Exodus: Ultima III
Description official descriptions
After the defeat of the evil wizard Mondain and his mistress Minax in the previous two Ultimas, peace has returned to the land of Sorsaria. Times passes and eventually geological disruptions and a resurgence of the monster populace occur, and it is soon learned that Mondain and Minax had conceived a child named Exodus before their death. Now that child has become an adult with the power to avenge the death of his parents. Obviously, it falls upon the hero from Earth to find and stop him.
The third title in the Ultima series was the first to feature a party of adventurers instead of a single player character. The party is created at the beginning of the game by assigning various class combinations and determining the characters' attributes. The game has larger and more detailed towns, populated by NPCs the protagonist can converse with to obtain clues. Like in earlier Ultima games, exploration is divided between top-down overworld locations and first-person 3D dungeons. This installment introduces separate combat screens where player-controlled party fights multiple monsters in a turn-based tile-based system.
Spellings
- ウルティマ3 エクソダス - Japanese spelling (PC-98 title)
- ウルティマ〜恐怖のエクソダス〜 - Japanese spelling (MSX version)
Groups +
- Fantasy creatures: Dragons
- Fantasy creatures: Dwarves
- Fantasy creatures: Elves
- Fantasy creatures: Goblins
- Fantasy creatures: Griffins
- Fantasy creatures: Orcs
- Fantasy creatures: Trolls
- Gameplay feature: Horse riding
- Gameplay feature: Hunger / Thirst
- Games made into comics
- Physical Bonus Content: World Map
- Protagonist: Female (option)
- Ultima series
- Ultima universe
Screenshots
Promos
Videos
See any errors or missing info for this game?
You can submit a correction, contribute trivia, add to a game group, add a related site or alternate title.
Credits (Commodore 64 version)
Designed by | |
Commodore 64 Conversion by | |
Music composed by |
Reviews
Critics
Average score: 75% (based on 11 ratings)
Players
Average score: 3.7 out of 5 (based on 137 ratings with 7 reviews)
This game actually made me like CGA graphics.
The Good
The packaging for this game was unlike any other that I'd seen at the time. (early 80's) A cloth map, spellbooks with textured covers, each printed on heavyweight paper. The ultima world was HUGE for a game that came on 1/2 of a 360k disk. (the other half was the character/user disk)
The Bad
Considering the timeframe this game was released in, absolutely nothing.
The Bottom Line
There was so much attention to detail in this game. From the above mentioned extras in the packaging, to being able to have a party of adventures, each separately controllable in combat scenes, to the scale of the ultima world itself, with dungeons and towns and castles to explore. The game is somewhat complex at first, with each key on the keyboard controlling different elements of the game, but the learning curve is fast enough that the keyboard control seemed natural within a few hours.
After reading the other reviews of this game mentioning the lack of music, I honestly didn't even realize it was missing on the PC version. Like the other reviewers, this was my first RPG game, and I was so engrossed in the storyline and building up my characters that I actually played this game consistently for over a year. I just couldn't get away from it. I played this game so much in fact, that I was depressed that Ultima IV used EGA (16 color) graphics. It just didn't look right to me!
DOS · by jeff leyda (1852) · 2000
Fabulous role-playing adventure.
The Good
This is actually the first CRPG I ever played, so admittedly I may be biased. But I think it was a lot of people's introduction to the world of computer role-playing.
The tile based maps were large, and with towns and an alternate world to explore (Ambrosia) there was a real sense of scope to this thing.
This was the first Ultima game to introduce multiple characters in the party, and combat screens.
There were dozens of character class and race combinations and the spell books were thick and very descriptively written.
The Bad
Character conversations were EXTREMELY limited. In fact, you didn't "talk" with characters, but "transacted" with them - and they replied with a single sentence. The truly frustrating aspect of this game for me was that since EVERY character in the game (except Lord British) only says one thing to you, and once you've heard it there's no need to talk to them again, I assumed Lord British was the same. Of course, transacting with him is the only way to increase your characters' hit points. I had a 63rd level Fuzzy Mage before I found out I could up his stats by talking to the king!
Also, the trouble of travelling to Ambrosia to increase characters' other stats meant that I only made the trip four times, once to increase each of my characters stats in their prime requisites.
And, through no fault of the programmers (but rather the hardware) the IBM version featured none of the glorious music that made the Commodore version (where I first played it) so much fun to listen to.
The Bottom Line
An extremely good RPG for its day, and a true piece of computer gaming history.
