Generally it’s considered that arcade Donkey Kong was the product that put Nintendo on the video game map, but Nintendo’s Game & Watch line actually predates it by a year. They licensed it to Mego, the company that made those highly collectable large-scale action figures of pop culture characters, and Micronauts.
The Video Game History Foundation found Mego’s commercial for “TOSS UP,” what they called Ball, and branded under their name for Game & Watch products, “Time Out,” and put it–guess where? Yeah it’s on Youtube again (46 seconds):
The name of Ikegami Tsushinki Co. is a bit better known nowadays. For a long while Nintendo was content to just let the world believe they were entirely responsible for their early blockbuster arcade hit Donkey Kong, but eventually word got out that all of its program, and large portions of its design, were the work of a number of uncredited employees of that company. While Nintendo owns the trademarks over the game, the copyright of the arcade game’s code appears to be owned by Ikegami Tsushinki, or perhaps held in joint between them and Nintendo.
One of Shireru Miyamoto’s original notes for the design of Donkey Kong, at that time envisioned as a Popeye game.
Which is it precisely? Look, when you write a daily blog you don’t have time to hunt up Japanese legal records. What is important though is that this is why Nintendo doesn’t have the rights to just rerelease arcade Donkey Kong willy-nilly. To date, they have used it once since the classic arcade era: an inclusion in the N64 Rare title Donkey Kong 64. Mind, there has been an Arcade Archives release from Hamster; I presume they got the rights from both Nintendo and Ikegami Tsushinki. It’s for this reason that Nintendo almost always presents NES Donkey Kong in compilations, which is similar but differs from the arcade game in many important ways.
Hirohisa Komanome was one of the people at that company that worked in concert with Nintendo’s Shigeru Miyamoto, and several other employees of Ikegami Tsushinki, to complete the design and implement Donkey Kong from Miyamoto’s notes, finishing it in only around three months. Donkey Kong came out in July of 1981, meaning it was probably began around the beginning of the year. The quickness of their work would prove to be essential: remember, the American arcade industry collapsed in 1983, when many promising games would be abandoned or released to greatly diminished profits. If Donkey Kong had been released a little later, it may not have become such a fondly remembered hit.
Kate Willaert commissioned the translation by Alex at Shumplations of an article written by Hirohisa Komanome that was published in 1997 in the Japanese publication bit. It’s up on their site here. Given that Nintendo tends to be very tight-lipped when letting their employees talk to the press, it’s probably good for us that Donkey Kong was implemented by an outside company, or else this account of the game’s creation may never have seen print, or our eyes.
Looygi Bros. tends to make a series of videos on topics, so there will probably be a Part 3, and more. Instead of linking them all individually, I may wait for a bit and collect them all into one post, or maybe even add them to this post retroactively.
Here are the glitches in Part 2 listed out and explicated:
Super Mario Bros, jump over the flagpole in World 1-1: Requires time-consuming setup, and useless for saving time, as the result is Mario can’t finish the level, but it does work.
More invisible ladders in Donkey Kong’s Ramps level: There are more invisible ladders than the one demonstrated in Part 1, and these aren’t caught by traps! The current World Record recorded by the servers uses it, in fact, making it an essential strategy for anyone trying to beat it.
Kirby Credits Warp: One of the levels in the game has a massive trick, where Kirby can get inside a wall, and if they have the Stone ability (possible to get with Mix), can crash the game, and if the Start button is pressed on the same frame as Stone activating, the NES cart jumps straight to the credits! The crash however takes the NWC software back to the selection menu, and the Start button is disabled, so this one’s impossible to do.
Legend of Zelda moving through blocks: A frequently-used trick in speedruns, it’s not caught by the NWC software but there’s no place where it’s useful for saving time.
Super Mario Bros. 4-2 Wrong Warp: This is an alternate way to get to the 8-7-6 Warp Zone without having to reveal the hidden blocks, then hit and climb the vine, by going down the coin pipe shortly after without scrolling the screen far enough to change the secret area destination. Seems to be impossible to make work in NWC, as the game rewinds when the vine block is scrolled off-screen.
Super Mario Bros. 8-4 Wrong Warp: Done under similar conditions to the 4-2 wrong warp, this one is caught by the emulator and rewinds the trial.
