Ultima VI: The False Prophet

Some years after Lord British has returned to power, the Avatar is captured and tied on a sacrificial altar, about to be sacrificed by red demon-like creatures, the gargoyles.

The game kept the basic tile system and screen layout of the three preceding parts, but altered the look into a much more colourful and detailed oblique view, to take full advantage of the newly released VGA graphics cards for PCs.

[citation needed] A port for the more capable 16-bit Apple IIGS had been planned, and rumored to have been started, but was never released (despite mentions of the machine on the box packaging and manual).

The game was ported to the Commodore 64, although not without trimming considerable elements including aesthetics (no portraits), but also gameplay (no horses, no working gems, reduced NPC dialogs, simplified quests, etc.).

[5] Richard Garriott also based the game's new icon-based point and click interface on Times of Lore, streamlining the commands into ten icons.

[7] The software routines that governed every element of movement and combat was developed by 25 year-old Boston programmer Herman Miller, who previously wrote the IBM conversions of Ultima V and Times of Lore.

Remarkably, in this particular version voice acting was recorded at Origin under the direction of Martin Galway, mostly by the people the characters were based on (with Richard Garriott as Lord British, Greg Dykes as Dupre, Chuck Buche as Chuckles, etc.

Origin produced a deluxe edition of Ultima VI for sale by mail order at the same $69.95 price as the retail version.

[9] The DOS version of Ultima VI may have sound and speed problems when running on modern computers and operating systems.

Several open-source remake projects exist; Nuvie [10] and xU4 aim to recreate the Ultima VI engine in a manner similar to the goals of Exult.

[18] Scorpia of Computer Gaming World in 1990 stated that she "had some profound, mixed feelings about" Ultima VI because of the changes to the user interface, graphics, and gameplay.

The change to a single scale for the world, for example, greatly increased travel and exploration time; long quests had small rewards; and performance became sluggish with many characters on screen.

He argued that the genre had become bland and repetitive, and remarked that "Ultima VI took role-playing as far it could go within these [usual] parameters, offering as it did, brilliant graphics and a consistent world.

[23] A fan-made recreation of Ultima VI using the Dungeon Siege engine, The U6 Project (aka Archon), was released on 5 July 2010.

The main overhead view of Ultima VI (MS-DOS). Here the Avatar and their party are fighting gargoyles at the beginning of the game.
Fan-made patches and remakes exist for many Ultima games. This is the Nuvie engine which provides several upgrades to Ultima VI.