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Monday, August 17, 2026

Game 587: Warriors and Warlocks - Scenario: Castle Myrhavell (1983)

 
The authors had so much faith in the game they made it their company name.
        
Warriors and Warlocks - Scenario: Castle Myrhavell
Canada
Warriors and Warlocks (developer); 408614 Ontario Ltd. (publisher)
Released 1983 for the TRS-80, possibly for Commodore 64 in 1984
Date Started: 29 July 2026
        
Warriors and Warlocks is a Wizardry clone that, at least on paper, tries to one-up its predecessor. Wizardry has six attributes; Warriors has 11. Wizardry has eight classes; Warriors  has 12. Wizardry has two spell schools; Warriors has three. Wizardry offered good, neutral, and evil alignments; Warriors adds lawful and chaotic to the mix. Wizardry let you adventure with six characters; Warriors ups it to nine. Wizardry was hard; Warriors is practically impossible.
   
In the alignment issue, Warriors shows some awareness of Dungeons & Dragons, but in general, all of its ideas are from Wizardry: the basic wireframe dungeon/menu town structure; classes restricted by attribute; passwords on the characters; good and evil characters not adventuring with each other; a "camp" command in the dungeon; the ability to recover a slain party from the dungeon floor; resurrection having a chance of failing; enemies sometimes unidentified when combat begins; leveling coming with increases and decreases in attributes, perhaps allowing the character to change classes. The manual even intersperses instructions with cartoons.
      
Graphics are credited to Martin Murphy, about whom I will have more to say in the next entry. 
       
Getting the game to run was a chore even when it was new. The game comes with confusing (at least to me, as a non-TRS-80 owner) instructions for creating play disks out of the original disks. This process required the user to swap a bunch of disks, delete files, and even edit some of the BASIC code. It also took up to an hour. Commenter LanHawk spared me all of this by sending me a pair of prepared disks. He also suggested a better emulator than the one I was using, which dramatically changed my experience with the game. With the first emulator I tried to use, the game crashed every time I increased the speed. That's a big problem with Warriors because it is slow. I mercifully did not have that problem with the emulator LanHawk recommended (TRS80GP).
          
As you might get from the subtitle, the game was meant to kick-start a series, with characters stored on a hub disk and able to proceed from there to any number of scenario disks. The default (and ultimately only) scenario is "Castle Myrhavell," for which the manual offers absolutely no backstory except that it was once a bastion of peace but was later cursed by a warlock. The goal of the game is to "develop characters strong enough to explore the deepest parts of the castle."
     
Options at the Warriors' Inn.
     
The game boots up to the Warrior's Inn. (Despite a menu option to "visit a different inn," it seems to be the only one available.) The character creation process ("Recruit a new character") requires you to specify the character's name, race, and alignment before you find out his attributes and thus what classes he qualifies for. There is no option to reroll attributes, so if you don't like the character, you have to finish the process and delete him from the disk. Since I couldn't tailor the name, race, and alignment to the intended class, I got some weird combinations: a hobbit warrior named "Mystara," a dwarf cleric named "Venom," and so forth.  
      
Races are elf, dwarf, halfling, hobbit, and human. Races aren't mentioned at all in the manual, and I didn't sample enough characters to tell if there were any effects of race on attributes or available character classes. Alignments are lawful good, chaotic good, neutral, lawful evil, and chaotic evil. Attributes are intelligence, wisdom, intuition, ego, piety, courage, strength, agility, dexterity, luck, and vitality.
       
Attribute requirements per class.
       
Professions are fighter, warrior, bowman, archer, cleric, priest, sorcerer, wizard, necromancer, and warlock. Many of these pairs sound like essentially the same thing, and I think they functionally are. Fighters and warriors have the same equipment restrictions, as do bowmen/archers, clerics/priests, and so forth. Clerics share their spellbooks with priests, as do mages and sorcerers and wizards and necromancers. I think warlocks are like the bishops of this game, with access to all spellbooks. A few classes have alignment restrictions; namely, clerics and priests must be lawful, thieves must be neutral, and wizards and necromancers must be chaotic. The greater restrictions are on attributes. I initially rolled about 30 characters, and out of them only four characters qualified for clerics and two qualified for mages. I didn't get a single priest, sorcerer, necromancer, warlock, or even thief. 
          
This character doesn't have many options.
      
