Getting Started in DE’s Remake of Wizardry I

Wizardry hates you

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. 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.

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 guys 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.

Blade & Bastard, the (recent) Wizardry Manga

One recent thing I learned is that Wizardry, the CRPG series began in 1981, that hasn’t seen a new version from its creators since 2001, not only has seen Japanese sequels that faithfully follow the original style, but starting in 2022 and continuing today is a manga faithfully set in Wizardry’s world, called Blade & Bastard. It’s so faithful that it bears the Wizardry logo on its cover, looking similar to how it did on the 1981 Apple II box. Some logos get updated over the years, but classic computer CRPGs tend to keep theirs for the long haul.

Reading it legally at the moment, in English, isn’t possible. There is a version that can be found on Amazon, but don’t be fooled: despite its relatively large filesize, it turns out that’s just text, and each volume is pretty short, like, around 30 pages short. There are websites where you can find fan-made scanlations of the manga. I won’t link to them, but they’re not hard to find. My suggestion, if you’re interested in reading it, is to use them for now, and get the official translations of the manga when they arrive. Signs seem to indicate they may be coming in October.

I’ve not read enough to know where the story is heading, but currently it’s seemed to mostly cover the basics of dungeon exploration life. Iarumas was a corpse found sealed in a part of the dungeon that shouldn’t have had human visitors. Revived at the Temple of Cant, he (as seems common for fantasy anime and manga protagonists and JRPG heroes alike) has no memory of his past life. He makes a living bringing dead adventurers back to the temple and getting a portion of their revival fee, which is a nice nod to one of the unique aspects of classic Wizardry.

He soon picks up a couple of other party members. Most descriptions I’ve seen fixate on “Garbage,” a girl found being used as bait by dungeon monsters, who is a fierce and strong Fighter-type but talks and acts like a dog, but she mostly seems to be in it for comedy. The actual protagonist seems to be Raraja, a kid thief who had been paid to try to use a magic item to attack Iarumas in the dungeon, but the item in fact teleported both of them. The kid joins the party because, as a thief, he’s the only one who can meaningfully interact with treasure chests in the dungeon.

Garbage-chan enjoys meat

They also meet the “All-Stars,” the most popular adventuring group in town, a group of high-level characters who originally found Iarumas’ mummified body.

The connections to classic Wizardry are many:

  • It faithfully uses the spell names from the games and their purposes, to the extent that it adds a bit extra to a couple of scenes if you know what the spells are.
  • The Temple of Cant is in operation and just as money-grubbing as they are in the games.
  • The MURMUR CHANT PRAY INVOKE messages are alluded to when a character is revived in the early pages.
  • Dead bodies who aren’t revived turn into ash. The priest character says this means God has decided they’ve lived a good-enough life, but they take their fee all the same. In the manga story, being ashed is the end, but in the games recovery from ash is possible, but at double the cost, and if it fails too the character is gone entirely.
  • Iarumas maps out the dungeon on graph paper!
He also uses the Jeweled Amulet here, which in the games can be used to cast DUMAPIC at will
  • The characters mostly keep to their class abilities, but some are obviously multi-classed; Iarumas, for instance, seems to currently be a ninja, but he must have picked up some spells in a previous class.
  • A bishop character identifies items, because if they have them identified at the trading post there’d be no profit, because the identification fee is the same as the sale price.
  • The trading post is run by an elf named Catrob, which is a reversal of Boltac the dwarf, who owns the trading posts throughout the early Wizardry games.
  • The Ninja is named “Hawkwind,” a reference to a character in Wizardry IV. (They may also be one of the pre-mades in Wizardry I, but I haven’t managed to get it running to check.)
  • Being teleported into solid rock is mentioned at one point.
  • Characters seem to be aware of alignment, and experience levels.
  • Iarumas seems to be a character who’s a holdover from the Apple II era of Wizardry, because he sees the dungeon in wireframe!
This is a great visual joke for anyone who’s seen the originals

I hope an official translation of the manga comes out before long, because I’m rather looking forward to reading it!

It was brought up by ChurchHatesTucker on Mastodon that this isn’t even the first Wizardry manga, there was one in 2009 called, in the way of manga, Wizardry Zeo. It was considered a “shounen” manga, for a target audience of young teen boys. How many teenagers in Japan were playing Wizardry in 2009, I wonder?

And there were even one or two earlier that that, called Wizardry and/or Wizardry Gaiden. There were Wizardry Gaiden games in Japan, which were alternate scenarios using the same rules but with different mazes and story, and this/these may have been a spinoff of that/those.

