Posted February 24, 2018
reddog000
New User
Registered: Aug 2010
From United States
SirTawmis
Silverbane
Registered: Sep 2011
From United States
Posted May 07, 2018
It took - what... over 2 months? And tons of digging... but I did just find my Wizardry Archives CD!
SirTawmis
Silverbane
Registered: Sep 2011
From United States
Posted October 09, 2018
I've made DOSBOX installers for my Wizardry I - V games... but still hope that they land on GoG.com one day. The compleitionist in me is twitching that I don't have all the Wizardry games on here.
advancedhero
Never really left
Registered: Dec 2012
From United States
Posted November 20, 2018
Same here. I was surprised at just how good Wizardry 1 held up when I played it a few years ago. I had a really fun time with it.
SirTawmis
Silverbane
Registered: Sep 2011
From United States
Posted April 23, 2019
It's still the first thing I search for on here, when I log into the site - to see if Wizardry I-V have made their way on here yet...
claimsolace
Registered: Jun 2012
From United States
Silverhawk170485
New User
Registered: Dec 2011
From Germany
Posted June 17, 2019
This kind of closemindedness holds gaming back more than anything else, both new gaming and old gaming. If a bunch of text and some simple graphics like this "hurt your eyes", as you say, perhaps you need to visit a doctor about that.
Post edited June 17, 2019 by Silverhawk170485
advancedhero
Never really left
Registered: Dec 2012
From United States
Posted July 09, 2019
This kind of closemindedness holds gaming back more than anything else, both new gaming and old gaming. If a bunch of text and some simple graphics like this "hurt your eyes", as you say, perhaps you need to visit a doctor about that.
I think it is very much worth a playthrough for every RPG fan. I just recently beat Dark Souls, and it made me think back on Wizardry; I think if more people approached Wizardry 1 more like Dark Souls, than they would get a lot more out of it. Rather than dismissing it and saying, well this is an outdated mechanic and we have moved on from that, we examine it deeper than that and see exactly what the developers were trying to accomplish with these mechanics. People often complain about the perma-death and things like beheading insta-kills- but I think these all serve a purpose in the whole context of the game.
I don't know, I think it is worth another look for anyone who may have been put off by the series at first. Now, I haven't played 2-5, so I can't speak for those, but Wizardry 1 is still a classic IMO. It should be up there with Dark Souls as a tough but excellently designed game for hardcore RPG fans.
(if there is one disappointment I have with Wiz 1, it is that there is not that much of a motivation to explore levels 5-8. But perhaps that is a boon rather than a mark against it.)
davidwhood
New User
Registered: Dec 2017
From United States
Posted December 25, 2020
I also wish Wizardy 1-5 would make their appearance here. I'm too OCD to start off at 6.
dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted December 25, 2020
Story-wise, it takes so long after the others that the kingdom of Llylgamyn is a distant memory.
Gameplay-wise, the game mechanics were completely re-done. You no longer have the menu-based town, instead being stuck inside the dungeon when you enter there (there are NPCs in the dungeon that you can trade with, so money still has a purpose), there's an entirely new growth system and magic system, and the internal mechanics have changed significantly.
In fact, even if you account for all the Japanese spin-offs, the only Wizardry games that are at all similar to Wizardry 6 are Wizardry 7 and 8 (and even then, Wizardry 8 had more major changes).
advancedhero
Never really left
Registered: Dec 2012
From United States
Posted January 11, 2021
It is also worth mentioning that Wizardry 1-5 are infinitely better than 6-8.
But maybe that's just my opinion ;)
But maybe that's just my opinion ;)
dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted January 11, 2021
But maybe that's just my opinion ;)
With that said, one of my earliest criticisms of Wizardry 6 is the lack of the ability to change your party after the game has started, as creating and leveling new characters is something I find to be quite fun.
advancedhero
Never really left
Registered: Dec 2012
From United States
Posted January 13, 2021
But maybe that's just my opinion ;)
With that said, one of my earliest criticisms of Wizardry 6 is the lack of the ability to change your party after the game has started, as creating and leveling new characters is something I find to be quite fun.
I'm glad that series like Elminage and Wizardry Empire exist.
dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted January 13, 2021
dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted January 13, 2021
Having looked at the decompilation, Wizardry 1, at least in its original Apple 2 version, is an unpolished mess. For example, many HAMAN and MAHAMAN effects can't happen (and the game randomly chooses 1 of 3 effects, though it appears intended to have more possibilities, including some that are coded but can't happen), and there's a tiny chance of the character's spellbook being scrambled (the game generates a random number less than the character's (new) level, and only if it's exactly 5 does this happen).
Not to mention there's the Afraid status, which is only partially implemented, but which is accessible via the identify glitch. It has really strange behavior:
* (I don't remember if the character can act while under this status.)
* At the end of battle, the status is cured.
* DIALKO doesn't cure it, but MADI does.
* On returning to town, the Afraid character will be removed from the party. You can retrieve the character, or you can go to the temple to pay for the cure.
* The cost of curing the Afraid status is rather high (though it's *possible* there might be a way to manipulate it). Looking at the code, it appears the game takes an uninitialized variable and multiplies it by the character's level to determine the cost. (The particular subroutine only checks for the status ailments that can normally happen in town.)
Then there's also the strange way level drains are handled; your level drops immediately, but your XP doesn't drop until you win the battle or run away. This, of course, means that there's an exploit; if you teleport away (LOKTOFEIT or MALOR) or your party wipes (be ware that this can cause the permanent loss of the character or of items), you can dodge the XP cost and easily gain the level back, complete with the usual level up bonuses.
I could also mention dungeon levels 5-8, which seem rather pointless. (The Game Boy Color version removed those floors entirely and replaced them with a post-game bonus dungeon that requires beating the final boss to gain access.)
Not to mention there's the Afraid status, which is only partially implemented, but which is accessible via the identify glitch. It has really strange behavior:
* (I don't remember if the character can act while under this status.)
* At the end of battle, the status is cured.
* DIALKO doesn't cure it, but MADI does.
* On returning to town, the Afraid character will be removed from the party. You can retrieve the character, or you can go to the temple to pay for the cure.
* The cost of curing the Afraid status is rather high (though it's *possible* there might be a way to manipulate it). Looking at the code, it appears the game takes an uninitialized variable and multiplies it by the character's level to determine the cost. (The particular subroutine only checks for the status ailments that can normally happen in town.)
Then there's also the strange way level drains are handled; your level drops immediately, but your XP doesn't drop until you win the battle or run away. This, of course, means that there's an exploit; if you teleport away (LOKTOFEIT or MALOR) or your party wipes (be ware that this can cause the permanent loss of the character or of items), you can dodge the XP cost and easily gain the level back, complete with the usual level up bonuses.
I could also mention dungeon levels 5-8, which seem rather pointless. (The Game Boy Color version removed those floors entirely and replaced them with a post-game bonus dungeon that requires beating the final boss to gain access.)