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NES box art for Wizardry: Proving Grounds of the Mad Overlord, the cover of NEStalgia episode 346

346 · Wizardry: Proving Grounds of the Mad Overlord

▶ Game info
VerdictPlay it
GenreRPG
ReleasedJuly 1990
SeasonSeason 6
DeveloperSir-Tech
PublisherNexoft
October 11, 2024 · 1 hr 20 min · transcript available

The Mad Overlord Trebor was once only power-mad, but went off the deep end after he acquired a magical amulet of immense power, only to have it stolen from him by his nemesis, the evil archmage Werdna. Werdna, not quite sure how to use the amulet properly, accidentally causes an earthquake which creates a ten-level dungeon beneath Trebor's castle. To avoid looking silly, Werdna declares the dungeon to be the new lair for him and his monster hordes. Trebor, not to be outdone, declares the labyrinth his new Proving Grounds where adventurers must prove themselves for membership in his elite honor guard, and incidentally retrieve his amulet in the process.

Our verdict: Play it

Only Mike and Sean this time, which is a problem for a game that wants a party of six. Wizardry began on the Apple II in 1981 with wireframe 3D dungeons and monsters you could actually see, and the NES port is nearly that same game, now with music and colored walls. It was a pioneer in 1981. In 1990 it feels like a museum piece.

What works

  • No hand-holding at all. You start with no party. You go to the training grounds, name people, pick a race, roll stats, and the stats decide which classes you qualify for. We liked the character creator, even though it is just a menu.
  • Permadeath without a game over. Dead characters stay in the dungeon, so you can make a new party, go back, and find the bodies. Reviving them at the Temple of Cant costs a lot and can fail. A save file turns into a pile of parties.
  • More strategy than it first looks. Combat is mostly fight, fight, parry, parry, but spells are charge-based, so every fight raises the question of whether it deserves a heal or a big spell, or whether to retreat. Only the first three in line swing weapons. Stronger parties even scare enemies into running.
  • We came around. Sean said the six people felt alive, which is more than the grand strategy games we have been wading through. Mike admitted he had been harsher than it deserved.

What doesn't

  • No tutorial, no map. The manual is dense and mandatory, and the game never explains forming a party. Sean kept lowercase names for a while because he missed the capital letters. Mike refuses to draw maps. A YouTube player ran the NES game next to a Steam mapping app with live tracking, which tells you how complicated the dungeon gets.
  • Mean surprises. A second group can appear behind the one you see. Chests are trapped, items need identifying, and the teleport spell lets you type coordinates and land inside a wall.
  • Save only in town. We wanted save points in the dungeon, an armor overview screen, and an auto-battle option, since most turns are the same command.

Beyond the game

The Digital Eclipse remake from May 2024 keeps the same skeleton and adds the auto-map, 3D enemies and animation we missed. We both want to try it. We also ran through the series: Wizardry 2 on Famicom needed a save from the first game, in the fourth you play Werdna, and five games existed before this NES release.

The bottom line

Skip it. Neither vote on the Essential Games List went to it. We both found the design sound and enjoyed pushing through, but we liked it mostly because it dates from 1981, not because it works as a 1990 NES game. With a version that has the map built in out there, we would not point anyone at this one. If you try it anyway, bring graph paper.

Written from our conversation in this episode.

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