No other game makes me so nostalgic. Though I've been bitten by the Judy bug, not knowing what it was at the time, I was more than happy to start over. I figured I just missed something critical and would have to immerse myself even deeper into the game.
Another heartbreaking (but no less attempt-discouraging) bug that would occasionally happen would be that after loading a saved game you'd discover that the contents of your bags had all turned into UW's ubiquitous piles debris (or pools of blood, I can't remember anymore), and that your saved game had been saved in a corrupted state.
Underworld wasn't the only Ultima that had a hit-it-with-a-stick-till-it-does-something-funny-or-undefined quality to it. You could do some fairly unsanctioned things (climing on top of stuff, going where you weren't supposed to go) in 7, and in Ultima 9 (Ascension) you could visit places long before you were "meant" by mountain climbing with stairways constructed from objects out of your inventory (my favourite was using books and loaves of bread).
Origin games always had such a rough-but-polished quality to them. Whenever I broke an Ultima in this manner it never quite shattered my suspension of disbelief (like, for example falling out of a Quake level into empty space) but instead gave me the impression that wow, they had a fairly open environment here where you could expect the unexpected.
With a lot of modern games that seems to have been lost, where typical map design is simply a straight march through a series of set pieces, with invisible walls blocking off any chance of looking behind or underneath something or coaxing some kind of unsanctioned behaviour out of the game. Not to mention the flood of quality control these games enjoy..
Too bad! On the other hand, one of the most popular games out right now, Minecraft, seems to have brought back a little bit of this spirit.
[EDIT: did any other UW players here hoard objects in that room near the dwarves on level 2? Good times.. ]
Oh, the goddamn container bug. OK, that one was probably even worse than Judy.
We finally found the problem while developing Ultima Underworld II. You will think we were complete idiots for not using this process (described below) to find it earlier, but it was 1992, we were straight out of school, and we basically discovered all our debugging techniques ourselves.
We knew (even during UW development, I think) that it was possible for your inventory to get corrupted. We even wrote debugging code that would trawl the entire object system ensuring its validity; the problem was that, especially on PCs at the time, running it all the time slowed down the system too much, even just for local testing. Our eventual bright idea (duh) was to run it just once every few seconds, assuming that whatever corrupted the object system was likely to be due, however indirectly, to player input. The hope was that when the assert fired the player would have just done something noticeable, and we could then look into the code that followed from that behavior.
Sure enough, a few days later, the assert fired right after a tester threw a bag into the water. And it turned out that's where the bug was.
Dude... seems like literally Everybody is on HN :)
You guys (Looking Glass) were THE heroes. You got me into computing for real. Massive kudos to you sir.
My first PC gaming experience (aged round 7-8) was UW2 - and I remember how I managed to get into sewers, wandering in the dark (who would know to use a torch) and then ran into a headless. God did that first sewers level freak me out. I couldn't bring myself to return to playing for a month I guess.
I'm still waiting for that UW series remake. Gothic came pretty close, so did Oblivion in a way, KOTOR and Mass Effect got a lot of magic - but I'm still holding out for the real thing (shame on EA!).
>you could visit places long before you were "meant" by mountain climbing with stairways constructed from objects out of your inventory (my favourite was using books and loaves of bread).
This was significantly more meaningful in Ultima Online - finding new and exciting ways to break into houses was probably the most popular pastime. One such method was to make fairly particular stacks of objects (IIRC it involved books, tables, and assorted food items) into stairs and walk up onto people's enclosed balconies. I heard that, in some cases, people even walked up over the roof and drop right on through.
I would hex edit my saved games to play around with what you could get in your inventory. You could get all kinds of game items to show up in your inventory that you couldn't normally pick up. For example, I had a bag of fireballs. You could drag a fireball from your inventory into the world view (as you would normally do to discard an item) and it would instead become a projectile fireball in the world. I loved that game.