Surviving Timeout in Metroid’s Escape Sequence: If Samus uses the final elevator with the right timing at the end of the escape, the explosion happens, but she survives to complete her mission anyway. It’s possible in NWC, but results in the longest-possible time to complete the trial, so it’s only useful to show off.
Super Mario Bros. 8-2 Bullet Bill Flagpole Animation Skip: If Mario bounces off of a low-flying Bullet Bill right at the end of 8-2, it’s possible to trigger the flagpole, but leave Mario before the block on which the pole rests. This results in him walking into it endlessly, but it triggers the level completion sequence, and means he doesn’t have to raise the flag or walk to the castle. It’s really only a slight time save, but it does work in the NWC version of the game.
It’s a grievous blow to the game editing community, but Nightcrawler, the maintainer of the 19-year-old hack repository and community site romhacking.net, is shutting its doors. The reasons why are the top news item on the site, probably the last new news item that will ever be posted there.
romhacking.net as it looked August 2, 2024, R.I.P.
They mention several reasons, but say a collection of users who had offered to take up the site for disingenuous reasons. The details were not mentioned, but they mentioned by way of comparison what happened to emulator author Near, creator of higan, and that can be easily taken as a bad sign.
However, Gideon Zhi on Bluesky offers a different take, that suggests comparison to Near is greatly inappropriate, and that Nightcrawler was severely burnt out and refused offers to help. I don’t know which is more accurate, but the details are offered suggest there may be something to his version of events. Gideon Zhi isn’t one, I think, to cover something like that up. Ah well, drama.
Maintaining a hugely popular website for 19 years is a huge drain on your time, energy and finances. It’s possible that ultimately Nightcrawler needed, or even just wanted, to retire, and that’s okay.
I’ve made frequent use of romhacking.net over the years, both in researching two romhack ebooks and the Romhack Thursday feature on this site. While what the maintainer of romhacking.net says in their news post, that there isn’t as much of a need of a centralized site for collecting and presenting romhacks as there was back in 2005, I still found their site extremely useful, and I think it served a vital role. I will greatly miss it, but I understand their wishing to move on. They took the step of uploading the whole site contents to the Internet Archive, which is a forward-thinking move that I applaud.
Will they ever return to updating the site? Anything is possible, but I expect not. Will another site arise to take its place? Who knows, there’s definitely demand for it. I wish Nightcrawler well in any event, and thank them for their service.
Game Informer’s site, as it looked August 2, 2024, R.I.P.
Since then, GameStop has kept the magazine going as a house publication, at times distributing issues for free to customers. It seems the announcement was sudden, with management sending out a tweet about the publication’s closure while staff was being notified of the ending of their positions.
There are older game magazines in Japan, of course, and US game magazines lately have had things pretty tough with competition from the internet. It’s surprising that they’ve managed to keep going for this long.
It’s only about nine minutes long so you can guess that it doesn’t go into deep detail. Essentially the NES is split into two parts, the CPU and its memory, and the PPU graphics chip and its own memory. A lot of classic consoles and microcomputers had to take special measures to support their display, which often ended up being the most complex part of the unit. Think about it: you have what amounts to a deluxe broadcast character generator right there in a box on your desk, shelf or floor, with lots of extra bells and whistles besides. (In fact, home computers were often used to generate current events channels for local cable companies, and an Amiga was essentially the basis for the old Prevue Guide channel.) It’s like a tiny special-purpose, single-receiver TV station just for your own use.
Graphics hardware is extremely timing sensitive. It has to generate the signal for your TV to display according to standardized picture generation requirements, so special requirements are often necessary. In the Commodore 64, for instance, the VIC-II graphics chip has the power to actually put the 6510 CPU to sleep, so it can have unrestricted access to the computer’s memory, without fear of bus conflicts, when it’s needed. This reduces the overall speed of the processor by a bit, and it’s why C64s turn off the screen when loading programs from cassette tape, in order to keep the CPU timing consistent relative to the data being streamed in off the tape.
The NES gets around this by giving the PPU RAM and address bus for its own exclusive use, and to put stuff in it the CPU has to use the PPU as an intermediary. And what’s more the NES exposes both the CPU and PPU’s address busses through the cartridge connector (which is why it’s got so many pins), allowing carts to supply dedicated ROM and RAM to both chips.
