The Official Book of Ultima - Shay Addams/Compute! Books (Available on import, priced at $14.95 in the States) Even someone who hasn't the faintest interest in role-playing games must have heard of the Ultima series of RPGs, their creator, Richard Garriott aka Lord British and his company, Origin. The Ultima series, now on Ultima VI with VII being worked on at this moment, is 10 years old and this book written by Shay Addams, editor of the American adventure journal QuestBusters and Ultima addict, is a homage to them. The preface by Addams tells of his first introduction to the series, when he played Ultima III on a Commodore back in 1984. The exhilaration and involvement he felt then have stayed with him through the years as he has been drawn into each subsequent game, noticing the development of themes and images from one game to another, spotting the small details and references to "real" life that appear in each. Richard Garriott's (or should that be Lord British's?) introduction, in semi-medieval style, further sets the scene and then we can enter the book proper. The first 9 chapters, subtitled "A Decade in the Dungeons", look at Ultima's ten years of existence, starting with Garriott's first forays into programming back in high school when he chose to put a D&D game onto computer as his programming project. From this simple game, he progressed into graphics when he was first introduced to an Apple computer and discovered 3D graphics, finally producing an RPG called Akalabeth. Marketing it himself in zip-loc bags, he sold less than a dozen copies, but one got to a firm in California who asked to publish it and it went on to sell 30,000 copies - a huge number back in the late 70s. Garriott realised that if a game written for fun could make that much money (it made enough to pay for his college education, though he actually spent it before he got there!) it was logical to write a game intended for publication. Ultima was born! Each game is looked at in detail, how it was planned, where the ideas came from and how they developed from one game to the next, and where the various themes and symbols originated. Who, or what, are Shamino, Chuckles the clown and many of the other characters in real life? Where did the idea for the cloth maps come from? Why did Sierra publish one, and only one, of the series? What are the origins of the Silver Serpent and the symbol on the coin in the packaging? How did Paul and Linda McCartney get into Ultima III? And where did the Lamborghini on the loading screen of the revamped Ultima I come from? All these questions and more are answered. It's fascinating stuff. Chapters 10-13 cover the development of Ultima VI in great detail. As the series has progressed, Garriott has aimed for more realism in his games. The number of tiles, the basic building blocks of each game, has grown from game to game. Each object can now be manipulated in ways never imagined in the first Ultima. He has weighed examples of each object, from butter churn to genuine medieval shield, to retain accuracy and even, at one point, considered classifying all the foods in the game according to food group, so that the way a character's hit points were restored would depend on what he ate as well as how much. Finally the book contains the solutions to all six games. These are seen through the eyes of Alfred from Sheboygan, a travel agent on Earth but, once summoned by Lord British, the meanest fighter to wield a broadsword this side of the Bay of Britannia. The solutions are in story form but they also contain tables of words of power, object locations, moongate destinations and some maps. It's only through reading such a book that you discover how much time and thought goes into a series like this. As I closed the book, I rang a mail order firm and ordered the Ultima I-III trilogy as I'd now like to play the complete series from start to finish so I can see its development for myself - heaven only knows how long THAT will take! Sue