Wizardry: Proving Grounds of the Mad Overlord box art

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Wizardry: Proving Grounds of the Mad Overlord

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Wizardry: Proving Grounds of the Mad Overlord

Sep 1, 1981

Main game

3.43 average rating based on 30 ratings

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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 … More
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. The first Wizardry was one of the original dungeon-crawling role-playing games, and stands along with Ultima and Might & Magic as one of the defining staples of the genre. The player generates and control a party of up to six different adventurers, choosing from four races (humans, elves, dwarves, gnomes and hobbits), three alignments (good, neutral and evil), and four basic classes (fighter, priest, mage and thief). These can later evolve into elite classes (bishop: priest with mage spells; samurai: fighter with mage spells; lord: fighter with priest spells, and ninja: fighter with thief abilities) if they meet the necessary level requirements. After outfitting the party with basic weapons and armor, the player sends it into a 3D vector maze-like dungeon to fight monsters in turn-based combat and find treasure. Less
Developers
Sir-tech Software
Publishers
Sir-tech Software
Franchises
Wizardry
Series
Wizardry
Platforms
Apple II, DOS
Genres
Role-playing (RPG)
Themes
Fantasy
Release Dates
Sep 1981 Full Release (North_America)
Apple II
1984 Full Release (North_America)
DOS
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User Stats
121
In Collection
31
Wish Listed
1
Playing
52
Backlogged
How Long Is Wizardry: Proving Grounds of the Mad Overlord?
Main story: 50.8 hours
Total completions: 2
scoopings
scoopings gave Feb 13, 2022
scoopings gave Feb 13, 2022
Mediocre Attempt At A PLATO Dungeon Crawler
This review is for the Apple II version

Look: 7/10 Welp, time for the often-mentioned Wizardry series. Much hype about this game. Plus, surprisingly well-rated for an early videogame. Anyway, cool to see the first-person 3d style dungeon crawling, I bet a lot of people think this did it first, but PLATO RPGs were doing that first-person style before. The sprites for enemies ain't bad, but otherwise this is mostly a text based game. I also liked the nostalgic feeling of returning to PLATO RPGs with the UI. Otherwise, mostly forgettable/functional. Oh, except that beautiful title screen! I'm always a sucker for the flashing text colors of Apple II games like SwordQuest and this. enter image description here

Play: 6/10 As much as I was disappointed by the original Ultima, I really liked its character creation process. Compared to this type. I usually like the die-sim roll style character creation, but the Ultima method of having a certain amount of points to disperse among the stats felt like the right way to do it going forward. I did like in some of the early PLATO RPGs rolling for stats, but this one was a bit too unforgiving and I am obsessed with starting off as strong as possible heh.. I eventually caved …

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Look: 7/10 Welp, time for the often-mentioned Wizardry series. Much hype about this game. Plus, surprisingly well-rated for an early videogame. Anyway, cool to see the first-person 3d style dungeon crawling, I bet a lot of people think this did it first, but PLATO RPGs were doing that first-person style before. The sprites for enemies ain't bad, but otherwise this is mostly a text based game. I also liked the nostalgic feeling of returning to PLATO RPGs with the UI. Otherwise, mostly forgettable/functional. Oh, except that beautiful title screen! I'm always a sucker for the flashing text colors of Apple II games like SwordQuest and this. enter image description here

Play: 6/10 As much as I was disappointed by the original Ultima, I really liked its character creation process. Compared to this type. I usually like the die-sim roll style character creation, but the Ultima method of having a certain amount of points to disperse among the stats felt like the right way to do it going forward. I did like in some of the early PLATO RPGs rolling for stats, but this one was a bit too unforgiving and I am obsessed with starting off as strong as possible heh.. I eventually caved and settled. Anyway, the overall game felt much more like a text game than Dunjonquest or Ultima style RPG. Reallllly not a fan of the shopping process like in the RPGs I've been skipping, maybe I should've done the same with this and Ultima so I can later give them a proper chance. But just not sure if I will ever enjoy these. The character creation and shopping process is the main thing that turned me off from this, I might have better enjoyed the dungeon crawling part if it weren't for already being exhausted by the intro process. Honestly, the more I think about it, the more I recognize that this potentially could've blown Ultima out the water for 1981's best CRPG.

