Sunday, December 11, 2022

Wizardry still has some magic

Wizardry: Proving Grounds of the Mad Overlord is an old computer dungeon crawler. It's not the oldest, but it's the first I know of that let's you generate and manage a whole party of adventurers. I never played it back in the day, but I recently found a playable version on archive.org. Here are some tips if you want to play there: 
  1. After clicking to begin, hit S for Start Game, then enter.
  2. You'll need a manual, particularly for spells. Here's one of several pdf versions online.
  3. I don't think you can save and come back to this archive.org version. I basically just kept the tab open for a week or so until the game crashed on me. Consider this the test drive version. If you like what you see, you'll have to get an emulator and all that junk to really play it.
Here are my newly minted 1st level characters in their first dungeon fight. I love the froggy look of the kobolds.
I was doing pretty well on level 1 of the dungeon. Got a bunch of people to second and third level. The first fight on level 2 resulted in this delightful screen:

I want to share an image from the manual with you:


That's the entire world of the first Wizardry game. Although obviously a limit of the early machines the game was built and played on, I find the compactness of the design absolutely delightful. In fact this image is one of the inspirations of my old Vaults of Vyzor campaign. (I just played the game for the first time last week but I read the manual years ago. I read old CRPG manuals for the same reason I will peruse fantasy heartbreakers: I'm looking for ideas to steal. Speaking of which...)

A CRPG this early in the history of the genre is going to have more quirks than a fire sale at the discount quirk warehouse outlet. One of them is that when you make each character you are given the option of setting a password for the PC. If you assign a password you will later need to enter it in order to take a PC out of the roster and add them to your party. In the far future of 2022, where everyone has a computer in their pocket and every appliance can connect to the web, this is utter nonsense.

But back in 198x, this allowed a single copy of Wizardry on a single machine (say, the one PC in the school library or the IBM desktop owned by the old man of your rich friend) to work as a multi-player gaming experience. Imagine 6 people crowded around a single machine, each entering their password to add their character to the party and taking turns at the keyboard. When your PC's turn comes up in combat, you tell the keyboard jockey what to do. Anybody have any experience playing this way?

And now, a thing that should exist, if it doesn't

Which leads me to this idea: everybody here familiar with the JackBox family of computerized party games? You can play them gathered around a smart TV or computer, but each player uses their phone as their interface devise for secret information fun. Or people can play remotely. There should be a D&D-type party game built along these lines, a simple command structure for each PC, input via player phone, while the dungeon map and critters appear on the big screen. Does this exist? If so, please let me know in the comments. If not, please someone steal this idea!

8 comments:

  1. Notably, the early Wizardry manuals were illustrated by the same Will MacLean who did the cartoons in the AD&D DMG.

    Proving Grounds is very bare-bones but fun, especially with no savescumming. You probably will not get a ninja, and I have no idea how people did it except grinding a whole lot. Now, the two sequels are minor games, but Return of Werdna is really original, and has only been properly emulated (by an indie games called Paper Sorceror).

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  2. If you want an inspirational manual, get your hands on the Ultima I manual. It inspired most of my early D&D games (when I wasn't trying to do Lord of the Rings/Narnia/King Arthur/The Black Arrow).

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    1. Brian, I am currently playing Ultima I for the first time! (Ultima III was one of my first CRPGs.) But I read the original manual years ago as well. Maybe it is time to give it another look...

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    2. Ultima I was my very first (if you don't count the two official D&D games for the Intellivision). I remember there's a magic sword in UI called the Triangle; I never found it in the game, but I did make a sword by that name in the B/X campaign I ran for my brother. I also remember the guards in UI being so difficult to kill, "Ultima guards tough" was a phrase we used to describe really strong monsters in D&D. ;D

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    3. Ok, now this is interesting: a general search for Ultima I manual turns up this: http://www.c64sets.com/set.html?id=73&title=Ultima%20I It's published by Origin and is clearly tied to the through-line story of the Ultima series. But mine didn't look like that at all. The one I had looked like the download here: http://www.c64sets.com/set.html?id=73&title=Ultima%20I

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  3. Anonymous8:37 AM

    Waiting for Zak to post about how Werdna wronged him.

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    1. Anonymous9:07 AM

      Do you think he has receipts?

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  4. >When your PC's turn comes up in combat, you tell the keyboard jockey what to do. Anybody have any experience playing this way?

    Not in any Wizardry or PC game, no, but I do vividly recall in once instance passing a Nintendo Game Boy around with a copy of The Final Fantasy Legend (despite the name, it quite evidently takes a great deal of inspiration from early Gamma World and a bit from AD&D). The game allows you to make a party of four characters, and my friends and I each selected our action for "our" character in combats.

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