Entertaining Bits of the Arcade Manual of Wizard of Wor

Lots of arcade machines have boring manuals, full of schematics, operator settings and assembly instructions, and nothing else. The manual for Bally/Midway’s Wizard of Wor machine has some other information, including a fairly complete play description including inner details of how the monsters are generated and how levels get harder, and a listing of all the phrases the game’s voice synth uses during play.

Wizard of Wor

There was recently an upload of 2,000 arcade manuals to the Internet Archive (as reported by Jason Scott on his Bluesky account, although he’s also on Mastodon, twice apparently), and that’s where I found the manual for Wizard of Wor.

Some quotes (italics are mine):

“When you have reached dungeons eight and above, you have become a Worlord. Now you have the honor of testing your skill in the Worlord dungeons. These dungeons are much tougher, there are fewer walls and more open spaces. If even one shot misses, and travels the long distance down to the opposite wall, a monster wiii very likely come up and gobble you down. Finding and establishing yourself in solid strategic positions is very difficult. It is easy to have several worriors chomped up in a row. Sometimes the monsters will line up along one edge of the maze — a lovely parade. However, if just one monster starts approaching from the top, watch out!” (page 11)

“The Wizard of Wor loves to hear the patter of little feet running through his dungeons. So he created some lovely beasties, known as Worlings. Burwor is beautiful, bouncing blue. Six of them exist on each dungeon level. They always remain visible. This is because the Wizards favorite color is blue. As each Burwor is shot, a Garwor may come to take his place. Garwor is kind of overfed, and waddles a bit, but he has yellow scales that are just delicate. As Garwors are shot, Thorwors are teleported in to take their place. Thorwor is sleek and dangerous red.” (page 11)

“The Wizard of Wor: Even at a young age, the Wizard showed promise in the mystic arts. But it took many dangerous encounters and many years of research and study to sharpen his skills to his current high level. Over the centuries, the Wizard has retained his chaotic sense of humor, much to the chagrin of worriors entering his dungeons (see the list of phrases).” (page 12)

And some of the phrases spoken by the Wizard during the game, spoken by the synth:

  • “Hey! Insert Coin!”
  • “Another coin for my treasure chest.”
  • “Ah good! My pets were getting hungry. Ha ha ha ha!”
  • “You’re off to see the Wizard, the magical Wizard of Wor.”
  • “Remember, I’m the wizard, not you.”
  • “If you can’t beat the rest, then you’ll never get the best! Ha ha ha ha!” (The Wizard laughs a lot.)
  • “If you destroy my babies, l’ll pop you in the oven! На һа һа һа!”
  • “Wasn’t that lightning bolt delicious? Ha ha ha ha!”
  • “Hey! Your space boot’s untied! Ha ha ha ha!”
  • “The Wizard of Wor thanks you.” (aww)

Cam’s Pac-Man Fun Page

From the linked page. Piranha is one of a whole category of Pac-Man bootlegs that try to obscure their origin.

I’m considering writing more on the subject of the male-gendered Pac, which I assume is a mere matter of social custom among the Pac-People since they have no genitalia or clothing. Pac-Man bootlegs, in particular, are bizarre and wonderful, even if they often aren’t very fun to play.

But Cam has a nice page devoted to Pac mutants. And these old Geocities-style pages need much more love these days, so for now I’ll link to them. Have a look!

A little remarked-upon aspect of these Pac-legs is how their character name is strictly determined by how many letters long it is, so that they can fit on this screen in the same amount of space that PAC-MAN did.

Ars Technica: The Actor Who Claims to Have Co-Created Mortal Kombat

Image from the article at Ars Technica. The classic ninja of Mortal Kombat were played by Dan Pesina.

Blogfriend David Craddock has an article up at Ars Technica about the drama that went down back in the days when Mortal Kombat was a big hit of the arcade scene, and people schemed to make careers off of it. Even though it took in a lot of quarters pretty quickly and spawned several arcade sequels, it wasn’t the institution it was today. When it hit it big, the actors whose digital likenesses appeared in the game sued for royalties not received due to the sale of home versions of Mortal Kombat on the SNES and Genesis.

It’s an excellent article. David really did his research on this one! The end result is, most of the actors settled, but one, Dan Pesina, still claims to this day to have “co-created” the game, which seems ludicrous. It seems to me weird to keep at that in this era, with Midway long gone and the rights having moved to Warner Bros., but then, I have no stake in the matter? Ah well.

Ars Technica: The actor who claims he co-created Mortal Kombat. Also consider David’s book on the history of Mortal Kombat, available now on Amazon!

Tron Arcade Documents

The Arcade Blogger recently spotlighted some documents related to the design process of the classic 1983 arcade game Tron, including information on some dropped minigames for it. Tron is such an interesting production. It is of course based on the movie of the same name, which has become a cultural landmark despite not actually doing that well in theaters upon its release. One of the interesting facts revealed in the article is that the arcade game actually outperformed the movie, despite being released while interest in US arcade gaming was falling.

Developer’s Menu in Arcade Mortal Kombat Games

The news about this broke some time ago, but Set Side B is only a few months old at the moment and we weren’t around then. It’s still worth mentioning though!

Ed Boon put secret codes in a number of his games to allow him to check on individual machines while out in the public. He revealed his code for Mortal Kombat II some time back, which is listed on The Cutting Room Floor. The code is entered entirely with the 1P and 2P Block buttons: P1 Block 5 times, P2 Block 10 times, P1 Block 2 times, P2 Block 8 times, and P1 Block 2 times. The timing is tight, so keep trying.

All image credits for this post: The Cutting Room Floor

One way to remember part of the code is in the menu’s name, the EJB Menu. The E and B of that stand for Ed Boon. E is the 5th letter of the alphabet, J is the 10th, and B is the second, and those are the number of button pressed needed for the first three parts of the code.. The whole code would thus be EJBHB. Using initials as part of a code seems to have been part of the culture at Bally and Williams at the time. A number of pinball games have hidden displays that can be called up from attract mode if you press buttons as if you were entering a developer’s initials in the high score screen.

The EJB menu offers a lot of information on how a machine has been performing on location! It’s much like the operator’s menu, but with even more options! You can even call up the ending for any character, would certainly would have made any kid who knew that code back then the star of the arcade.

Of particular note is, a couple of the items in the menus are red herrings. The developers loved taunting kids by putting fake hidden features in the operator menus. “Shawn Attacks” is one of them (there is no character called Shawn in the game); “Kano Transformations” is another (Kano is not playable in MKII).

Other EJB menu codes:

Mortal Kombat 1, it’s 1PB x 5, 2PB x`10, 1PB x 2, 2PB once, 1PB x 2, 2 PB x 3, then 1 PB x 4. The page notes that, converted to letters, this code would be EJBABCD.

In Mortal Kombat 3, it’s 1PB x 5, 2PB x 10, 1PB x 3 (it’s EJC this time!), then 2PB once, 1PB x 2, 2PB x 2, 1PB x 3, and 2PB x 3. EJCABBCC. This code also works in Mortal Kombat 3 Ultimate.

The Cutting Room Floor does not list a EJB code for Mortal Kombat 4. Smash T.V. does have a code for a developer’s menu.