History YMMV / UltimaVI

19th May '16 3:44:47 PM timotaka
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* GoodBadBug: There was a bug allowing players to carry infinite inventory items regardless of weight. By opening a container item in a person's inventory, then using the 'Get' command to grab the item of choice. This would return players to the main inventory menu but now with the (normally weight-limit breaking) item in the inventory. This could be used to break the game from sheer quantity - objects, [=NPCs=] and world items would start to go missing.

to:

* GoodBadBug: GoodBadBug:
**
There was a bug allowing players to carry infinite inventory items regardless of weight. By opening a container item in a person's inventory, then using the 'Get' command to grab the item of choice. This would return players to the main inventory menu but now with the (normally weight-limit breaking) item in the inventory. This could be used to break the game from sheer quantity - objects, [=NPCs=] and world items would start to go missing.missing.
** Any locked door can be unlocked without the correct key by casting "Lock Magic" on the door, then "Unlock Magic", as the magical lock status overrides the normal lock.
17th Dec '14 4:42:35 AM Koveras
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* FridgeHorror: Thanks to the {{Retcon}} in this game, those Balrons you killed in UltimaIV weren't demons in your way - they were innocent worshippers who were on a pilgrimage!

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* FridgeHorror: Thanks to the {{Retcon}} in this game, those Balrons you killed in UltimaIV ''VideoGame/UltimaIV'' weren't demons in your way - they were innocent worshippers who were on a pilgrimage!
9th Aug '14 8:39:32 AM pittsburghmuggle
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** The FM Towns port added voice acting in both English and Japanese, as well as digital sound effects to replace the PC speaker sound effects of the original version.

to:

** The FM Towns port added voice acting in both English and Japanese, as well as digital sound effects to replace the PC speaker sound effects of the original version.version.
* RewatchBonus: Due to the WideOpenSandbox nature of the game, upon starting up you can march directly to many beneficial places in the game, like the Pirates Treasure.
8th Sep '13 6:58:47 AM DracMonster
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Added DiffLines:

** [[http://it-he.org/ultima6.htm This page]] has an exhaustive list of other fun stuff the programmers never intended.
20th Jun '13 10:05:58 PM DA
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* PolishedPort: The SNES port of this game was surprisingly good for a PC game converted into a console cartridge, and especially for a mouse-based interface converted to a controller interface. While there was censorship (the blood and alcohol was removed), and a few enemies and spells were removed due to size restraints, the game remained very faithful to the PC version. There were even a few improvements such as giving the menu its own screen instead of having take up most of the main screen, getting rid of useless items (such as mugs), making the KarmaMeter visible, and making the balloon fast and controllable with the D-Pad.

to:

* PolishedPort: The SNES port of this game was surprisingly good for a PC game converted into a console cartridge, and especially for a mouse-based interface converted to a controller interface. While there was censorship (the blood and alcohol was removed), and a few enemies and spells were removed due to size restraints, the game remained very faithful to the PC version. There were even a few improvements such as giving the menu its own screen instead of having take up most of the main screen, getting rid of useless items (such as mugs), making the KarmaMeter visible, bundling multiple copies of an item together instead of listing them individually, and making the balloon fast and controllable with the D-Pad.
7th Dec '12 9:38:31 PM DA
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* GameBreaker: One unintended consequence of a certain combination of spells has given rise to the most awesome, 'legit' way of cloning rare equipment. 'Animate' caused an inanimate item to 'come to life' and acquire basic critter stats (low hp, defense, no attack, and mobility). If 'killed', said animated object would revert to its nonliving state. The 'Clone' spell would create a duplicate of any living object. Simply put, 'Animate' the magic armor (which would try to run away), 'Clone' it a few times, then 'Kill' them all with a method of your choice.

to:

