Trivia
In the German gaming magazine GameStar (issue 03/2000) Ultima IX: Ascension received special awards for "Best Game World in 1999" and "Hardware Devourer Nr. 1 in 1999".
In the German gaming magazine PC Player (issue 01/2001) Ultima XI: Ascension received a special award as "Biggest Disappointment in 2000".
There is a design flaw in the game where, if you know where to try, you can climb / jump up the side of the mountains in the park at the beginning of the game (it's all trial and error). Once you crest the mountains and descend the other side, you are now outside the game world looking back in. It's a big floating island where you can walk underneath it. The ground is transparent from your point of view like a one-way mirror. Weird / creepy!
Contributed by
cpc65 (2) on Jul 08, 2007.
One controversial move by Origin that was the final slap in the face for many gamers was it's decision to shut down it's message boards. Quite simply at the height of the tech-support madness surrounding Ascension's bugs, Origin decided to shut down Ultima Ascension's official Bulletin Boards, leaving them as read-only versions for a while while they re-directed traffic towards fan-managed sites such as The Wayward Avatar and Ultima Horizons.
Now that's what I call sticking by your products!
Contributed by
Zovni (9138) on Jul 15, 2004.
In reference to the largest Ultima fan club - the 'Ultima Dragons' - Origin released a special 'Dragon Edition' of Ultima IX at about the same time as the standard version. The box is extra large (about 12x15" / 31x38cm) and contains a number of additional items such as the Ascension poster, Soundtrack CD, Ultima 1-8 Collection and a small ankh pendant.
Contributed by
Stillman (7545) on Jul 04, 2004.
A lot of the textures used for the paintings found in the game are really just recycled box covers from the previous Ultimas, including Richard Garrioth's first game Alkabeth (sort of Ultima 0.5). The tapestry of Ages however, is a completely original illustration done by the famed Hildebrandt brothers, fantasy artists known for their trading card and poster illustrations of several comic books heroes.
Contributed by
Zovni (9138) on Feb 18, 2004.
When playing the game, if you will go to the jailhouse of the castle britannia, you will see an character in prison . This character is richard garriot screaming "release me, i am the real lord british".
"Ultima IX" has lots of easter eggs, most of which are quite amusing. For example: if you perform a side-quest and save Joshua in Moonglow, a book will appear on a table in his house. Read this book. It is called: "Everything an Avatar needs to know about sex"
:()
In an interview with Richard Garriott in the mid-1990's, he stated that the original idea for the Ultima IX cover art was to show the standard Ultima logo in crystalline letters against a cloud/sky background. Another prototype cover, published as a poster in 1996, was done in a stained-glass window style and showed the Avatar rising (ascending) with the Guardian's huge red hand attempting to pull him back down.
Because Electronic Arts pushed Origin to get the game out for Christmas, the game was notorious for its technical problems and bugs. After numerous complaints, EA responded by mailing a remastered cd with the latest patch plus a bonus copy of Ultima Online to the registered owners of the Ultima IX. Unregistered owners had to download the very large patch from their website. This has to be one of the few known cases where it actually paid to register the game!
Contributed by
woods01 (156) on Mar 28, 2001.
The creation of Ultima IX has a very entertaining history.
After the completion of Ultima VIII in 1994, Origin started work on the ninth episode -- the finale of the third trilogy. It was supposed to be a bitmap game like Ultima VIII; 3D graphic was no issue back then. However, another project was soon deemed more important: Ultima Online. Ultima IX was put on ice, the complete staff was sent to create the online game. When it was finished in 1997, work on Ultima IX continued; as the graphics were hopelessly out of date by now, a 3D engine had to be programmed.
In 1997, there was only one major manufacturer of 3D chipsets: 3Dfx with its Voodoo technology. So Ultima IX was streamlined to exactly that hardware. After all, the game’s release date was supposed to by not too far away, by the end of 1998. Not surprisingly, the creation process took much longer. One particular reason for this delay was a series of ugly staff changes during 1998.
With Dan Rubenfield and Marshall Andrews, two of the designers for Ultima IX left Origin in May 1998. The departure was not a peaceful one. The two ex-employees blamed Origin to sacrifice gameplay for the sake of a fast buck. Richard Garriott, the father of the Ultima series, reacted equally harsh: both renegades hadn’t got a clue about game design and would have been thrown out anyway. Rubenfield and Andrews went to Ion Storm to work on Deus Ex.
Only one month later, lead designer Bob White followed the two to Ion Storm, although this time there was no bad blood.
The big bang came in July: project leader Ed del Castillo had to resign. Castillo was considered a whiz kid after his work on Westwood’s Command & Conquer series, and had been enticed away by Origin only a year before. He was responsible for some controversial design decisions for Ultima IX, like giving up on the party. After some serious arguments with Richard Garriott, Castillo took his leave due to “philosophical differences”. He went on to found his own software company, Liquid Entertainment, in 1999.
With most of his design team gone, Garriott, who had been acting as a supervisor up to that time, decided to take charge once again. He became executive designer for Ultima IX in Fall 1998.
Development for the game continued. By 1999, the situation on the market for 3D accelerator boards had changed considerably. 3Dfx had lost its supremacy, the Nvidia Riva TNT chip was the new darling of the gamers. Ultima IX was not prepared for this situation. The game ran perfectly well on a Voodoo board under Glide, but was hardly playable under Direct3D. The problem needed fixing urgently. However, there was no time for that. When winter 1999 came closer, Origin decided that it was time to publish Ultima IX to take advantage of the Christmas business.
The game that reached the public was a technical catastrophe. Despite the enormous hardware requirements, it wouldn’t run fluently on any but the most advanced computers. Many owners of TNT-cards didn’t even manage to get the game working. A serious bug in the storyline made it impossible to finish the adventure without cheating. As the complaints poured down on Origin, the company published a series of patches to address the most urgent of problems.
Although these updates gradually eliminated most bugs, and although Ultima IX proved to be an interesting game after all, Origins reputation had suffered strongly by then.
Contributed by
-Chris (7376) on Dec 20, 2000.
North-West of Britian there is a hidden mountain shrine to the late Phyllis Jones, mother of Scott Jones, the lead artist.
After all that Ultima sequels, it was to expect as the music level was progressing, that there can easily be soundtrack expected. It was released in 1999. Soundtrack can be bought at http://www.synsoniq.com.
Tracklist:
- Stones (chamber)
- Britain (positive)
- Introduction
- Valoria Ships
- Paws
- Gargoyles
- Minoc (negative)
- Moongate
- Terfin
- Undead (intense)
- Moonglow (negative)
- Good vs. Evil
- Moonglow (positive)
- New Magencia
- Rats & Spiders
- Samhayne
- Walking Theme
- Humanoids
- Pyros
- Ambush
- Good End Game
- Stones (electro)
- Ambrosia
- Yew (positive)
Contributed by
MAT
(35305) on Aug 12, 2000.
Ultima 9: Ascension was released in several varieties: the standard (including a limited edition cloth map) and the "Dragon Edition", including the map, an ankh pendant, a soundtrack CD, imitation leather bound manuals, and the Ultima Collection CD which contains the other 8 Ultimas.