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Showing posts with label Sir-tech. Show all posts
Showing posts with label Sir-tech. Show all posts

Monday, February 1, 2016

Game #51: Wizardry: Knight of Diamonds (NES) - A Familiar Friend

Game 51

Title: Wizardry: Knight of Diamonds
Released: 1991 (1992?) (March 1990 JPN)
Platform: NES
Developer: Game Studio (original game by Sir-Tech)
Publisher: ASCII Entertainment Software (aka Asciiware)
Genre: RPG
Exploration - First-Person
Combat - Turn based
Series - Wizardry

It's really hard to pin down US release dates. I originally used GameFAQs suggestion of April 1992, but the manual and MobyGames refer to 1991 as the copyright and release respectively. Even stranger is a second copyright date of 1990 attributed to Andrew Greenberg. My understanding was that Werdna's namesake had left Sir-Tech well before that time. He had worked on Star Saga One and Two in 1988 and 1989, so I wonder how he got attributed to this title personally. Due to the lack of an import feature, the game was reworked as a standalone title, so maybe he provided some input.
There's a nice set of black and white art paired with exposition detailing the new story
The city of Llylgamyn was protected by the Staff of Gnilda, which shielded the city from all forms of attack from outside. Unfortunately, it didn't protect from within, and an upstart evil tyrant named Davalpus seized this opportunity after the fall of Werdna. He slew the entire royal family, all except the prince and princess. After some time, Alavik returned wearing the armor of the The Knight of Diamonds and wielding Gnilda's staff. Davalpus fell, but so did the castle. With no sign of the staff, the city was now defenseless, and it was up to a brave band of nameless adventurers to retrieve it.
*Plop*
Wizardry is a rare breed of console RPG that requires building the party from scratch. There is a default party, but they have generic names like Fighter2 and Thief1. When rolling up my first set of characters (I expect many to come) I decided to roll for 10+ stats, and aimed for an evil party with Fighter, Samurai, Cleric, Cleric, Wizard, and Mage as my starting classes. I remembered the Calfo spell incorrectly, and thought it also disarmed traps. In this game, it only identifies the trap type with a high reliability, but a thief or ninja is required to disarm it. For the first couple of levels I ignored chests, and after a couple of levels had my fighter take the brunt of trap damage until I could class change my wizard to a ninja.
I nearly had one from the very beginning
From character creation, to stripping the default party, to purchasing new gear, I didn't actually enter the maze for the first hour. I was a expecting a trial by fire the way the first game had, but I think this version is a bit fairer in the early game due to the re-balance. The only time a party member died was due to running into a pit trap, then opening the menu, which caused the pit to hit a second time when I exited it. After that small setback, I fought some early creeping coins for a good amount of experience, and I was level 3 before I knew it.
Even the cost for resurrection seems adjusted
I was feeling confident with those early levels that I hardly thought of the gold I was leaving behind. Low level thieves usually fail disarming rolls anyway. On this first floor I found an are deemed for officers only, a corroded key, and a kobold king that dropped a gory badge. I also found a dusty statue with a golden light. You know what that means, right?
Our old friend Murphy is back
I didn't spend much time with Murphy, but the opportunity is there to grind out some early levels with fighters followed by a class change to mages in order to get higher HP. As it stands, my current mage only has 33 HP, and would easily die to most breath attacks or high level mage spells. If the first Wizardry has taught me anything, it's that I should be able to survive at least one tiltowait by the end of the game. I feel like I'll need a good number of class changes before that happens. The drawback to grinding on Murphy safely is that special items are only dropped on the lower floors, and those battles are actually worth a good amount of experience.
Much like the first game, the main quest is revealed while inside the maze
Gnilda appeared before the party in a small room. She claimed responsibility for the disappearance of the staff and armor, and declared only those worthy of her favor could reclaim them. I'm not sure what "the five" are or what the seven barriers entail. If it means the keys and badges, then I've crossed at least five barriers so far, and traded for a couple more keys. The manual says there are only six levels to the dungeon, and I'm about halfway through mapping the fourth. It's a rather short game if that's really the case, and I'm not sure there's enough content to support leveling very high.
Of course, the manual also says elite classes like Ninja and Lord are reached by characters level 18 - 25
With a ninja in my party, I was able to start disarming some trapped chests. The most troublesome at the moment are those that give random status effects to mages or clerics. I found a living magic armor, that very well could be the Knight of Diamonds' armor, but I ran away before finding out how tough it was. I'll make another attempt after I've exhausted my options on the lower levels.
It's available fairly early on the first floor in the officers section, but I still fear it may be too soon to tackle it
Most of my exploration has led to empty corridors giving the game a eerily quiet feel punctuated by the sudden appearance of monsters capable of wiping the party given the right set of circumstances. On the second floor I traded the kobold's badge for an emblem, which allowed me to exchange the corroded key for a black one in the officer's area. The black key was then traded for another key I didn't bother to identify that opened the path to the third floor. There I let my guard down for one second, and was sent down a chute to the floor below in complete darkness.
Often
That square marking on the ground denotes tiles where events take place. Up to this point they've all been items to find, stairs, or helpful messages, but now they include chutes. Luckily, I had already located the stairs down to the fourth floor, so I knew where I needed to go to get back up. How to get there was another matter to figure out. I managed to get out alive without teleportation while running low on spells. I'm very glad I picked a party that included two clerics as the extra healing is more helpful than a second mage. I think my first set of class changes will be to increase my overall spell potential.
In the first Wizardry, this is a deadly battle that could result in instant death
I could be jinxing myself here, but so far this game is much easier than the first Wizardry. The idea that there are six floors gives me hope that the game could end soon; although given my HP totals, I feel like I should change classes two or three times before I actually venture further. Most of the ninjas in the battle above fled instant of attempting their instant kill attack. The only truly nerve-racking battles are those against enemies with breath attacks, or the carriers capable of paralyzing on touch. I'm going to spend a bit more time on floors three and four to collect some higher level gear. I don't have many magic items, but I did manage to wrap up my last session with a sword of slicing, slayer of dragons, and mace of power. To save money, I made my own ID-GUY after I found some cursed items would auto-equip upon identifying them.

