Genre
Perspective
Non-Sport
MobyRank MobyScore
Windows
...
4.0
PC-98
...
4.5
Sharp X68000
...
4.0

Description

Worlds of Ultima: The Savage Empire is a spin-off of Ultima games, taking the series' protagonist, the Avatar, into strange and mysterious places outside the scope of a conventional dungeon-based RPG. In this game, the hero visits Eodon, an Amazonian world dominated by dinosaurs. Many characters populate this world, including stone-age tribes, mad scientists, and lizardmen. But not all the inhabitants of Eodon are peaceful - get ready to fight for survival as gorillas, pterodanodons and tigers encroach.

The game is made with the Ultima VI engine, and is very similar to that game visually and gameplay-wise. Like Ultima VI, the game is set in a seamless graphical world, and offers many objects to interact with and combine, party management, and turn-based combat. Compared to Ultima VI, some gameplay features have been simplified. There are less spells, less emphasis on character development, and conversations with NPCs are more limited.

Alternate Titles

  • "Ultima: Kyouryuu Teikoku" -- Japanese title

Part of the Following Groups


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Worlds of Ultima 1: The Savage Empire DOS    
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User Reviews

Journey to the center of the earth - Ultima style DOS Pix (1164)

The Press Says

Joker Verlag präsentiert: Sonderheft DOS 1992 89 out of 100 89
GamePro (US) SNES May, 1995 4 out of 5 80
Power Play DOS Feb, 1991 71 out of 100 71
Electronic Gaming Monthly (EGM) SNES Feb, 1995 6.2 out of 10 62
Computist DOS 1990 3 Stars3 Stars3 Stars3 Stars3 Stars 60

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Trivia

This was the game that started the "Thank you for Playing" tradition at Origin. Part of that came from Texas culture - it just seemed right to thank people for playing the game - but the actual moment of genesis has a story behind it.

If you remember the bad old world of DOS programming, you know that the OS was more or less incapable of stopping you from doing hokey things - or even bloody murder - at the machine level. Development environments of the day would try to help out. In particular, the environment used to program this game put a guard block at address zero in memory, so bad writes to null pointers would not damage anything and could be detected when the program exited.

At one point in the development of the game, there was a bug that was causing just such a write. When a couple of weeks of work failed to find the bug, and one night while a little punchy from lost sleep, Steve was inspired to hack the error message. Instead of saying "Null pointer write detected" as you exited the game, it would say "Thank you for playing."

Eventually the bug was actually found and fixed, but everybody decided that the message was so appropriate it should be there, so they added the message as normal code when the game exited. But whenever I see a "Thank you for playing " message, I remember that late-night half-mad hack, and grin.


This entry was contributed by Picard (28995), Old man gamer (302), Sciere Bronze Star Contributing Member (208666), Terok Nor (16806), YID YANG Bronze Star Contributing Member (162563) and Jeanne Bronze Star Contributing Member (75642)
 

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