. Mythos: Caribbean Pirates and Legends from Greece, was planed to use these tools as well. But, SE and MD did not sell as well as had been hoped. Plus, the time and expense of developing these games was not much improved over TFP. Reuse of the Ultima 6 tools was abandon. This was not Origin's first try at game engines and would not be their last. An attempt was made with Ultima IV and would be attempted again with Ultima VII.
(Zerothis) - # 2006
Authors / Staff
writer
Amanda Dee (writing)David Shapiro (writing)Greg Paul Malone II (writing)Herman Miller (writing)John Miles (writing)Richard Garriott (writing)Stephen Beeman (writing)Todd Mitchell Porter (writing)Warren Spector (writing)coding
Cheryl Chen (programming)Gary Scott Smith (programming)Herman Miller (programming)John Miles (programming)graphics
Amanda Dee (graphics)Daniel Bourbonnais (graphics)Denis R. Loubet (graphics)Glen Johnson (graphics)Jeff Dee (graphics)Keith Berdak (graphics)audio
David R. Watson (sound)David R. Watson (music)Herman Miller (sound)Herman Miller (gargoyle musical theme)Kenneth W. Arnold (sound)Kenneth W. Arnold (music)Richard Garriott (sound)Todd Mitchell Porter (sound)Todd Mitchell Porter (music)Tags (39)
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External reviews (14) - average: 93.7% - median: 95.5%
review source | issue | date | score | |||
---|---|---|---|---|---|---|
ACE (Advanced Computer Entertainment) | uk | 33 | 1990-06 | 950/1000 | 95% | view |
Aktueller Software Markt (ASM) 9- | de | 43 | 1990-07 | 10/12 | 83% | view |
C&VG (Computer & Video Games) 085-199 | uk | 104 | 1990-07 | 90/100 | 90% | view |
DOS International | de | 39 | 1990-10 | 10/10 | 100% | view |
Génération 4 (1-82) | fr | 23 | 1990-06 | 97/100 | 97% | view |
Joystick | fr | 6 | 1990-06 | 99/100 | 99% | view |
Micro News 6-44 | fr | 36 | 1990-06-01 | 5/5 | 100% | view |
PC Leisure | uk | 2 | 1990-06 | 5/5 | 100% | view |
Power Play | de | 26 | 1990-05 | 92/100 | 92% | view |
The Games Machine Italy | it | 21 | 1990-06 | 96/100 | 96% | view |
The Games Machine | uk | 31 | 1990-06 | 98/100 | 98% | view |
Tilt 39-113 | fr | 78 | 1990-05 | 18/20 | 90% | view |
VideoGames & Computer Entertainment | us | 20 | 1990-09 | 9/10 | 90% | view |
Zero | uk | 8 | 1990-06 | 82/100 | 82% | view |
Xrefs (2)
Related games
prequel of
Ultima VII: The Black Gate (MS-DOS)
sequel of
Ultima V: Warriors of Destiny (MS-DOS)
version of
Ultima VI: The False Prophet (Amiga)
Ultima VI: The False Prophet (C64)
Ultima VI: The False Prophet (Atari ST)
Ultima VI: The False Prophet (FM Towns)
Ultima VI: The False Prophet (SNES)
Ultima VI: The False Prophet (X68000)
Ultima VI: The False Prophet (NEC PC9801)
spawned this spin-off
Worlds of Ultima: The Savage Empire (MS-DOS)
Ultima: Worlds of Adventure 2: Martian Dreams (MS-DOS)
Ultima VII: The Black Gate (MS-DOS)
sequel of
Ultima V: Warriors of Destiny (MS-DOS)
version of
Ultima VI: The False Prophet (Amiga)
Ultima VI: The False Prophet (C64)
Ultima VI: The False Prophet (Atari ST)
Ultima VI: The False Prophet (FM Towns)
Ultima VI: The False Prophet (SNES)
Ultima VI: The False Prophet (X68000)
Ultima VI: The False Prophet (NEC PC9801)
spawned this spin-off
Worlds of Ultima: The Savage Empire (MS-DOS)
Ultima: Worlds of Adventure 2: Martian Dreams (MS-DOS)
Contributors (6)
AndreaD
teran01
zerothis
dandyboh
cjlee001
Sanguine
teran01
zerothis
dandyboh
cjlee001
Sanguine
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