The manual warns you to expect this. There are no attribute requirements on fighters or bowmen, so the idea is that you resort to those if you have to, then level them up and switch to other classes as their attributes increase. This is less possible than the manual suggests, as they will almost certainly die before any leveling happens. 
     
The game weirdly creates characters "DEAD" and at Level 0. They "level up" to Level 1 and resurrect the first time you view them. After creation, the next stop is the armory, where each character can spend 20 gold pieces on basic equipment with the usual restrictions. After that, the player switches to the scenario disk, slowly adds up to nine members to the party, and enters the castle courtyard.
      
20 gold does not go far.
       
Once inside the castle, movement commands are (L)eft, (R)ight, and (F)orward, with stubborn doors entered with a (K)ick. One of the game's innovations is allowing the player to move forward up to nine spaces at once with the 1-9 keys, although this movement can naturally be interrupted by enemies.
      
Those enemies are brutal. You may have noticed that my characters all started with hit points in the range of 1-6. There's a fixed battle with three centaurs close to the entrance, and they absolutely slaughtered the first party that I fielded. I backed up the hub disk after making my second party and avoided the centaurs, but I kept losing characters to rabid dogs, squeaky pigs, fighters, bats, kobolds, and whatever else happened to attack me. At the beginning of the game, a single hit is likely to kill new characters, so all it takes is one bad initiative roll.
     
A typical battle after two rounds.
       
In combat, characters have options that, depending on their equipment and position, might include attacking, parrying, shooting a bow, using an item, casting a spell, dispelling undead, waking a character who's asleep, and fleeing. Only the first three characters can attack in melee range, and only they can be hit by melee attackers. Level 1 spellcasters only have access to one Level 1 spell and one Level 1 spell slot, so they're pretty useless.
    
As I said, I allowed myself to backup and restore the character disk so I wouldn't have to keep creating new characters. Over about a three-hour period, I entered the castle, walked around until I found an encounter, and did my best to win it. At the end of the period, I had fought about 20-25 battles, but I had only emerged unscathed from two of them, giving my characters a total of 73 experience points. The only contemporary review I could find, from the December 1984 80 Microcomputing, complained about this very thing: "Nobody in my house advanced to a point where they could successfully win an encounter."
         
I can relate.
       
You might think save states are the key to cheating, but they're actually quite useless. The game is pathological about its pre-rolled random numbers. If you enter the dungeon, take a save state, walk 10 steps, get a random encounter with three wolves, and have a character killed in the first round, this will reliably happen every time you reload the save state. I can't think of anything to do outside of combat that would interrupt the number pattern. (In-combat, a player could screw around with parrying to change the initiative order, but it would take longer than just reloading and trying again.) The game will insist on using the same generated numbers even if you leave the dungeon and re-enter. The only way to force a new set of numbers is to go all the way back to the inn and disband the party. At that point, it's easier to quit the game and restore the backup.
      
After a while, I reluctantly decided to sacrifice the 73 experience points and start over, this time spending more time on character creation. You really can't expect success when your three fighters and two bowmen—the only characters who can reliably attack every round—got their jobs because they didn't qualify for anything else. I spent about two hours in which I rolled about 100 characters before I found nine that satisfied me. None of them met the requirements for warriors, but I had some strong fighters, a couple of archers, a thief, and a wizard. Then when I went to shut down the emulator, I screwed something up and none of the changes that I made saved to the disk.
     
Options at the Village Square. My party members are all Level 0 because  I didn't know at this point that I needed to view them first.
            
Checking the word count of this entry, I decided I couldn't quit here. I took a day off and then continued with my old party. I got into a comfortable rhythm of:
   
  1. Copy the backup hub disk.
  2. Start the emulator.
  3. Insert the disks.
  4. Restore a save state from the inn.
  5. "Enter the village square to form a party."
  6. "Recruit the same party as last time."
  7. "Enter the castle."
  8. Spin around the entry square until I meet a battle.
  9. Do my best.
  10. Exit and save if I won; go back to Step 1 if I lost, which was usually. 
       
This whole cycle took about five minutes (with the emulator on "Turbo," of course) and produced about 100 experience points per hour. A couple of times, I had to restock on arrows and/or buy an equipment upgrade for my lead characters, although I didn't see a huge difference as their armor class went up. 
         
The rare Level 1 blow that isn't fatal.
       