Snafaru’s Wizardry Fanpage

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

Snafaru’s Wizardry Fanpage is a lot newer than most of the sites that get featured here under the Oldweb heading (see left/above), the earliest viewable version of the site on the Wayback Machine is from 2011, practically a baby at 13 years old. Yet it has some renown: I mentioned that I was playing Digital Eclipse’s wonderful remake, and someone on Mastodon pointed the site out to me. I then forgot about it, but then found it again through web search. Lucky! And it’s still being updated! If you keep your website up and updated for 13 years you deserve a PRIZE.

In addition to information on the original games, Snafaru maintains a scenario editor for Wizardry, and hosts a number of fanmade scenarios on their site. Wizardry is much older than even the blog, it was first published in 1981, 43 years ago. A game that maintains a fandom that long is amazing, even more so when its publisher went under so long ago.

On the History of Wizardry

Once upon a time, there was Wizardry, and nothing else. Welllll-l-l… almost nothing else. Here’s a makeshift timeline of CRPGs and CRPG-like released leading up to the original Wizardry: Proving Grounds of the Mad Overlord.

Don’t be fooled by this chart, where Wizardry happens to appear at the end. Most of these games were not widely available. Anything for a PDP or PLATO would only have been playable by a select few. Apshai and Ultima I were more widely available than their predecessors, but Wizardry was substantially deeper than either of them, and wasn’t surpassed for a while. For a time, it was the benchmark in the field, and inspired its own substantial subgenre, which we’ve heard called blobbers in the past. (Set Side B on blobbers previously, including an extensive list of them.)

Blobbers get their name because a whole RPG adventuring party is considered to exist filling one space in a first-person view of a dungeon grid, but it’s not really a great name because the defining characteristic of this sort of game isn’t the unity of the party but the view of the maze. Creating a first person maze of this type was a popular early graphical trick, because it was easy to program, and could be drawn on a tile-based display or possibly even a terminal. Blobbers continued to rule the roost for first-person games until the foundation of the first person shooters with id Software’s Catacomb-3D and Wolfenstein 3D, and more atmospheric 3D CRPGs like Origin’s Ultima Underworld.

Video and computer games are a field terribly unkind to their legacy. You might point to Mario, Sonic, Pac-Man and such as examples of games where decades-old originals are still known and played, but numerically speaking they are greatly outnumbered by the lost and nearly-forgotten. Games that used to be well known among all game-playing computer users are now mere footnotes, due to their companies going under, or their IPs being owned by uncaring megacorps interested only in milking their very most profitable properties YES I’M TALKING ABOUT ELECTRONIC ARTS. Ahem.

Wizardry is one of the foremost examples of this. For a while it was the best-selling computer RPG around, and its sequels did well for a long while. Wizardry VII was released in 1992, but then its successor Wizardry 8, a landmark title that finally brought the series into true 3D, took nine years to finish, and was sadly released right around the time of the demise of publisher Sir-Tech, although their Canadian branch lasted until 2oo3.

After Sir-Tech Software shut its doors, the series’ torch was held aloft for a long while by a succession of Japanese developers, beginning with ASCII Entertainment. Many of these games are still extremely obscure to the Western world, which seems odd considering how connected we’ve all become. We don’t even know if Robert Woodhead had anything to do with the first of the Japanese games, Wizardry Gaiden. The Japanese Wizardly line is all over the place aesthetically, but in play sticks by the formula of the very earliest games: spell ranks, permadeath, and tricky mazes. Despite being made for systems as varied as the Super Famicom and the PlayStation II, in gameplay they’re all of the Apple II orchard with limited additions. Despite being much that we don’t know, we still know a fair bit, due to an amazing 2020 article on the blog of the CRPG Addict written by “Alex,” with a great comments thread, that all deserves to be etched in stone and set forever on a monument in the middle of the town square of Llylgamyn.

It is more than a mere shame that all of these games remain effectively locked off from the country of Wizardry’s origin. An aging legion of players from the days of the Apple II has no idea that, in a land half a world away, 35 more Wizardry games, with gameplay with a clear recognizable link to the originals, were made and enjoyed. Maybe some day those games will be made more accessible to English-speaking audiences, the ones that aren’t now lost forever, at least.

I’ve said all of this, and I haven’t even gotten to what I had originally intended to be the subject of the piece, the terrific remake of Proving Grounds of the Mad Overlord made by Digital Eclipse. Perhaps it’s best to hold off on that for a couple of days. Soon!

P.S. If anyone knows of easy-to-learn open source timeline making software, I’d greatly like to know of it, or even if there’s a good Excel or (preferably) LibreOffice add-on for that purpose.

Which Version of Wizardry 1 to Play?

