Posted November 24, 2015
painocus: And since this is going off-topic... um... here is another marginally relevant info-dump:
The Wizardry Summoner game is sometimes considered an Wizardry Gaiden off-shoot (although as far as I know it is not made by any of the same people as the Gaiden games) for apparently basing it's content on those. In particular Japanese reviewers like to complain it ripped-off Gaiden II (which is a rather absurd criticism since Gaiden II itself just "ripped-off" Wizardry V).
Anyways, in addition to the Wizardry V/early-Gaiden standards it has a Summoner class which works differently from any other Summoner class in the series. Unlike Wizardry IV or Wizardry Empire/Elminage (where you have your standard adventurer party and one addition party-slot reserved just for summons) Wiz.S. puts your summoned monsters straight into the same party as your summoner(s). In effects this means that the fewer adventurers you have in the party the more slots you have open for summons. Just send out a summoner alone and you can walk around with five summoned monsters at a time, bring five adventurers and you can only have one summon with you, fill your party with six adventurers and having a summoner in your party at-all would be useless since you don't have the room to summon anything, etc. Summon spells are also learned from "capturing" monsters rather than the shrines of Empire and Elminage.
It's an interesting mechanic, but sadly the game (at-least the GBA version) had a reputation of being horribly unbalanced. That being said; the reviews that say this often also claim that you can only either have a one-summoner-party or a six-adventurers-party, which is flat out and obviously wrong. So I'm a bit inclined to doubt them, but I haven't played the game enough to make up my own opinion on the balance. It did seem much easier than the average Wizardry game though.
English reviews seemed to have liked it at-least. (The game was going to be released in the West, as Wizardry: The Summoning but was canceled right before release, after review-copies had already been sent out. The game's Amazon-Uk page is still up.)
Hopefully this is interesting to someone.
There is actually another Wizardry game where summons go directly into your standard party (and more importantly, are controllable): Wizardry 4 Arrange. The Wizardry Summoner game is sometimes considered an Wizardry Gaiden off-shoot (although as far as I know it is not made by any of the same people as the Gaiden games) for apparently basing it's content on those. In particular Japanese reviewers like to complain it ripped-off Gaiden II (which is a rather absurd criticism since Gaiden II itself just "ripped-off" Wizardry V).
Anyways, in addition to the Wizardry V/early-Gaiden standards it has a Summoner class which works differently from any other Summoner class in the series. Unlike Wizardry IV or Wizardry Empire/Elminage (where you have your standard adventurer party and one addition party-slot reserved just for summons) Wiz.S. puts your summoned monsters straight into the same party as your summoner(s). In effects this means that the fewer adventurers you have in the party the more slots you have open for summons. Just send out a summoner alone and you can walk around with five summoned monsters at a time, bring five adventurers and you can only have one summon with you, fill your party with six adventurers and having a summoner in your party at-all would be useless since you don't have the room to summon anything, etc. Summon spells are also learned from "capturing" monsters rather than the shrines of Empire and Elminage.
It's an interesting mechanic, but sadly the game (at-least the GBA version) had a reputation of being horribly unbalanced. That being said; the reviews that say this often also claim that you can only either have a one-summoner-party or a six-adventurers-party, which is flat out and obviously wrong. So I'm a bit inclined to doubt them, but I haven't played the game enough to make up my own opinion on the balance. It did seem much easier than the average Wizardry game though.
English reviews seemed to have liked it at-least. (The game was going to be released in the West, as Wizardry: The Summoning but was canceled right before release, after review-copies had already been sent out. The game's Amazon-Uk page is still up.)
Hopefully this is interesting to someone.
A game called Wizardry: New Age of Llylgamyn was released for the Japanese PlayStation (and apparently Sega Saturn and PC versions exist). This game contained 3 games: Scenario #4 Classic (the Wizardry 4 we know and love, with a few little differences (most notably, an automap that is retained even past Game Over)), Scenario #5 (Wizardry 5, but note that BACORTU is broken in this version; it doesn't work), and a new game, Scenario #4 Arrange (which is what I call Wizardry 4 Arrange).
In Wizardry 4 Arrange, when you step on a pentagram, you may choose to summon 5 monsters to accompany Werdna. (Note that you can choose not to use a pentagram that you just stepped on.) These 5 monsters are then treated as ordinary party members, which are controllable in combat, and can be ordered to cast spells outside of combat. The game is otherwise based of Wizardry 4, with the maps being almost identical. There is some extra text (in Japanese only, unfortunately) to make puzzle solutions a bit more clear, and some items (like the Black Candle) have no break chance in Wizardry 4 Arrange.
Note that the other 2 games can be set completely to English, and I recommend doing so because of the wordplay in the games, much of which is likely untranslatable.
By the way, Bard's tale 2 and 3 also have party members and summons share slots, but you can't control summons in those games.