* FridgeHorror: Thanks to the {{Retcon}} in this game, those Balrons you killed in UltimaIV weren't demons in your way - they were innocent worshippers who were on a pilgrimage!
* GameBreaker: One unintended consequence of a certain combination of spells has given rise to the most awesome, 'legit' awesome "legit" way of cloning rare equipment. 'Animate' caused Animate causes an inanimate item to 'come come to life' life and acquire basic critter stats (low hp, HP, defense, no attack, and mobility). If 'killed', "killed," said animated object would revert to its nonliving state. The 'Clone' Clone spell would create a duplicate of any living object. Simply put, 'Animate' the magic armor you can Animate Magic Armor (which would try to run away), 'Clone' Clone it a few times, then 'Kill' kill them all with a method of your choice.



* PolishedPort: The SNES port of this game was surprisingly good for a PC game converted into a console cartridge. While there was some censorship (the blood and alcohol was removed), and a few enemies and spells were removed due to size restraints, 90% of the game was the same as the PC version. There were even a few improvements such as giving the menu its own screen instead of having take up 75% of the main screen, getting rid of useless items (such as mugs), making the KarmaMeter visible, and making the balloon fast and controllable with the D-Pad.

to:

* PolishedPort: The SNES port of this game was surprisingly good for a PC game converted into a console cartridge. cartridge, and especially for a mouse-based interface converted to a controller interface. While there was some censorship (the blood and alcohol was removed), and a few enemies and spells were removed due to size restraints, 90% of the game was the same as remained very faithful to the PC version. There were even a few improvements such as giving the menu its own screen instead of having take up 75% most of the main screen, getting rid of useless items (such as mugs), making the KarmaMeter visible, and making the balloon fast and controllable with the D-Pad.
5th Dec '12 4:42:44 PM DA
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* GoodBadBug: There was a bug allowing players to carry infinite inventory items regardless of weight. By opening a container item in a person's inventory, then using the 'Get' command to grab the item of choice. This would return players to the main inventory menu but now with the (normally weight-limit breaking) item in the inventory. This could be used to break the game from sheer quantity - objects, [=NPCs=] and world items would start to go missing.

to:

* GameBreaker: One unintended consequence of a certain combination of spells has given rise to the most awesome, 'legit' way of cloning rare equipment. 'Animate' caused an inanimate item to 'come to life' and acquire basic critter stats (low hp, defense, no attack, and mobility). If 'killed', said animated object would revert to its nonliving state. The 'Clone' spell would create a duplicate of any living object. Simply put, 'Animate' the magic armor (which would try to run away), 'Clone' it a few times, then 'Kill' them all with a method of your choice.
* GoodBadBug: There was a bug allowing players to carry infinite inventory items regardless of weight. By opening a container item in a person's inventory, then using the 'Get' command to grab the item of choice. This would return players to the main inventory menu but now with the (normally weight-limit breaking) item in the inventory. This could be used to break the game from sheer quantity - objects, [=NPCs=] and world items would start to go missing.missing.
* PolishedPort: The SNES port of this game was surprisingly good for a PC game converted into a console cartridge. While there was some censorship (the blood and alcohol was removed), and a few enemies and spells were removed due to size restraints, 90% of the game was the same as the PC version. There were even a few improvements such as giving the menu its own screen instead of having take up 75% of the main screen, getting rid of useless items (such as mugs), making the KarmaMeter visible, and making the balloon fast and controllable with the D-Pad.
** The FM Towns port added voice acting in both English and Japanese, as well as digital sound effects to replace the PC speaker sound effects of the original version.
3rd Feb '12 10:53:39 PM Brainiac0982
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Added DiffLines:

* GoodBadBug: There was a bug allowing players to carry infinite inventory items regardless of weight. By opening a container item in a person's inventory, then using the 'Get' command to grab the item of choice. This would return players to the main inventory menu but now with the (normally weight-limit breaking) item in the inventory. This could be used to break the game from sheer quantity - objects, [=NPCs=] and world items would start to go missing.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.UltimaVI