Feel: 7/10 Very dank name heh. Lol ironic that Oubliette, one of the more convoluted PLATO RPGs that disappointed me like Avatar did, is the PLATO game specified as having influenced Wizardry >.< Maybe that's why I haven't been clicking with early microcomputer RPGs like Dunjonquest and Ultima--they drew influence from the more complex, usually later PLATO games instead of the rawer, simpler PLATO games like pedit5 and dnd. (Gosh, after saying that, I realize I tend to just dislike the RPGs so far with shopping lol, what the heck I used to love shopping for best weapon etc in later games like Dragon Warriors and Final Fantasys..., but yeah I specifically disliked the PLATO RPGs with a lot of equipment and different stores, compared to the ones where you find or earn your equipment and magic items heh... interesting). Anyway, definitely a classic dungeon crawler feel to this, always nice to have a set goal/final boss like in dnd (considered the first videogame ever with a final boss), but I didn't have the patience or interest to push through there (while, for comparison, I only quit dnd after hours and hours of gameplay and wanted to try again but moved on for sake of the project heh).

Attachment: 8/10 Kinda like Ultima, I can't claim I will forget this game. While I was more impressed with Ultima's more innovative ideas of open world with multiple continents and air car and space travel and time travel etc., this one's harkening back to my favorite RPGs so far, the PLATO RPGs, gives this a soft spot in my heart, despite not being all that fun. Hopefully the later ones will be better. And perhaps some day I will play one of the later ports of this, namely the NES version, since I bet the gameplay is far more tolerable.

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Mazinkaiser
Mazinkaiser gave Jun 8, 2019
Mazinkaiser gave Jun 8, 2019
Wizardry: Proving Grounds of the Mad Overlord: An Intriguing Adventure With Teeth

NOTE: This version was played using the Llylgamyn Saga PSX game, so this review will be gentler for it.

Wizardry started out very long ago in the mists of 1981, and this game is an interesting, at times agonizing look at emulating the pen-and-paper RPG experience on a computer. Starting off with up to six adventurers of various classes questing down 10 floors of dungeon to grab an amulet from an evil arch-wizard, there's not much to the plot. For the most part the intriguing elements are at the beginning, with silvery demon fog, persnickety ghosts, and trickster mosaics to lead you to your doom, and then most of it gives way to a straightforward dungeon layout.

The game's main mechanics take the RPG format with a very large amount of randomness compared to other RPGs that players might be used to. Spell effects are random, stat increases are random, enemy attacks are random, and the range of values can mean life or death at times (like the dreaded TILTOWAIT). The game is chock filled with traps, whether it be spinning panels, silence rooms, pits of death, or teleporting that ends up in a rock wall or inescapable area. At …

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NOTE: This version was played using the Llylgamyn Saga PSX game, so this review will be gentler for it.

Wizardry started out very long ago in the mists of 1981, and this game is an interesting, at times agonizing look at emulating the pen-and-paper RPG experience on a computer. Starting off with up to six adventurers of various classes questing down 10 floors of dungeon to grab an amulet from an evil arch-wizard, there's not much to the plot. For the most part the intriguing elements are at the beginning, with silvery demon fog, persnickety ghosts, and trickster mosaics to lead you to your doom, and then most of it gives way to a straightforward dungeon layout.

The game's main mechanics take the RPG format with a very large amount of randomness compared to other RPGs that players might be used to. Spell effects are random, stat increases are random, enemy attacks are random, and the range of values can mean life or death at times (like the dreaded TILTOWAIT). The game is chock filled with traps, whether it be spinning panels, silence rooms, pits of death, or teleporting that ends up in a rock wall or inescapable area. At times the game can just give a nasty roll of the dice.

The other main mechanic is mapping out the area, as the game originally had no way to keep track of map data - this pushed players to create their own maps from paper or mapping programs, but the Llylgamyn Saga remake provides an automap that can save some of the pain. There are times where spinning panels and teleporters can ruin the sense of covering navigation, but map spells and the automap can lead the player back on track.