Even though it’s just a high-level overview, I found it a worthwhile use of those nine minutes, and you may very well enjoy it too.
It’s another highly technical game glitch explanation, although from a source we don’t often follow here: even though it has to do with explaining glitch Pokemon from the first generation of that series, it was the ending presentation of RustCon 2020 given by Siân Griffin, despite having little to do with Rust, other than showing the possible results of not having strong memory safety in your programming language.
It’s 39 minutes long, and it might prove difficult to get through for some, but it’s good and interesting information:
I will give you an overview:
When the original Pokemon games generate a random encounter with wild Pokemon in the overworld, they refer to one of two lists in RAM memory, copied there from ROM. One list is for “grass” Pokemon, that are generated when walking through tall grass, and one is for “water” Pokemon, that are generated when in riding a Pokemon using Surf over water tiles. The lists are copied when entering a new region, with a differing enemy generation table.
Due to an oversight in the tile checking code, a different subtile is checked when generating a Pokemon from each list. This means it’s possible, on some shores, to generate a Pokemon from the grass list when actually on the water. If one of the lists has a Pokemon generation rate of 0% for its type, then its list doesn’t actually get copied. Some regions that are largely aquatic aren’t intended to ever generate grass Pokemon, and so have a 0% grass encounter rate, and so never copy a grass Pokemon encounter table. The Pokemon generated come from whatever was in memory before, which may be all zeros, or may be whatever used the memory in that area previously. Pokemon has little RAM to work with, so the Pokemon generation table memory has other things that use that memory, and one of those is data for the trainers you trade Pokemon with.
If you use Fly to fast travel to Cinnabar Island, you can reach a region where the grass encounter table won’t have been initialized, but you can still cause grass encounters to happen by Surfing on the shoreline. The contents of that table can be manipulated by doing something else that uses that memory beforehand. As a result, you can cause an encounter with an undefined Pokemon, which has the name MISSINGNO and has various glitch attributes.
Because the Pokemon has faulty definitions for some of its attributes, like appearance and cry, it’s possible to crash the game or wreck your save data from playing around with MISSINGNO. But if you run from it, this damage can be minimized. And when it tries to mark that you’ve seen MISSINGNO in the bit array that records which Pokemon you’ve seen, it overshoot that table and actually sets a bit in the memory that follows it, which usefully, is your inventory. Generate the right version of MISSINGNO and run from battle, and you may suddenly find yourself with over a hundred of an item in a specific slot in your inventory. If you put the Rare Candy there before, you now can give your Pokemon over a hundred experience levels, or you could create stat-gain items this way, or lots of Master Balls.
Glitches such as these seems like they’re rare, but really, there’s lots of games that have them. It’s one of the perils of coding your game in assembly, really.
Looygi Bros. obsessively plays various games and finds quirks, glitches and interesting facts about them. Their newest video tries out a bunch of known glitches in NES games and sees if they work in the new Nintendo World Championships speedrunning game. The result: in many, but not all, cases, Nintendo has put in code traps to make sure the games are operating as intended, and if they are set off, like if Mario goes through a wall or Link wraps around the screen, the emulator software declares Strategy Unavailable and resets the run. They tested 11 glitches in a ten-minute video, embedded here:
To summarize them:
Minus World: the trap occurs when Mario tries to slide through the wall at the end of World 1-2.
In Donkey Kong, it’s possible to climb down the first ladder, wrap around the screen, and end up on the girder right below the goal. They caught this one.
Super Mario Bros. 2 (USA) Fast Carpet: with two carpets spawned, you can travel extra fast. This one didn’t get caught, but the set-up time to use it makes its use in the challenge prohibitive.
Wrapping the screen in The Legend of Zelda. This is one of my least favorite glitches honestly. Nintendo caught it, you can’t glitch around the screen horizontally nor get Link into the top-of-screen status area. (I also dislike the term “HUD” for these areas. Dammit Jim, it’s a video game not a jet fighter.)
The “door jump” glitch in Metroid. This lets you use a door to get Samus inside the blocks that make up the edges of the screen, from there you can, depending on the situation, either wrap around the screen vertically or explore “secret worlds” created by interpreting random cartridge data as terrain. This one’s trapped.