I'm not really sure how he's dual wielding a Sword of Wishes and Epee of Dismay, but that's probably not good for his health, especially given his AC 15
My spellcasters are nearly able to use level 7 spells, which is really only a big deal for mages that gain tiltowait and teleport. I think once that happens I'll move one cleric to mage, and possibly swap my current mage with my samurai (who has been underperforming with minimal HP gains). I realize now that I'd have been better off going all evil instead of mixing in neutral alignments as those are locked out of clerical classes. If I were truly min/maxing, I'd go all fighters to level 13 or 14 for HP, then half to clerics half to mages, and swap once level 7 spells were unlocked. Repeat until satisfied with HP, and a final class change to include a thief or ninja, fighters for the front line, and a wizard for identification. I like the challenge though, and the tension this party has deep in the dungeon is palpable when I encounter a new enemy type.
Hold reset, then power off; we never knew why, but we always did it even with games without battery saves
With any luck, I'll have this game wrapped up by the end of the week. Without any luck, I'll have a new party and might be implementing the plan above. At least Murphy will be there for me when I need him. I think one reason I didn't really get into the first Wizardry may have been my choice to solely grind on Murphy without bothering to get gear from floors 5 - 9.

Elapsed Time: 9h12m (Total Time: 9h12m)

Saturday, March 23, 2013

Game 13: Wizardry: Proving Grounds of the Mad Overlord (NES) - I Must Be Mad

I always assumed the mad overlord was Werdna
Game 13

Title: Wizardry
Year: 1989
Platform: NES
Developer: Sir-tech Software, Inc.
Publisher: NEXOFT Corporation
Genre: RPG
Exploration: First Person
Combat: Turn-based (Party)





"We've gathered in great swarms to answer the call of our lord Trebor. Our singular quest is to confront the wizard Werdna and return with the amulet. Simple, right?"
*Plop*
Why would anyone subject themselves to this grueling, unforgiving game? I don't remember it being this hard on the PC when I played it about 15 years ago. I have maps of all floors to prove I beat it (I haven't peeked). Yet, here I am, writing a post on my first session, and I'm basically at square one.
My first party with some good HP despite single digit bonuses
Everything started well enough. I created new characters quickly, without worrying too much about stats, and decided upon the above party. I figured two clerical spell casters, one mage, three fighters for the front line, and a thief would lead to great victories. Little did I realize the wizard doesn't get cleric spells right away. I outfitted them with the best I could buy using the limited resources of just their initial gold.