The visuals in the Llylgamyn Saga version are a massive step up from the simple computer graphics of the original - the fantasy soundtrack is simple but effective, and the Gaze Hounds, Dragon Zombies, Ogre Lords, and other such things have great portraits. The game's dungeons are a little more jazzed up and in 3D polygonal graphics, making them a little easier to navigate as well.

The game can get a little too nasty at times (losing stats, losing levels, losing teams, losing progress) but with careful steps and preparation, they can make their way through this dungeon eventually. Just don't expect for it to be an exciting and epic adventure by the time you reach the evil arch-wizard himself.

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Chovus
Chovus updated their status Jun 23, 2023
Chovus updated their status Jun 23, 2023

I started this game last year and got as far as the final floor. My cleric and mage did not have their highest level spells so I was grinding on floor 9, but this was incredibly boring so I stopped playing. I hardcore save state scummed for the entire game to get great starting characters, optimize every level up, and make sure no one ever died and nothing too bad ever happened. I also kept online maps handy as well as walkthroughs. This was pretty much unplayable without having multiple browser tabs open for maps, a spell list to translate the gibberish spell names, and an item database to know what item stats were. Even though I do fundamentally enjoy dungeon crawling, this game did just about everything possible to make the process as obtuse and unenjoyable as possible. At least the dungeon layouts were not too complex.

I wandered around exploring the first few floors, using the online maps to find points of interest. I found the items needed to unlock access to the express elevator and didn't even explore about half of the floors. There was nothing interesting to find since all loot was randomly dropped by enemies. …

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I started this game last year and got as far as the final floor. My cleric and mage did not have their highest level spells so I was grinding on floor 9, but this was incredibly boring so I stopped playing. I hardcore save state scummed for the entire game to get great starting characters, optimize every level up, and make sure no one ever died and nothing too bad ever happened. I also kept online maps handy as well as walkthroughs. This was pretty much unplayable without having multiple browser tabs open for maps, a spell list to translate the gibberish spell names, and an item database to know what item stats were. Even though I do fundamentally enjoy dungeon crawling, this game did just about everything possible to make the process as obtuse and unenjoyable as possible. At least the dungeon layouts were not too complex.

I wandered around exploring the first few floors, using the online maps to find points of interest. I found the items needed to unlock access to the express elevator and didn't even explore about half of the floors. There was nothing interesting to find since all loot was randomly dropped by enemies. This was some of the dumbest dungeon design I have ever seen. Why allow much of it to be skipped? Why give no reward for exploration? The Express elevator was a great way to quickly get out of the dungeon and back to where I left off, but better design would still force the player to conquer every floor, or at least have desirable and useful loot. There was a special fight that dropped a cursed item worth a ton of money, and it could be gotten over and over. Infinite gold. It was not too much trouble to get it out to town as I swapped it around the characters to spread out the hp loss. Thus I was filthy rich and could buy everything. Why even bother beating the final boss when the party could retire with as much gold as they want? Such stupid design. Nevermind all the excessive difficulty, permanent loss, and tedium. It took several state loads to get through floor 10, as some enemies were too dangerous to even fight. Then it took several more loads to beat the final boss until the random effects and turn order went in my favor. Turn 1: mage cast nuke, cleric cast meteor storm, wizard cast silence on the boss. All adds were killed and the boss never got any spells off. Easy win, though he could have easily wiped the party with 2 or 3 hit all spells.

About the only good thing I can say about the game was that it played fast, so I did not need to use turbo mode. Going through the menus was fairly quick too. Other than all the ridiculous issues I have mentioned, there were some other design problems that bothered me: lack of any spells to protect vs magic attack, low level attack spells were so weak as to be useless, the map spell only gave coordinates rather than a map (both of which should be core features of the god damn interface), and there were no ranged weapons. At least the game was better than Might and Magic 1.

4.5/10

My final team:

Chovus level 12 good samurai elf, with blade of biting, iron shield, sturdy plate, helm and gloves of copper. Slayer of dragons in reserve. 107 hp, all stats 18 except 13 luck

Golden level 12 good samurai elf, with wereslayer, iron shield, plate mail, helm of sturdy, and gloves of copper. 105 hp, all stats 18 except 16 luck. Since it was not possible to start as a lord I went with 2 samurai. I thought about making her change to lord but it did not seem worthwhile so close to the end of the game.