Super Mario 2 double jump. I didn’t know about this one! In some circumstances when you’re near an enemy, characters can jump in mid air. This one is both not trapped, and actually useful in the challenge!
Super Mario 3 Fortress skip. In similar circumstances to passing through the wall in Super Mario Bros. to get to the Minus World, you can pass through a wall midway through the fortress to skip an area and go straight to the boss. This one’s trapped, probably checking for the same kind of situation as the Minus World trick.
Super Mario Bros. wall jump. Not trapped, and conceivably useful in the World 8-4 completion challenge to get into the elevated pipe.
Kid Icarus fortress 1 shortcut. There’s a way to glitch through a wall early in the route through the fortress that takes you almost to the end. This one is trapped, but it’s triggered, not when you get through the wall, but when you go through the room’s exit. It probably makes sure you go through all the essential rooms in order.
Super Mario Bros. 2 cave skip. It’s a way to glitch through a wall so you don’t have to wait for a bomb to explode. It’s tricky but possible, you end up taking damage to get through it though.
Super Mario Bros. 2 item attachment. A complex trick that lets you get items into areas where they aren’t intended to go. Technically this is untrapped and usable. In conjunction with the cave skip trick, it’s possible to kill Birdo with a Shy Guy, potentially with one throw instead of having to wait for three eggs to throw back at her. Looygi Bros was unable to get the whole trick to work in the World Championships software, but offers the possibility of it working to whoever can chain together all the necessary techniques.
I find it interesting that the tricks were disabled through traps instead of fixing their games, they seem to have enough technical know-how to know how the glitches work to check for them in the emulation layer, but maybe fixing them was deemed against the spirit of the game, or they didn’t want to risk changing the game’s essential behavior?
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
So despite the fact that you likely already know all of this, I still feel like I have to explain it all for people who might not have soaked their brains in US popular culture, yet still care enough about video games that you’re reading Set Side B. Let’s get it out of the way as quickly as feasible.
Premiering December 17, 1989, The Simpsons has been on the air for approaching 35 years. We in the United States are going to have to come to terms with the fact that it’ll probably be the reigning television fact of our lives. When it began, the NES was still the hot game system, and that was eons ago.
Premiering in the 7th season, during the time when most people still agreed The Simpsons was the best show on television, was the episode 22 Short Films About Springfield, in which the writers created a loosely-connected sequence of miscellaneous stories about the many side characters in The Simpsons. One of those stories was “Seymour and the Superintendent,” where Bart’s principal hosts his boss Superintendent Chalmers to a home-cooked meal, but due to a sequence of comical events serves him Krusty Burgers instead, covers it up in a variety of unlikely lies, and nearly burns down his house. Colloquially this has become known as “Steamed Hams,” after one of the lies Principal Skinner tells.
In 2017, a popular meme went around the internet in which people remade, remixes, or otherwise re-did that story, alone of all of them in the episode, the season, and among the long long run of the show.
In fact, those memes are still being made, and this post’s subject is one of them. It’s a video simulating what a Steamed Hams game would have been like if it were made in the style of the Bart vs the Space Mutants and Bart vs The World games on the NES. It was made by Penney Pixels, it’s four minutes long, and it’s here, and here:
There is an actual game version of the Steamed Hams, of which a playthrough is recorded here, and can be downloaded here. There’s another version of Steamed Hams too, and it can be played on GameJolt here. Both of those are adventure games.
I thought Steamed Hams had come up here before, but a quick search didn’t find anything, so I’ll just leave it at this. I’m sure in the next 35 years there will be hundreds more game versions of Steamed Hams. Maybe after all that time, I’ll be able to bring myself to mention it here again.
The end of Blaseball continues to leave a large squid-shaped hole in what I’m going to, for the sake of argument, call our hearts, but there are alternatives out there. One such alternative is Inty Sports, and the IBL: the Intellivision Baseball League.
Forget about hacking Tecmo Bowl or the like to include modern stats, this goes all the way back to arguably the first complete home console baseball simulation, back on the first console that made decent sports adaptations a reality.