Now, in retrospect, I think that maybe the way that the author intended the game to be played was for the front ranks to have constant turnover while the back ranks slowly leveled. The player was perhaps meant to discard slain characters after every sortie and roll new ones, perhaps occasionally getting lucky and rolling a "keeper" with high attributes or HP. But this process takes a long time and is less subject to automating with macros, so I stubbornly kept at it.   
     
Here are some more things I can report about combat. You'll recognize a lot of them from Wizardry:
   
  • When combat begins, there's a chance that enemies will attack from the rear. This means that the three rear characters suddenly become the "front line." There's supposed to be a way to change positions in combat, but I can never get it to work. Those rear characters, despite being mages, don't really have a lot less success in the ensuing battle than the front rank.
  • Enemies are often unidentified, given as just general descriptors (e.g., "humanoids," "small animals," "men in leather"). 
     
Kinky.
     
  • Either party can be surprised, giving the opposite side a free round of attacks. This was not generally survivable for my party. When I got a free round of attacks, meanwhile, it was enormously frustrating to watch my characters miss almost every time. 
  • My bowmen often "do not have a clear shot." I don't know what causes that, but it might have something to do with which fighter they're behind and which of them goes first. Because of this problem, it took me forever to run through my initial purchases of 20 arrows per bowman.
  • Sometimes bowmen get an extra shot between rounds. 
  • Only once have enemies attacked in more than one group. 
  • Enemies I've faced in rough order of difficulty: squeaky pigs, kobolds, vandals, vagrants, fighters, orcs, killer bees, vampire bats, wolves.
  • Fleeing causes the party to run around randomly in a panic. I almost never recover from this. I get attacked by something that kills me while trying to get my bearings.
        
Fleeing also causes you to run into walls.
       
  • The spells just use plain text names rather than Wizardry's arcane names like MAHALITO. 
  • The mage spell "Magicspear" does a ridiculous amount of damage, like 20-30 compared to roughly 1-5 from my melee fighters. Only one mage has that spell, though, and he only has one of them. 
  • My other mage started with "Glow," which finds secret doors.
  • One of my clerics started with three spells: "Refresh" (minor healing), "Bless" (reduces opponent damage), and "Location" (gives coordinates). The other started with no spells at all. The one who started with no spells has worse attributes than the one who started with three, so I don't know what that's about. I ended up dumping the one with none and replacing her with another bowman. 
     
Level 1 cleric spells. Although the spell levels on this list go up to nine, the manual suggests that there are only five.
       
  • The game is very stingy with gold. Battles even with humanoids generally return 0 gold pieces. Two is a bonanza. Needless to say, resurrecting characters has never been even remotely possible.
  • I haven't found an item in post-combat looting, but the manual suggests it's possible. 
  • I'm not convinced that "Parry" does anything at all. I think it's just a way of passing the turn.
  • Characters apparently target specific enemies at the beginning of a round, not just the general enemy party. If we're facing three kobolds and Moronoe kills one in Round 1, I might get a message that "Morgen's target is already dead," even though there are still two kobolds. Again, this might have something to do with their specific positions in the party formation.
       
Changing the formation in camp. You can bring up this same screen in combat, but it never does what I say.
          
  • Two Level 8 characters come on the game disk but are listed as "Out" (some contemporary material shows that those two characters are original and not the remnant of some previous player). If the new party could find them, they would be game-changing, but they'd have to search every square in the dungeon. 
  • Nothing is more enraging than actually winning a rare combat then facing another one that you cannot beat before you reach the exit. Even keeping very close to the exit, this is possible. 
               
While I was going through all of this, LanHawk emailed to let me know that the Level 2 threshold was 800 experience points for bowmen and 1,000 for warriors. I had about 200 experience points by this point, and I was starting to despair. The only reason that I didn't quit is that I was about seven entries ahead. I had been hoping to get to the point where by mid-August, I had entries scheduled through mid-September, which would make it less likely I'd have to take a usual beginning-of-the-semester hiatus. Even given this, the amount of time I spent on Warriors and Warlocks basically qualifies me for institutionalization. I had it going almost constantly during the first week of August, dipping in every time I wanted a break or needed to listen to something or watch a training video. I binged an entire Teaching Company lecture series on Machiavelli. I broke down and looked into editing the character file at one point, but I couldn't figure out how experience was encoded. 
      
Finally!
     