Aevariel level 13 neutral thief elf, with blade of biting, iron shield, and padded leather, 91 hp, all stats 18 except 13 luck. I had to balance fighting friendly monsters sometimes to keep him neutral. He actually did ok fighting. I wanted to make him a ninja but I did not want to fool around with making him evil and trying to keep the rest good.

Crystal level 13 good cleric elf, with anointed flail, iron shield and breast plate, 102 hp, all stats 18 except 17 str, 12 luck. Sometimes she took a spot in the front row when someone was low hp.

Valcaria level 12 good wizard elf, with studly staff, small shield and padded leather, 82 hp, all stats 18 except 11 str, 16 luck. It was handy having someone along to identify but I did not find this class very effective because of the lack of good spells. I think another mage would have been better.

Celestria level 13 good elf mage, with rod of flame and robes, 72 hp, all stats 18 except 17 piety, 14 luck.

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EvilJMcNasty
EvilJMcNasty updated their status Oct 22, 2022
EvilJMcNasty updated their status Oct 22, 2022

Oh man did I have a time with this game! I've only really played JRPGs so this was completely foreign to me and even starting the game and creating my characters proved frustrating with the morass of menus and clunkiness of, well, everything. I slowly made progress while getting lost in the mazes that all look the same with hidden doors and teleporting squares that have no indication that anything has even happened. Floors 7 and 8 were insane and took me forever to get through even with a map. Finally, I had a decent grasp on the game and arrived at the final boss. I reset out of the fight a few times after getting straight beat or reaching a stalemate where I couldn't hit the boss anymore because of a debuff he cast and he seemed to run out of damaging spells of his own. I started the fight up again and one of my mages didn't really have anything good to cast so I just had him cast an instant death spell knowing that obviously it wouldn't work... except it did! The final boss was vaporized with one spell on turn 1. I got the …

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Oh man did I have a time with this game! I've only really played JRPGs so this was completely foreign to me and even starting the game and creating my characters proved frustrating with the morass of menus and clunkiness of, well, everything. I slowly made progress while getting lost in the mazes that all look the same with hidden doors and teleporting squares that have no indication that anything has even happened. Floors 7 and 8 were insane and took me forever to get through even with a map. Finally, I had a decent grasp on the game and arrived at the final boss. I reset out of the fight a few times after getting straight beat or reaching a stalemate where I couldn't hit the boss anymore because of a debuff he cast and he seemed to run out of damaging spells of his own. I started the fight up again and one of my mages didn't really have anything good to cast so I just had him cast an instant death spell knowing that obviously it wouldn't work... except it did! The final boss was vaporized with one spell on turn 1. I got the amulet from him and now I just needed to go back to the castle except it seems you can't go back the way you came from, you have to teleport out. I had never used the teleport function before and you have to put coordinates in for East, North, and Down. I looked at a map and thought I had it right, but... I didn't. I teleported into stone, instantly killing my entire party!!! This game immediately saves after almost every action you take so you can't just go back to your old save and try again. I tried resetting, but my party wipe was set in stone (pun definitely intended). All I had to do was turn in this lousy amulet and I was done with the game! I'm going to have to play the whole thing all over again! I was looking over the menus with my head in my hands and noticed that my whole party was back in the tavern, they were just all dead. Wait a minute... I created a brand new character then grabbed the corpse who had the amulet and checked his inventory. The amulet was still there! I traded it to my new character and went off to the castle. BAM! Great job! You win! I felt bad about killing everyone who actually did all the work and this rando getting all the credit, but a win is a win! This was an amazing, frustrating, bewildering experience and I'm kind of stunned that all of this is capable in such an old game. Honestly, it's not really my type of RPG, but I'm so glad I tried it and witnessed the madness of Wizardry.