Since 2014, each year, over the course of around three-and-a-half months, a league of ten teams with names based on Intellivision properties battle it out for the title of IBL Champions. I don’t know if human players back the teams or if they’re all computer-played, but it seems probable that it’s the latter. Intellivision’s Baseball (originally marketed with the Major League Baseball license) is a decent adaptation, although there are some rule changes as described on its Wikipedia page: no fly balls are simulated, home runs are declared based on “how and where” the ball is hit, and if a run is scored before the third out on a play, it counts.
Intellivision Baseball is from an era before consoles tracked stats, named players, or even offered selectable teams, so any strengths and weaknesses on a given team are merely the result of statistical variance. If you can allow yourself to forget about that detail, though, you might allow yourself to be amused, for a period of time ranging from minutes to multiple years.
Each game progresses rapidly, and is over in a brisk 9 to 11 minutes, which is much better than real-life baseball. Inty Sports has a website with the records of past seasons, and a page of greatest moments. Their 2024 season wrapped up just a few weeks ago, and can be viewed on their Youtube channel. Here is the final game of the 2024 season, Spartans vs Bombers (11 minutes):
They keep using terms from Chunsoft’s Mystery Dungeon games, especially Torneko no Daibouken from the Super Famicom, but seem to have a good sense of how those items connect to and were inspired by Rogue.
Your armor weakens, oh my! “All the F words in the world were about to come out.”
They also die a lot. Because Rogue doesn’t want you to win. It was made for a community of players who would play it over and over, and were competing on shared scoreboards on university machines, and indefinite play makes for a poor measure of player skill. Standing and trading blows with every monster is a bad strategy in Rogue in the long run. Instead, it helps to run from strong enemies, to build up more hit points so as to defeat them, and sometimes in order to escape them to the next floor. Rogue’s monsters grow in strength as you descend fairly quickly, and the player is usually not far ahead of them in the power curve. Then around the time Trolls show up they’re roughly an even match, and they keep getting tougher. The point where the monsters become stronger than the player is different every game, and depends a lot on which items the player has found and has identified, but it always comes eventually. They eventually get pretty far, dying on their fifth attempt to a Griffin on Level 18.
* “Water supply texture: Say goodbye to the smell of raw oysters.” “The Dora doll’s twisty honey positive is getting warmer.” “I miss the days when I used to go Hee Hee in Centauros.” “Let’s quickly wash and throw away the rotten plastic bottles we drank from.” Tell me more, auto translate bot!
(Did you know there is a website that will convert whatever you enter into an approximation of the text from Mr. Saturn from Earthbound and Mother 3? It doesn’t look exactly like it does in the games, but it is certainly reminiscent of it. Dakota! Dakota?)
It turns out there is a TrueType Mr. Saturn font as well, as presented in this Reddit post. Note that this link should not be construed to mean that I in any way approve of Reddit, or of how much internet content that it’s concentrated under its fetid profit-seeking embrace. That’s where this is, so that’s where I linked. It is a vectorized version of a pixel font recreation of Saturn-speak, which is available here. Message over boing!
Wizardry: Proving Grounds of the Mad Overlord, a.k.a. Wizardry I, is a classic and venerable CRPG from the early days of computer gaming. It’s thought to be the very first computer RPG where you played as a party of more than one character. Even the early PLATO RPGs didn’t have a single player control a whole group like that.
Wizardry took D&D as its inspiration in ways that now even D&D itself doesn’t know. Its Armor Class value counts down like it did in olden times. And death is meant to stick, and be costly to recover from. Dead characters can fail to be revived, which turns them to ash and costs even more to fix. And that can fail too, and the character is just gone.
Pit traps in the dungeon have no counter, most of them have no hint they’re waiting there, their damage scales with the dungeon level so they’re nearly always a danger, and frequently kill your mage characters. Yet, they are not the worst the game has to offer, especially when you get to the second game, which contains what may be the single cruelest trap ever put into a computer game, and I am not exaggerating.
Then there’s the mazes themselves. They’re tricky, and although there are many quality-of-life improvements in the new game, including an automap, the game purposely doesn’t protect you from its map-foiling tricks. If you get teleported or spun around, the game’s automap won’t notice, and it’ll mess up your map! This is by design, because playing Wizardry with an infallible map is a hugely different experience. You’re supposed to get confused.
So you see, Wizardry hates you.