After a ridiculous amount of time, my bowmen hit Level 2, followed shortly by my fighters. My mages hit it at 1,100 and my cleric at 1,200. Each level up is accompanied by a mix of increases and decreases, mostly increases (just like Wizardry). Characters get some extra hit points; spellcasters get extra spells and extra spell slots. I wish I could report that it made the game easier. It did, a little, but my fighters only gained a couple of hit points and still routinely die in one hit. Having two mages capable of "Magicspear," and each capable of two of those, helps more than anything else. I wish I could get to the point that I could kill wolves without losing someone. They're worth almost 100 experience points each.
     
My level 2 party reaches an intersection.
        
I got into a somewhat absurd situation where I actually preferred when enemies attacked from behind, since my spellcasters all have between 7-10 hit points and can survive more than one hit. 
   
With all my efforts focused on survival and leveling, I didn't get much mapping done. The first level of the castle, which the game refers to as the "Courtyard," seems to have 39 x 38 squares, a weird number, made even weirder by the coordinate system, which counts in multiples of 10, with the (0,0) square inaccessible, one square south of the entry square. From there, coordinates are given as up to 180W and 200E, but on the y-axis, they're all north, up to 390. Even odder is that the x-axis is only 39 squares (instead of 38) because of a single alcove (200,20) in the eastern wall.
     
My map of the courtyard so far.
       
I've only found a couple of fixed encounters so far. There are two fixed battles with three centaurs (each) near the main entrance. These are the only battles for which the game has given me the option to "search for treasure" afterwards, but I didn't find any. The centaurs are replaced with messages telling of trees to the northwest and brambles to the northeast
   
Beyond that, the only other special encounter has been a notched dial on a wall, with numbers from 0 to 60. I haven't tried to do anything with it yet.
     
Try to qualify for the showcase showdown?
            
I nearly just wrapped up the entire thing here, particularly since it doesn't seem to have a main quest (though it's possible one develops). But where this game is so lightly documented, I figure I'll give it another few hours and try to at least map the first level.
   
What do you think: Do experiences like this teach me persistence? In my 50s, do I still need to be building character? 
      
Time so far:  13 hours
     
****
   
   
For further reading:
   
  • Wizardry (1981), from which this game takes most of its ideas.
08/22/2026 
   
  

73 comments:

  1. AlphabeticalAnonymousAugust 17, 2026 at 12:20 AM

    Is there anything that keeps you from just running that macro ad infinitum in the background, to steadily build up your experience points? Or does the process involve too much manual handholding for that?

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    1. I didn't mean to suggest that all 10 of those steps were part of a macro. I automated some of it, but there's enough annoying manual stuff that I'm not sure it could be automated. Even if it could, the part that's hard is Step 10: preserving the wins while reloading the losses.

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  2. "What do you think: Do experiences like this teach me persistence?"

    Apparently not, since you lost your emulator state ;)

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  3. Great! This is why I love this blog—for showcasing obscure games like this. And it is a Wizardry clone!

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  4. LanHawk saving the day once again. He and another commenter recently typed (with OCR support) a whole game [Beacon Star Wars] on Color Computer so I could test it - and of course it was terrible.

    Honestly, you've given more than enough effort. IMO, you should do two things:
    - Edit your stats to some relevant but not abusive level, with the help of LanHawk/Claude if needed. Then see whether the game becomes playable and proceed.
    - IF the above works and finish the game, revisit the beginning with a new character to see if there is a trick you missed that would have helped with bootstrapping a party without cheating.

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    1. LanHawk always knows what he's doing with game files. You'd think I'd be more skilled at that after 16 years of this.

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  5. Where can you download this game? Me and A.I. cannot find it.

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    1. Hey, I remember you attacking me that time in the Maelstrom! Not cool, man!

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  6. Thank you for a very interesting read!

    And with all the problems that game has: it has to count for something that it kept you playing for quite some time despite the grind. Something like "masochistic engagement" is definitely included here.

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  7. "Even given this, the amount of time I spent on Warriors and Warlocks basically qualifies me for institutionalization"

    as much as I can sometimes enjoy a grind in an RPG, this really just seems way too much!
    I was hoping when you levelled it would maybe be worth it but it really doesn't seem like it. Perhaps it is worth spending that time to try and figure out more of the character file, maybe you could find the HP stats?