DOS · by Jeff Sinasac (391) · 2000
The foundation of what a lot of Video-Game RPG's are today
The Good
A good storyline with great places to explore.....when I first bought the game way back in the mid 80's I had no idea who the enemy was etc. but the game unravels its storyline as you play. Excellent design and a cool soundtrack (Commodore and Apple only I believe). My first Ultima and I will always have a soft spot for it....:)
The Bad
Well I remember when I first played it way back I had no idea what to do after a while since clues were hard to piece together etc. These days you can find tons of spoilers and walkthroughs though. I won't put down the graphics or other in-game limitations because nothing else featured these innovations in 1983.
The Bottom Line
A foundation for the Ultima series and for many games thereafter. Its a classic RPG which is not too complex since it came out so long ago. It is quite addictive and the music featured (on non-DOS machines) is really catchy.
DOS · by cimerians (49) · 2001
Discussion
Subject | By | Date |
---|---|---|
PC-98 version - remake? | Trypticon (11023) | Mar 8, 2011 |
Trivia
Certificate
Starting with Exodus, Origin began offering certificates, signed by Lord British, to players who completed the games.
Game Boy Color port
In 2001 Sven Carlberg made an unofficial port of Ultima III: Exodus to the Color Game Boy, featuring graphics and music largely adapted from the C64 version, fortified with an additional game following the completion of the regular game. A year later, he released its source code. For more (including free download of the playable version!) check http://gonow.to/sven/
Japanese Song
The theme song of the Japanese Famicom and MSX game was a digitised version of a song released concurrently with the game, ウルティマー瞳のナイフー (Ultima - Knife of the Eye), sung by Noriko Hidaka.
Lord British
This is the first Ultima in which Lord British's hit points are static (you can't lower them), making him unkillable in combat. In the first two games British had a ton of health but could eventually be killed by a strong enough character. From Ultima III onward, British is unkillable by normal means.
However, he still can be killed. There's a boat in his castle behind some locked doors that can be used to sail around the moat in. Get British pissed off by wacking one of his jesters then head towards the boat and sail to the front of the city. Wait there until he shows up and cut loose on him with the ship's cannons.
PC version
There is no music in PC version, but there exist a freeware patch that adds all the music from Apple/C-64 -versions to play properly with the PC version as MIDI. There are a freeware EGA graphics patch available as well.
Most people don't know that the IBM PC port is supposed to be played on an IBM CGA with a *composite* color monitor. Using that configuration, the pink-striped borders become a solid dark blue, the white-speckled road tiles become a bright red, and the cyan trees appear as green.
Remake
An unofficial shareware remake for Macintosh of this game was created and released by Lairware, featuring improved graphics including color and detailed sprites (hair, faces, etc).
Title
The title, Exodus, is a nice irony, considering that Lord British took leave of Sierra to found his own company, Origin, during the game's development.
Awards
- Computer Gaming World
- November 1985 (Vol. 5.5) - Adventure Game of the Year (Readers' Choice)
- March 1988 (Issue #45) – Introduced into the Hall of Fame
- November 1996 (15th anniversary issue) – #144 in the “150 Best Games of All Time” list
- November 1996 (15th anniversary issue) – #15 Least Rewarding Ending of All Time
- Electronic Gaming Monthly
- December 1989 (Issue 5) - Best RPG Video Game (NES version)
- December 1989 (Issue 5) - Worst Ending in a Video Game
- GameSpy
- 2001 – #41 Top Game of All Time
Information also contributed by Eisentel, Jason Gilchrist, NewRisingSun, Pseudo_Intellectual and Ye Olde Infocomme Shoppe
Analytics
Upgrade to MobyPro to view research rankings and price history! (when applicable)
Related Sites +
-
SOUND/EGA/Windows XP Upgrade for Exodus
An upgrade for Exodus with more colors and sound support for WIN XP. -
Ultima III MAC upgrade
Exodus upgrade for MAC OS with new graphics and full music and speech support.
Identifiers +
Contribute
Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.
Contributors to this Entry
Game added by Alan Chan.
PC-88, FM-7, Atari 8-bit, Macintosh, Sharp X1 added by Terok Nor. MSX added by koffiepad. PC-98 added by Unicorn Lynx. Atari ST added by Belboz. Apple II, NES, Amiga, Commodore 64 added by Jeanne. Windows added by eWarrior.
Additional contributors: Rebound Boy, Unicorn Lynx, Corn Popper, Alaka, Игги Друге, BostonGeorge, Patrick Bregger, Narushima.
Game added February 21, 2000. Last modified November 9, 2024.