Wizardry doesn’t hate you that much
These stories are frightening, enough that I imagine they’ve scared some players away from the game. But despite (and in a way, because of) them, Wizardry is still a lot of fun to play. For the first seven experience levels characters grow gratifiyingly quickly, and the play, due to its challenge and its consequences, is rarely boring. The original game underwent a year of playtesting before it was released to the Apple II-owning public, and the balance bourne of that time and work shines through. Wizardry is still a fun game to play, and while many of Digital Eclipse’s changes to adopt the game to current tastes are appreciated, I’m not convinced they’re all positive ones. It is what it is though, and I want to emphasize, what that is, is still fun.
Make backup saves of your game
Still though, one change that I can only regard as positive is that it’s really easy to make a backup copy of your save file. This isn’t just anyone telling you this! It’s me! I wrote a roguelike column for years for GameSetWatch insisting that permadeath was okay and that players shouldn’t back up save files to avoid it! But roguelikes are designed to be replayed many times, and anyway are usually pretty short so your time investment can’t become too large. Wizardry is not a long game, but it isn’t short either.
While Wizardry’s mazes don’t change, the game can throw all kinds of enemy parties against you, and even advanced parties once in a while get screwed over by the RNG. It is a rite of passage to rescue a deceased group one or two members at time from the dungeon, but it gets old after the first time or two. I don’t suggest winding back time every time a character dies, I think that’s going too far. But it will save you if, say, a character fails their revive from ash roll, or your party wipes beneath a set encounter space.
Backing up your save on the Apple II meant backing up you Scenario Disk, was a time-consuming option. Here, Digital Eclipse outright encourages you to make a copy of your save. The option is right there on the file menu, and I encourage you to use it too.
Use Old-School Creation and Advancement Rules
Under Old-School Options, you should use the original game’s character creation and stat advancement rules. I played through most of the game with the updated rules under the impression that they would take the edge off the difficulty, not knowing that these two actually make the game harder.
Character creation gives each character lineage (formerly called race, a term that’s become more loaded since 1981) set stats, and a number of points to distribute between them. The new system gives all characters a flat 12 points to spend. Under the old system character creation system, most characters got between 7 and 10 points to distribute, but 10% of the time would get ten extra points, and there’s a slim chance to get even more. Players could reroll endlessly to get bonus points in the range of 17 to 20, which was a huge boost! 10% of the time really isn’t that uncommon, and stats matter quite a lot in Wizardry, so it wasn’t hard to give all your characters a substantial boost right out of the gate, enough to start with a Samurai.
Of the other option, “Point Buy” on gaining a level, the new rule gives characters 1 to 3 points in stats of the player’s choosing upon reaching a new experience level. The old rule gives each stat a chance to advance, based on the character’s Age/Vim, with a chance that it could go down as well. The possibility of losing a point should be considered, but often characters gain four or five points upon level gain. It’s more a matter of taste, but I’ve had good experiences with it, at least at low levels.
Of the other option, “Point Buy” on gaining a level, the new rule gives characters 1 to 3 points in stats of the player’s choosing upon reaching a new experience level. Each has about equal chance, so it averages out to two points, which is really low generally, and even lower if you aspire to creating a Lord (a range of stats from 12 to 15) or a Ninja (all 17 or above).
Fortunately, you don’t have to stick with one option or the other, but can switch between them when you want. If you have a character who’s closing in on Lordship or Ninjahood, but just needs a couple of more points in a specific stat to obtain it, you can switch to the new style just before claiming that character’s next experience level, and even switch back afterward.
Creating characters
The game offers you to start you out with a group of pre-made characters of an appropriate mix and starting out at Level 2. I whole-heartedly suggest that you don’t use them.
Wizardry is not a game about helping an Overlord get an amulet back from a wizard. The quest is largely bunk; while Werdna is definitely not on your side, there’s is nothing in the game to suggest that Trebor is in the right either. No, Wizardry is a game about watching your characters grow through adventures, and overcome hardships, and possibly succeed in a great challenge. You really want to make your own characters for this.
While Level 1 characters are very fragile, and somewhat disposable, they’re yours. Under the new rules reviving Level 1 characters is free, and it doesn’t take them many fights to advance to Level 2, where they’re sturdier, and at Level 3 your group even starts learning good spells. Make your whole group and stick it out, you’ll have more fun.