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    1. I'm really curious to see what this game has going on, and it seems like that's impossible if characters die in one hit to the lowest level enemies. An artificial HP boost for documentation's sake seems reasonable.

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  8. This is like the beginning of Bard’s Tale, turned up to an absolutely ludicrous level. How did we all think it was normal to spend hours grinding to the point we could play the game? The Sicko in me wants Chet to keep suffering more.

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  9. Thanks to our addict for a great post on am obscure game and to LanHawk for tech support!

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  10. Persistence and stubbornness are divided by a very fine line :). I think you erred on the latter side already. Narwhal's proposal makes a lot of sense to me, btw.

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  11. You are building lots of characters anyway!

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  12. The game is pathological about its pre-rolled random numbers. [...] The game will insist on using the same generated numbers even if you leave the dungeon and re-enter.
    I wonder if it's using a LFSR (linear-feedback shift register) instead of a true RNG? Maybe it's based directly on the names and stats of your characters.

    What do you think: Do experiences like this teach me persistence?
    I don't know, but they make for an engaging read!

    In my 50s, do I still need to be building character?
    Don't we always? It's probably more like exercise than like sculpture, I would think.

    (Then again, speaking of the letter X, maybe the game is the sea and the player is Xerxes -- or vice versa?)

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    1. It's pretty normal for 1980s games to not have a "true" RNG, yes. Computer games usually compensate for that by basing it on the system clock.

      It IS rather unusual that the RNG's state is saved and restored in saved games, though.

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    2. It doesn't persist in saved games. There isn't really any such thing as a "saved game" in W&W, just saved characters. But the closest thing to saving the game is leaving the scenario disk and returning to the boot disk, and that does spawn a new list of numbers. I'd otherwise have to inspect the code to tell you anything more.

      If my post wasn't clear, the pre-generated random numbers do persist in emulator save STATES, which is why using them doesn't really help in producing a different result. That PROBABLY changes as the characters gain levels and can cast spells that use some of those random numbers.

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    3. "It's probably more like exercise than like sculpture, I would think." That's surprisingly profound. I think I might use that in my ethics class.

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  13. And once again I am left amazed by your sheer patience and willingness to suffer. I salute you, sir!

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  14. This reminds me of that South Park episode where Stan and company need to grind in World of Warcraft on boars in one of the starting areas.

    But the whole article begs a question: is this even an RPG anymore (as opposed to some strategy game) if the gameplay requires you to burn through single-use units?

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    1. You could be a guiding spirit, as if Theron in Dungeon Master had learned the ways of Librasulus too well!

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    2. It's 100% still a CRPG. In TTRPGs, these are called "funnels" (the Dungeon Crawl Classics system is big on these) . Every player gets three to four level 0 characters, and the ones that survive become their heroes to use in the "actual" game and graduate to level 1 post adventure.

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    3. Yes. People seem to have forgotten that the biggest TRPG on the planet spent at least a decade as "some strategy game" with minatures on a battle map.

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    4. I'm glad someone else made the funnel comparison, though the difference between those and games like this is that a funnel (a good one, anyway) is designed such that even PCs with bad stat rolls can get through them with thoughtful, careful, and clever play, whereas this is just beating your head against the wall in the hopes of getting your skull thick enough to break the wall down.

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  15. "Checking the word count of this entry, I decided I couldn't quit here."

    This got a lol out of me. What an infuriating experience!

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    1. You'd laugh at how often I paste what I've written so far into Word just to see whether I can move on to something else. Just happened with U8 last night.

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  16. Are you warming up before Bard's Tale II, which I see is back on the list?

    Regarding BT2, I heartily recommend using the Apple IIGS version, which unlike all or most other versions is bug free, has audiovisuals only bettered by the more buggy Amiga version, and is very user friendly if you use eXoAppleIIGS.

    You may want to do only the first level of the beginner dungeon, since the second level is harder than the first level of the regular dungeons. And after you have done the beginner dungeon, you will be rather over leveled for most of the game, making it too easy and boring combat-wise.

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    1. I put BT2 on the list because I got a nice email from Michael Cranford about a new project he's working on, and I wanted an organic excuse to bring it up. But sure, this was a nice coincidence.

      What you say about being over-leveled also applies to imported characters, right?

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    2. Yes, doubly and triply so.
      Even when I played BT2 for the first time I restarted with new characters due to the OP imported characters.