Let’s keep rolling with these Youtube finds. There’s millions of them, but most of them are obnoxious, with the emphasis on noxious, so I try only to repost here the best. And this one’s pretty informative.

Which version of the classic foundational CRPG Wizardry should you play? I’m going to emphasize that you should play one of them. Wizardry inspired so many people, but one ever quite duplicated its mixture of tabletop-inspired party-based play, permadeath, and overwhelming difficulty. Wizardry is a game that doesn’t want you to win it. That’s why characters cost a fortune to revive, cost an ever greater fortune to bring back if that process fails, and it becomes impossible to revive them if that fails too.

If characters die in the dungeon, their corpses aren’t even brought back to the surface for you! You have to take a different party of characters into the dungeon (assuming they’re strong enough to survive the journey!), move the dead members into empty slots in your group, then return to town, unload them into storage, and repeat until you’ve rescued them all. And woe to the characters who mistype a teleport spell and end up embedded in rock, because they’re utterly destroyed, vanished, obliterated, annihilated, eradicated, gone.

Wizardry hates players, and that’s why you should play it: to teach it a goddamn lesson.

Youtuber Tea Leaves played a lot of versions of Wizardry, including a very promising upcoming version by Digital Eclipse, which has modern quality of life features and modern graphics, while also having, at its foundation, the Apple II original, with all its hatred for organic life. In summary, he thinks that version is great, but also has positive things to say about other versions, especially the fan-patched translation of the Japanese Super Famicom version. But they don’t like the DOS version-it has a terrible bug which Tea Leaves emphasizes makes it unplayable. Noted!

Which Version of Wizardry Should I Play (Youtube, 27 minutes)


Wizardry used to be the most popular computer game in the world.

It has fallen on hard times recently. Creators SirTech released the terrific Wizardry 8 but then almost immediately closed up. The name is currently owned by a Japanese developer, who make games in the classic style but they’re still quite different, chasing old ghosts instead of trying to adapt the idea for new generations.

A full examination of Wizardry will have to wait for another time, but until then there’s a repackaging of the original Apple II versions available from the Total Replay folks. It’s made to run off of a ProDOS-formatted hard drive, words that themselves form a fearsome incantation, but you can still play it emulated. And should!

It includes an update of the original Proving Grounds of the Mad Overlord, plus the successor scenarios Night of Diamonds and Legacy of Llylgamin, plus five fan-made scenarios. It also includes WizPlus, a character editor, but diehards won’t use that. It’s cheating!

To explain Wizardry in summary, it took the ideas of early Dungeons & Dragons and adapted them to a dungeon exploration simulation with the same kind of theoretical basis. In D&D, if a character dies and there’s no way to revive it, it’s gone: no backsies. And sometimes revivals fail, and the character is gone anyway. And the dungeon in a genuinely treacherous place. If your party wipes, to even try to revive them, you have to create a new party of adventures, take them in, find the deceased party’s corpses in the dungeon, and either use magic to revive them there or drag them back to town to have the Temple of Cant do it.

If this sounds forbidding to current sensibilities, it certainly is! But that’s the point. Because of it, it’s about as close as you can get to traditional RP-gaming as you can get on a computer, even more so that official D&D products. Roguelikes come close, but since you only play as a single character in most of them they still don’t quite fit that electronic bill.

Wizard Replay (Apple II, Internet Archive)

Time Extension: Why Do So Many Japanese RPGs Use European-Style Fantasy Worlds?

Time Extension has come up here a lot lately, hasn’t it? It’s because they so often do interesting articles! This one’s about the propensity of Japanese games to use medieval European game worlds, the kinds with a generally agrarian society, royalty, knights, and their folklore counterparts elves, dwarves, fairies, gnomes and associated concepts.

They often fudge the exact age they’re trying to depict, with genuine medieval institutions sitting beside Renaissance improvements like taverns and shops. Nearly of them also put in magic in a general D&D kind of way, sometimes institutionalizing it into a Harry Potter-style educational system.

Notably, they usually choose the positive aspects of that setting. The king is usually a benevolent ruler. It’s rare that serfdom and plagues come up. The general populace is usually okay with being bound to the land. The Church, when it exists, is sometimes allowed to be evil, in order to give the player a plot road to fighting God at the end.

Hyrule of the Zelda games is likely the most universally-known of these realms, which I once called Generic Fantasylands. The various kingdoms of the Dragon Quest games also nicely fit the bill. Final Fantasy games were among the first to question those tropes, presenting evil empire kingdoms as early at the second game.

