Posted January 19, 2021
dtgreene: 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.)
Ah, well I wasn't aware of that; that does seem a bit scattered. At least this was refined in later re-releases (as far as I know, or at least to the point where I didn't notice any major issues). 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.)
But the core philosophy and gameplay loop of 1-3 is very appealing to me. I like the rhythm of going from the town to the maze and back; deciding when to return with treasure, and when to push my luck for a higher potential reward.
Hm! As far as level 5-8 are concerned, well, I simply don't agree with your assessment. Before I had actually played the game I had always heard from people that 5-8 feel like filler levels, and so I was apprehensive to explore them myself. I was pleasantly surprised then, when I found out that they aren't filler at all- nearly the opposite.
See, floors 1-4 are the tutorial. 1-4 really is just the "Proving Ground" to reach the real dungeon of the game.
Once you get past that, the dungeon gets a lot more tricky, and you have to put all the mapping tricks, combat strategies, and general survivability skills to use.
A common complaint I hear is that the game is just mindlessly grinding on Murphy's Ghosts to get to a high enough level to plop down and kill WERDNA, but I think that is missing the entire point of the game.
There is absolutely no needless grinding required if you fully explore each floor. By the time I had gone through all of the floors, all of my characters were level 10, and I managed to kill Werdna after 2 tries. I didn't even have the highest level spells at that point.
And that isn't mentioning the fact that loot is gained by floor level; the deeper you go, the better the treasure gets.
I've come to view 5-8 as the real meat of the game.