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    3. While you have Michael Cranford's ear, I'd like to ask a favor of you, to ask him this question.

      Mangar's Tower has that puzzle about the One God's message. "LIE WITH PASSION AND BE FOREVER DAMNED" Considering the magic mouths refer to the One God's "thorn-crowned head," it would seem like a Bible reference, but it's not. So what was it about?

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    4. Cranford says that his best friend's girlfriend in high school was named Passion.

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    5. I'd like to know what IRKM DESMET DAEM meant.

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    6. Seriously, he said that to the best of his recollection, it was just an "interesting and poetic phrase." If there was a source other than his own mind, he doesn't remember. He also confirmed (again) that IRKM DESMET DAEM was just gibberish. The fact that it's one letter different i the Construction Set still bugs me.

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  17. The thing where the characters start with 1-6 HP and die to one hit reminds me of the series where someone DMed a bunch of OD&D characters through random encounter tables with none of the soft-pedaling DMs to help keep characters alive. The most important thing for a character was what they rolled on their lone hit die. (Can't find the particular thread right now, but I remember that the big turning point came when they charmed an ogre.)

    The thing is, there they had lots of other ways to deal with things other than lose their initiative roll, get hit, die.

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    1. That's a good example of why strict adoption of tabletop rules rarely makes for a good RPG.

      I think it also illustrates why I prefer games in which combat is integrated with the regular exploration environment rather than on a separate "combat screen." Although you never get quite the same flexibility as in tabletop role-playing, it almost always vastly expands the number of strategies and tactics available.

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    2. Good "CRPG," I meant in the first sentence.

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    3. I really liked low HP exploration in BG1. The problem here is the fact that this specific game system doesn't really work with low HP characters.

      This being said, the D&D approach, where each level adds another die to hit points, is ridiculous - people don't get seven times more durable just because they gained a few levels.

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    4. The combat/exploration integration was one of the main things I picked on in my (incomplete) series of posts about roguelikes--map vs. overmap, are you moving and fighting on the same screen or is the overmap basically a way of picking the next combat?

      This was a way of trying to reconcile myself with the way "roguelike" has come to mean "game where you build a deck or something like that."

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    5. Sure, deckbuilder roguelites are a thing now (notably, Slay The Spire). That doesn't mean every roguelike is a deckbuilder, nor that every deckbuilder is a roguelike.

      What, are you going to call every platformer a roguelite since Spelunky exists? Call every RPG an adventure game since Quest For Glory exists? That sounds pretty silly, doesn't it?

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    6. It's one of my issues with the D&D ruleset due to the way HP , TACO and AC work (individually and "compounted") many monsters have a very strict level range in which they are a meaningful fight. They are absolutely obsolete after that range - and unkillable before.

      I much prefer systems where you are better but can still be killed by a small group of goblins if you're careless and unlucky.

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    7. So you mean, like, fifth edition D&D?

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    8. @3d6+5: You're preaching to the choir! I get annoyed when people use "roguelike" to mean things like Slay the Spire and Binding of Isaac and other games where the map is just about how you move from combat to combat. Not to mention, somehow, Balatro.

      But I also wanted to think about the different ways that things could be like roguelikes--why Legerdemain feels kind of roguelike even though it doesn't have permadeath or procgen levels, why Slay the Spire is at least more roguelike than Candy Crush, and so on.

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  18. Right as I was expecting you to conclude with something to the effect of "and that's why this is a BRIEF, despite technically being an RPG", you wrote "Checking the word count of this entry, I decided I couldn't quit here."

    I hope you don't take offense from this, but I actually broke out laughing when I read that.

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    1. Let no one say Chet gives up easily.

      (Hey, I can log in! First time this blog has let me in a long time.)

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  19. The title is not centerd.... Why?

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  20. Ooof. That TRS 80 font just tapped into a deep vein of nostalgia for me. It was my first computer, yet I had forgotten how distinctive text looked on that screen.

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  21. Judging by how my parents have gotten in their 50s, it is still an extremely important time to build character. Of course, I'm not exactly sure that this game is the right means with which to do so...

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  22. I think you misinterpret what was going on with the developer/publisher based on corporate information.