Dragon Quest
(All images here from Mobygames)

John Szczepaniak’s article at Time Extension dives into the question by interviewing a number of relevant Japanese and US figures and developers, including former Squaresoft translator Ted Woolsey. I think the most insightful comments are from Hiromasa Iwasaki, programmer of Ys I and II, who notes that this Japanese conception of a fantasy world mostly comes from movies and the early computer RPGs Wizardry and Ultima, that the literature that inspired Gary Gygax to create Dungeons & Dragons (which in turned inspired Wizardry and Ultima), especially Lord of the Rings and Weird Tales, were generally unknown to Japanese popular culture. Developer Rica Matsumura notices, also, that there is a cool factor in Japan to European folklore that doesn’t apply, over there, to Japanese folklore.

Wizardry: Proving Grounds of the Mad Overlord

It’s a great read, that says a number of things well that have been bubbling up in the back of my head for a long time, especially that JRPGs recreated both RPG mechanics and fantasy tropes at a remove, that they got their ideas second hand and, in a way similar to how a bunch of gaming tables recreated Dungeons & Dragons in their own image to fill in gaps left in Gary Gygax’s early rulebooks, so too did they make their versions of RPGs to elaborate upon the ideas of Wizardry and Ultima without having seen their bases.

Why Do So Many Japanese RPGs Take Place In European Fantasy Settings? (

Games With Blobber Mazes

Apple II Wizardry. All images in this post are from MobyGames.

In @Play yesterday I mentioned a number of games that use Wizardry’s weird world metaphor. They’re sort of like roguelikes in that the world is divided into a grid of discrete spaces, but instead of viewing them from overhead, you are given a first-person view from the center of that space.

You don’t move with the same kind of smoothly-adjusting motion as Wolfenstein 3D would bring a while later, but movement instead jerks along one space at a time, and you turn in 90 degree increments. These games all disorient the player just enough that mapping them becomes important, but can be easily mapped on graph paper. Your more fiendish RPG dungeons of the type have tricks they play on you as you explore specifically to disorient you, like teleporting you to an identical-looking corridor without telling you, or spinning you around randomly. Wizardry and Bard’s Tale in particular delight in doing this.

It’s such a distinctive and immediately recognizable way to represent dungeon exploration that I’m surprised there isn’t a fan name for it, like “shmup” or “belt scroller.” I’ve calling them blobbers, but those actually get their name from the fact that, if you are commanding a party of characters, they’re all considered to inhabit that one space. The term doesn’t really apply to the mode of movement, only the atomicity of your group.

I gave a list of a good number of games that offer this kind of movement, but shortly after I thought of a bunch more, and they’re such a weird and varied bunch that I figured I’d take it as an excuse to catalogue as many examples as come to mind, and say some words about them in passing.

In the beginning there’s the Wizardry games, of course. I don’t actually know if it’s the first of the type, but it’s the earliest I can think of. Wizardry games using this format include, I believe, the first seven in the series; the 8th (and last in the core series) finally switched to a full 3D engine. There’s also some Japanese Wizardry games, and some of them use the style as well, but I can only personally vouch for one. That’s eight in total.

There’s some games that use Wizardry-style mazes as only a part of the experience. Some of the Ultima games do this. The Ultima predecessor Akalabeth uses them, and I know Ultima III does too for its dungeons. That’s two more.

Might & Magic II for Genesis, image from MobyGames.

There’s two major series of Wizardly-inspired games. The original Bard’s Tale series were blobbers in the truest sense of the term. That’s four: I, II, III and Construction Set. The hugely underrated Might & Magic series also used them for both dungeons and their game worlds up to V. That’s nine more, for a running total of 19.

On the NES there are some surprising examples of the form. I already mentioned Interplay’s Swords & Serpents, a unique and probably doomed attempt to make a Bard’s Tale RPG on a ROM-based system. There’s multiple oodles (boodles! froodles! zoodles! poodles!) of interesting things about that game, like its character-specific password system and its four-player support, but we don’t have the time here to get into that. In fact, I could say that about nearly this entire list.

Two of the most ridiculous kinds of characters to explore 1st-person dungeons are a super spy (as in Golgo 13: Top Secret Episode) and lightbulb-tonguing uncle to a weird and macabre family (as in Fester’s Quest), both also on NES. Adding them to the pile brings us up to 22.

I mentioned Phantasy Star on Sega Master System and Arcana on SNES. There’s also Shining in the Darkness on Genesis and Double Dungeons on the TG16. There’s at least one Madou Monogatari game that uses the system, but I’m only adding games that I can remember without Googling or looking anything up, so I’m only counting it once. We’re now at 27.