I entered the maze and set about mapping the first level. I only got to the second room before one of my fighters died.
Encounter rates seem to rise considerably when entering doors
I finished off the battle, and realized I had no way of gauging my party's strength. The slimes and skeletons seem easy enough, but the kobolds I just faced nearly slaughtered me. Resurrecting just one character takes 250 gold for a level one character. To put that into perspective, after the four fights and with the gold left over for equipment purchases, I had 300 gold. It also takes 10 gold / hit point to recover at the inn, although I think I found a way around this. Well, as long as I don't die too much I should be able to eek out a meager existence until I gain some levels.
Well, that didn't work out...
With no money to resurrect these characters, I decided to recreate them and head back out, but I ran into a problem. I couldn't add my cleric anymore. That's strange, he just disappears as soon as I added my fighters. Did they not get along? Wait a minute, when did Durian become evil? I moved past it at the time, but in review of my recording I found the point he turned.
Skeletons are unnatural, but attacking "friendly" skeletons is bad
In my zealous pursuit of gold to resurrect Zatoichi, I attacked a few friendly encounters. Doing this turned Durian evil. Well, with my front line decimated and my cleric unwilling to travel with my goodly wizard, I decided to recreate my entire party. This time I was going to spend some time rolling up better stats.

My wizard already had a good roll of 17 bonus points, so I kept her around. All others had single digit bonuses, which I took quickly since I wanted to dive right in. Even after getting 16s through 18s for my new party I didn't notice a marked improvement. I stuck with the same names for this group, except for my cleric I picked his twin brother, Dorian. (I still have Durian as I might find need for an evil party.)
A higher vitality than last time, but less HP
Before disposing the of bodies, I looted the gold, but left the equipment. I know gathering gold from new characters is looked down on, but what's the consensus on taking from departed parties? I don't plan on creating characters purely for gold drops, but how much of this practice should be shunned? I haven't come to a decision, but since Lohlieth was a part of the original party, I didn't see much harm. Still, it's a lingering question.

Adventuring begins anew, and I spend some time grinding out some fights in the lower right room where enemies seem a little more manageable than other rooms. I do my best keeping everyone healed, and only Dorian spends nights at the inn to recover spell points so he can heal the rest of the party, saving some gold. 

A fighter or two dies, but this time I have the funds to raise them quickly, and most of my party reaches level two. It didn't seem strange then that I found a new enemy.
I missed the sign when all three fighters missed
I should have ran. I didn't. I mean it could have been a fluke, missing three times in a row. I should have ran when Fujimoto died the following round. The enemy's name changed to Highwaymen, and I realized this happened in the past too. I wonder if I've now learned what they're really called, or I killed the Man in Chain in front and now the Highwaymen are next in line.Would I always know what a Highwayman looks like?
I killed one, so I should be able to take on the rest...
Instead of running, I pressed on, and threw all my chips in when my last two fighters fell. My best laid plans came crashing down. Kreiggul was going to be Lord, and Zatoichi a samurai while Fujimoto would remain a fighter. Lohlieth, the only remaining member of the original party met her end at only level 3. It would take the gold of 6 new characters to resurrect her. Both Gullynets were great thieves, never failing to disarm a trap.
Alas, the adventure ends
Now, the next session will start like the last, character creation. I wonder if I should bother with the high stat bonuses. I wonder if I should bother retrieving the bodies of the fallen party, and to what end. I wonder if I should have some extra fire power by dropping a fighter for a full mage. The default party has two fighters, one cleric, two mages, and a thief, so maybe that's a more balanced group.

In any case, I hope my next outing is a bit more fruitful. I'm curious to know what the readers here consider acceptable gaming of the system. Three areas come to mind, making new characters purely for gold, retrieving bodies of past characters purely for their gold and equipment, and creating characters until high bonus point values are reached. What are your thoughts on these areas? I can think of one more hypothetical that doesn't need an answer right away: creating characters to equip items to see if they're cursed or have ill effects.


Looks like I'll need a reserve of names, so let me know your favorite class and I'll pair you up for the next adventure.

Session Time: 1h30m (Total Time: 1h30m)