Even once your group starts exploring the dungeon and gets a few levels under their belt, the game will continue to offer you new, randomly-generated extras, with levels approaching those of your highest-level character, in the Tavern. These can be useful as a B-team, to supplement your group if you want to play around with different party compositions, and to help rescue your own characters if they wipe in the dungeon. The original game didn’t have them, and they’re expensive to hire, but they can come in handy.
Party composition
In many classic party-based CRPGs in the Wizardry style, the ideal party is pretty obvious: a fighter, a thief, a cleric and a mage. Wizardry doesn’t buck that trend entirely, the game seems designed around three fighters, a thief, a priest and a mage, but there are interesting tactical possibilities that can be explored with non-standard party composition, and since the game lets you have up to 20 characters on your roster in total and switch them in and out of your main group at any time in town, you can even try them out without restarting your whole game.
Here are some ideas:
The basics: Figher x 3, Thief, Priest, Mage makes it harder for the monsters to break through that crunchy front line to get to the tasty low-HP classes behind them.
Go thiefless: I go over this below, in the section of Chests and Traps. In short, you have to forego a lot of treasure, but having an extra priest or mage lets your group rule in other ways.
Any number of Samurai instead of Fighters: it isn’t hard to make a Samurai in initial character creation, and that’s actually the recommended way to play one, since when a character changes classes their stats in play, they are all lowered tremendously. Samurai start out with more HP than Fighters, but earn slightly less with each level. But in return, they start learning Mage spells at level 4, giving you a few extra uses of DUMAPIC, and eventually MAHALITO, which can make a big difference against some enemy groups.
Having a Bishop instead of a Priest. I don’t suggest this one so much unless the Bishop is an extra character, because getting to higher tier spells as soon as possible is hugely important and Bishops, although they learn both spell types, get them more slowly. They do have the Identify ability though, which saves you a lot of gold at the Trading Post, and makes selling spare equipment found in the dungeon a reliable source of extra funds.
The most important stat for each class is the obvious one: Strength for Fighter types, Agility for Thieves, Piety for Priests and Intelligence for Mages. But after that, for front liners it’s Vitality, and for spellcasters it’s Agility.
However, Vitality increasess HP and helps the front line hold together for longer, since when the back rank falls into it they tend to get eaten quickly. But every class is helped by Vitality, it increases the chance of revival success, and it’s not a bad idea to add some to your Mages for when dragon breath or an enemy MAHALITO gets through.
Agility affects when a character acts in combat, and it’s important that those huge group-size damage spells happen early in the first round before the enemy has the chance to act. The best fight is the one that ends before the monsters get a single turn.
About VIM, a.k.a. AGE
Wizardry has a check on resting too much. Whenever a character stays at the Inn, they lose a tiny bit of VIM. It’s not enough to show on-screen, we’re talking about a small fraction of a point. In the original game it was called AGE, and started around 18 and counted up. You can switch to that name in the Old-School Rules. Each Inn stay is a week of time, although strangely it only counts for the characters who actually stay at the Inn. So long as you try to make the most of your expeditions into the dungeon your characters won’t age much, but the higher their age grows, the greater the chance (if you’re playing by Old-School stat level gain rules) that stats will go down. And if characters get very old, into their 50s, they could just die, period.
The higher a character’s VIM/lower their AGE, the less of a chance they’ll lose stats when playing with random stat gains, but it’s really subtle unless you class change multiple times.
When characters are revived from death, they age by a random amount that could be up to a year. When characters chance classes, they age considerably, by several years! So it’s best not to change classes lightly.
It’s said, of an early release of Apple II Wizardry, that if you quit the game while in the dungeon, and you resume their advenutres by restarting them as an “Out” Party, that the game would age them by ten years. I’ve only heard of this by rumor, and it seems to indicate that this was changed in later releases. I tell you this just to say, even the original designers thought better of that one.
There’s a lot more to say about playing Wizardry! Watch out for more soon, I still have to get some of my notes organized. We’ll talk about how the game actually plays, and give a plan for tackling the dungeon overall.
EDIT: I repeated myself at one point, so I fixed some wording there. Also some minor fixes elsewhere. I notice that the theme is covering some of the text with my screenshots. I’m not sure why it’s doing that. We’re looking into it.