There’s 3D Bomberman on the MSX, an early experiment in the Bomberman series where the mazes you’re in are 3D. In the arcade there’s Ed Logg’s Xybots, which was intended to be a Gauntlet sequel but the play ended up being different enough that he changed it to a sci-fi game. Xybots breaks the rules slightly because your character is visible, but it’s still that kind of grid-based, first-person maze. More recently there’s, hm… at least five Etrian Odyssey games? That brings the count up to 34.

Some more miscellaneous RPGs I mentioned last time: Dragon Wars, Eye of the Beholder, and Dungeon Hack. I particularly like Dragon Wars and Dungeon Hack, although for completely different reasons.

Dungeon Hack

Oh! Let’s not forget about the D&D Gold Box series, which use 1st person grid mazes for dungeon exploration. That includes Pool of Radiance, Curse of the Azure Bonds, Secret of the Silver Blades, Pools of Darkness, Champions of Krynn, Death Knights of Krynn, Unlimited Adventures, and the Buck Rodgers game made in that style. There are other computer D&D games from the time, but they didn’t use that engine. These games also had other modes of exploration, and overhead-view combat, so they aren’t as tied to the format.

Finally there are some other miscellaneous games. Blobber-style mazes were a low-resource way of immersing the player in a labyrinth, even if there was nothing else in there of interest. My first exposure to the field was a C64 BASIC game called, natch, Labyrinth. I remember seeing a shareware DOS game called 3-Demon. The game that Strong Bad poked around in the Friendlyware video I linked last time is Killer Maze, and definitely fits the discretely granular bill.

It’s a good excuse to embed the video. (14 minutes)

So, all in all that’s 48 games completely from memory! But I’m sure there’s more; can you think of any others?

Wolfenstein 3D

When Wolfenstein 3D came out this entire style of world presentation immediately fell out of favor. Wolf 3D has very much that same kind of grid-based world, but no longer is your position locked to the center of each space. You can turn in angles of less than 90 degrees, and there’s more of a real-time immediacy to the game that’s a lot more engaging.

Wolf 3D pretty easily destroyed this genre. Almost no blobber mazes show up from that point on except for some edge cases that are explicitly calling back to the old style, like the later Japanese Wizardry games and Etrian Odyssey. It is interesting that, once computers became powerful enough to render worlds in a more fluid and immediate kind of way, it made these kinds of distinctive presentation shortcuts irrelevant. It’s kind of saddening.

EDIT: One I had intended to include but somehow left out is Dungeon Master, which xot reminded me of in comments!

Link Roundup 5/12/22

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

Greetings to all humans down there on planet Glorb-III, also known as Earth. Let’s get started, drebnar!

A lament from Reddit on how Streetpasses are impossible to get now. If only Nintendo had thought to include them on the Switch. Probably it’ll take another ten years before they realize what a good idea they had.

Chris Moyse from Destructoid tells us this week’s Arcade Archives release is Taito’s Fighting Hawk!

Kate Gray from Nintendo Life writes about the thing that all video game journalists are someday destined by fate to write about: Earthbound. It’ll happen here too someday, you can rely upon it. And Alana Hauges frpm Nintendo Life has some words to say about its sequel Mother 3!

From Polygon, Michael McWhertor enthuses about how great is the new Teenage Mutant Ninja Turtles game, Shredder’s Revenge.

Chris Friberg of Den of Geek tells us his picks for the 15 best NES RPGs. #1 is Dragon Quest III! (What do you mean, don’t spoil it? I’m an alien, I spoil everything drebnar!) He also ranks Wizardry pretty high, he has great taste!

Over on Hackaday, Robin Kearey tell us about a reimplementation of the classic Tamagotchi using modern hardware!

Blake Johnson of asks if a collection of the DS Castlevania games could ever be released? While the fan favorite remains Symphony of the Night, the DS games are excellent and retain many of its greatest elements.

The image in question, from History of Hyrule’s Twitter feed. Hi Melora!

Go Nintendo’s rawmeatcowboy points to the discovered female Link art from Japanese guidebooks that History of Hyrule uncovered! Hey, that image looks familiar! Meanwhile,’s Connor Casey tells us that professional wrestlers Steve Austin and Cody Rhodes disagree as to which is the best Legend of Zelda game, respectively, Breath of the Wild or Ocarina of Time. This may be the only time in my entire life that I’ve agreed with the opinion of earthling Steve Austin, although admittedly I’m a unicellular organism filled with an iridescent goo.

And Jules Wang at Android Police tells us that Chromebooks should be getting better Android support later, improving their game-playing experience. Between that and Steam Support, who needs a Steam Deck? (Answer: ME I DO YES I WANT ONE PLEASE SEND IT TO MEEEEEE)