    Ontario numbered corporation is the most straightforward way to incorporate in Ontario, as it doesn't require any pre-approval, trademarks and the like. It is also frequently used by contractors; it is currently very popular with IT contractors and the like (mind it that the whole health insurance situation is quite different here), but I cannot say about 1983, as this was waaaay before my time. Given how Ontario/Canada taxes work out, such corporations are quite popular, as they allow you to write more things off your taxes than doing simple income tax filing would.

    So, generally speaking, the author(s) of this game didn't really bother with registering any sort of fancy name for their company. What's more, it is quite possibly that the dev(s) used an existing corporation that one of them had, potentially to write off any expenses associated with this title.

    ReplyDelete
    Replies
    1. I'm not misinterpreting. I know how numbered corporations work. I also know that nothing stops the owner from attaching a "DBA" to the number so that the title screen could have said: "A division of Truly Awesome Games Ltd."

      Delete
  23. I'll admit it, I smiled at the "Something he disagreed with ate him" word play.

    ReplyDelete
    Replies
    1. It was more original when it was used in Ian Fleming's second James Bond novel Live and Let Die (1954).

      Delete
    2. It was also used in License to Kill. Bond villains must all go to the same academy.

      Delete
    3. "The name's Bard. James Bard."

      Delete
  24. Losing the emulator state after rolling characters for so long would've made me call it quits with calling it a Wiz1 clone and 'it's incredibly difficult, moving on' as the entry. Great fortitude on your part! This game seems to sport that very 80s 'make it impossibly hard so you take longer to beat it and get a sense of worth for your money' design

    ReplyDelete
    Replies
    1. I wonder if the increased difficulty was done as another method to "show up" Wizardry.

      Delete
  25. I wonder why Wizardry never got a port to the TRS-80? Was the average TRS-80 less equipped than the average Apple II, so it was seen as having no appeal to the average TRS-80 user?

    ReplyDelete
    Replies
    1. I wonder how many TRS-80 were upgraded to 48 KB, which was what Wizardry required on the Apple II? The IBM PC version required 64 KB RAM, which makes me wonder if there was something inherent to the hardware (I/O speed? graphics features?) that made it unfeasible in 48 KB? Sorry, I don't have an actual answer, but RAM is usually a pretty good guess.

      Delete
    2. The PC didn't have dedicated graphics acceleration hardware of the same sort as the 8-bits. The greater memory requirements on the PC are probably down to that. The TRS-80, IIRC, also didn't have sprite graphics - its graphic capabilities are purely through semigraphics. A Wizardry port would be a pretty big graphical retool.

      Delete
    3. How common was a disk drive on the TRS-80? The Apple ][+ only had 48 KB RAM and some of that was used for the graphics, the Pascal run-time and other system stuff. Also, it never had sprite graphics either and it was the Wizardry launch system. The Apple accessed the disk drive for almost everything in tiny bursts to keep the memory requirements down.

      Delete
    4. The answer is easier than that: 48 Kb of RAM was never an option for the IBM PC. It goes straight from 16 (clearly nowhere near sufficient) to 64.

      Delete
  26. trs80gp is terrific! Made my TRS-80 experiences instantly more pleasant.

    You'd think I'd have TRS-80 mastered by now but there's still games that have weird conditions and stump me.

    ReplyDelete
  27. Replies
    1. That's where you go for healing and class changes.

      Delete
  28. Is an 'Ant flail' an ant-sized flail or a flail to hit ants? ;-)

    ReplyDelete
    Replies
    1. I assumed it was an abbreviation, but I can't imagine for what.

      Delete
    2. A weird weapon name like this in a wizardry clone has been looking up "blade cuisinart" alternatives

      Delete
    3. @thekelvingreen: I had briefly thought of that, too, but it didn't make much sense to me in a weapon and armour shop where everything else appears to be an actual item to equip for fights and not a collector's object - 'antique xyz' doesn't sound like sth you'd want to rely on in such a situation.

      Delete
  29. So hey I wasn't expecting Wizardry today. Echo ing other commenters, this was a fun read and certainly did not sound rewarding to go through the motions of.

    Who in their right mind after all days hey I like Wizardry 1, but what it needed was more punishment. Ouch.

    Whilst enjoyable to read, I don't want to have fun watching you suffer this one hah

    ReplyDelete
  30. Aren't halflings and hobbits the same thing?

    ReplyDelete
    Replies
    1. I've always certainly thought so. That's why it's so disappointing that the manual doesn't say anything about races. I'd like to know what it considers the differences to be.

      Delete

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