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TheHaight
TheHaight updated their status Jul 17, 2019
TheHaight updated their status Jul 17, 2019

Actually completed this game in 1982 on a friend's Apple II+

GigaDeathNullGolem
GigaDeathNullGolem updated their status Sep 8, 2018
GigaDeathNullGolem updated their status Sep 8, 2018

Going through unfilled metadata in LB and came across a set of beautiful box art for Game Boy Color (Jap) ports of first three wizardry games
Wizardry: Proving Grounds of the Mad Overlord
Wizardry: Llylgamyn no Isan
Wizardry: Diamond No Kishi
enter image description here

I'm familiar with the first. Not the other two. They look fantastic and It would be nice to have high res images (or three color shirts or posters) of the underlying three designs

truant
truant updated their status May 11, 2013
truant updated their status May 11, 2013

My thief triggered a teleport trap on dungeon level 4 that transported my entire party of 9th level adventurers to a different spot on the map -- a spot from which there is no exit. This isn't a bug, either, but is just one more way that the game likes to punish you. Dozens of hours of leveling wiped out by a single failed roll. The only way to get them out of the trap is to level up a second party of adventurers to very high levels (13 or so) to learn a teleport spell so I can go in and retrieve them. Of course, by that point, there's no point going and getting them so they're essentially just 'dead'. I should point out that characters exploring the 4th level for the first time wouldn't be expected to know the one high level spell that can save them, so this is just a random TPK built into the system. Old games. :\

truant
truant updated their status May 8, 2013
truant updated their status May 8, 2013

Finally have level 3 completely mapped out. Note to self: pits are dangerous. The randomly rotating floor tiles made mapping a bitch. Considering how old this game is, it's surprisingly engaging. I'm enjoying it a lot more than many modern games. I think it's the challenge.

truant
truant updated their status May 4, 2013
truant updated their status May 4, 2013

Had to start over again from scratch (don't ask). This time, I'm being a little more cautious. I've already started training some backups for when my main characters (inevitably) get killed, started saving up gold for all the resurrections, and created a bishop to save money on identifying items. This is a game that demands patience more than anything. (And lots of grinding.)

truant
truant updated their status Apr 29, 2013
truant updated their status Apr 29, 2013

I've started clearing out all the dead characters from my roster and leveling up new ones so I always have spares on hand. It's time-consuming and a PITA but it's less frustrating when your entire party gets beheaded by ninjas or bunnies with nasty pointy sharp teeth. Note to self: Don't get attached to your characters.

truant
truant updated their status Apr 26, 2013
truant updated their status Apr 26, 2013

Lost another thief. My party, which includes 3 9th level characters and 2 8th level characters (and a rotating low-level thief) last about 2 battles on dungeon level 3 before I have to flee/rest/heal back at the castle. Randomized stats and combat, one-hit kills, permadeath (real permadeath, where your entire party can be wiped out inches before the finish line, forcing you to start over from the very beginning), miserly loot drops, dangerous traps. The original Wizardry game makes Dark Souls look like a cake walk. (I should know; I'm playing them at the same time. :\ )

truant
truant updated their status Apr 25, 2013
truant updated their status Apr 25, 2013

This game. Goddamn. Dungeon level 3, 2 pits in a row, no way to avoid them, almost completely wiped out my entire party of 7th/8th level adventurers. Had to leave and heal post haste. This whole game is two steps forward, one step back. Why can't I stop playing...?

truant
truant updated their status Apr 23, 2013
truant updated their status Apr 23, 2013

Welp, still working on finding all the hidden rooms on dungeon level 2. Just had 3 of my characters decapitated in two combats in the same room, one right after the other. 2 7th level fighters and a 6th level thief, all one-hit killed. Too bad I have no gold to resurrect any of them. :\

truant
truant updated their status Apr 22, 2013
truant updated their status Apr 22, 2013

Got the first level mapped out with all the secrets. Now I'm flat broke and getting poisoned and paralyzed left and right on level 2. I'm on my fifth thief. Can't seem to keep the little suckers alive. :\

truant
truant updated their status Apr 18, 2013
truant updated their status Apr 18, 2013

Went through a secret door. Entire party wiped out by ghouls and spell-casting ghosts on level 1. Old school games. :)