Wizard's Crown

Last updated
Wizard's Crown
Wizard's Crown Coverart.png
Developer(s) Strategic Simulations
Publisher(s) Strategic Simulations
Designer(s) Paul Murray
Keith Brors
Platform(s) Apple II, Atari 8-bit, Atari ST, Commodore 64, MS-DOS
Release1986
Genre(s) Role-playing
Mode(s) Single-player

Wizard's Crown is a top-down role-playing video game published by Strategic Simulations in 1986. [1] [2] It was released for the Atari 8-bit computers, Atari ST, IBM PC compatibles, Apple II, and Commodore 64. A sequel, The Eternal Dagger , was released in 1987.

Contents

Gameplay

Atari 8-bit screenshot Wizard's Crown Atari 8-bit PAL screenshot.png
Atari 8-bit screenshot

Academic Matt Barton describes Wizard's Crown as "probably the most hardcore RPG of its time" and "one of the most sophisticated tactical CRPGs ever designed". [3] The object of the game is to rescue a magical crown from Tarmon, a wizard who sealed himself and the crown in his laboratory 500 years previous.

The video game design and programming was done by Paul Murray and Keith Brors, game development by Chuck Kroegel and Jeff Johnson, and the rulebook created by Leona Billings. Wizard's Crown was the first RPG designed in-house by SSI, previously known as a wargame company. Its detailed tactical combat system came from Murray and Brors's background in wargaming, and they brought the complexity of those games to Wizard's Crown's tactical combat. For instance, shields block attacks only from the front and left (shielded) side, and not from the rear and right (unshielded side). Spears can attack two squares away, flails ignore the defender's shields, and axes have a chance of breaking shields. There is an option for "quick combat", and regular combat can take as long as 40 minutes per encounter. This combat system influenced SSI's later Gold Box series of RPGs, but it was streamlined and simplified. [3]

The class system is based on a point buy system, possibly influenced by the tabletop role-playing games RuneQuest and Traveller . Characters buy classes and skills using Intelligence points. The classes are thief, ranger, fighter, priest and sorcerer, each possessing a distinct set of skills. Characters can have any number of classes, but mixing classes slows advancement. Up to eight characters can be created in a single party. Experience is spent directly on skills, attributes and life points. When a skill level is very low, gains are quick and easy, but they become slow and difficult to raise after reaching high levels. The magic system works like other skills and features a chance of failure based on skill level. [3]

The game is also memorable for its magic weapons, for example, the Storm Longsword or Doom Battleaxe. There are three special series of weapons which can be enchanted to become progressively more powerful:

Reception

SSI sold 47,676 copies of Wizard's Crown in North America, [4] and it was the company's second best-selling Commodore game as of late 1987. [5]

Compute! in 1986 favorably reviewed Wizard's Crown, describing it as "probably the most unusual fantasy game to hit the market in some time". Citing its graphics and detailed combat, the magazine stated that the game "that will excite and challenge even the most seasoned veteran of fantasy warfare". [6] Computer Gaming World 's Scorpia admired the game's use of injuries and bleeding in simulating combat, but believed there was too much emphasis on hack and slash, with only a few trivial puzzles and almost no interaction between the party and anyone else beyond buying, selling, and killing. [7] In 1993 Scorpia was more positive, describing it as a "better-than-average hack'n'slash ... a good game for the bash'em crowd". [8]

A 1986 ANALOG Computing review called the Atari version "superb ... a true gem, an addictive game which you'll find yourself playing day in and day out". [9] The game was reviewed in 1986 in Dragon #114 by Hartley and Pattie Lesser in "The Role of Computers" column. The reviewers "recommend this offering as one that truly presents a most positive view of fantasy role-playing as played on a computer system." [10] In a subsequent column, the reviewers gave the game 4 out of 5 stars. [11]

Antic 's review was mixed, stating that Wizard's Crown "throws in a few new tricks of its own" but "is mostly old wine in new bottles". The magazine concluded that "Wizard's Crown is okay. But I probably would have enjoyed it more if I felt that I was really controlling the characters—not just watching random-number generators at work." [12] Jerry Pournelle named Wizard's Crown his personal game of the month for February 1988, approving of its detailed combat, graphics, and interesting quest and puzzles. [13]

Related Research Articles

<i>Pool of Radiance</i> 1988 video game

Pool of Radiance is a role-playing video game developed and published by Strategic Simulations, Inc (SSI) in 1988. It was the first adaptation of TSR's Advanced Dungeons & Dragons (AD&D) fantasy role-playing game for home computers, becoming the first episode in a four-part series of D&D computer adventure games. The other games in the "Gold Box" series used the game engine pioneered in Pool of Radiance, as did later D&D titles such as the Neverwinter Nights online game. Pool of Radiance takes place in the Forgotten Realms fantasy setting, with the action centered in and around the port city of Phlan.

<i>Eye of the Beholder</i> (video game) 1991 video game

Eye of the Beholder is a role-playing video game for personal computers and video game consoles developed by Westwood Associates. It was published by Strategic Simulations, Inc. in 1991, for the MS-DOS operating system and later ported to the Amiga, the Sega CD and the SNES. The Sega CD version features a soundtrack composed by Yuzo Koshiro and Motohiro Kawashima. A port to the Atari Lynx handheld was developed by NuFX in 1993, but was not released. In 2002, an adaptation of the same name was developed by Pronto Games for the Game Boy Advance.

<i>The Bards Tale</i> (1985 video game) 1985 video game

The Bard's Tale is a fantasy role-playing video game designed and programmed by Michael Cranford for the Apple II. It was produced by Interplay Productions in 1985 and distributed by Electronic Arts. The game was ported to the Commodore 64, Apple IIGS, ZX Spectrum, Amstrad CPC, Amiga, Atari ST, MS-DOS, Mac, and NES. It spawned The Bard's Tale series of games and books. The earliest editions of the game used a series title of Tales of the Unknown, but this title was dropped for later ports of The Bard's Tale and subsequent games in the series.

<i>Curse of the Azure Bonds</i> 1989 video game

Curse of the Azure Bonds is a role-playing video game developed and published by Strategic Simulations in 1989. It is the second in a four-part series of Forgotten Realms Advanced Dungeons & Dragons Gold Box games, continuing the events of Pool of Radiance.

<i>Gold Box</i> Video game series and engine

Gold Box is a series of role-playing video games produced by Strategic Simulations from 1988 to 1992. The company acquired a license to produce games based on the Advanced Dungeons & Dragons role-playing game from TSR, Inc. These games shared a common game engine that came to be known as the "Gold Box Engine" after the gold-colored boxes in which most games of the series were sold.

<i>Temple of Apshai</i> 1979 video game

Temple of Apshai is a dungeon crawl role-playing video game developed and published by Automated Simulations in 1979. Originating on the TRS-80 and Commodore PET, it was followed by several updated versions for other computers between 1980 and 1986.

<i>The Bards Tale II: The Destiny Knight</i> 1986 video game

The Bard's Tale II: The Destiny Knight is a fantasy role-playing video game created by Interplay Productions in 1986. It is the first sequel to The Bard's Tale, and the last game of the series that was designed and programmed by Michael Cranford.

<i>Autoduel</i> 1985 video game

Autoduel is a role-playing video game published by Origin Systems for the Atari 8-bit computers, Commodore 64, Apple II, and IBM PC compatibles in 1985. It was released in 1987 for the Atari ST and in 1988 for the Amiga and Macintosh. The game is based on the Steve Jackson Games series Car Wars.

<i>Roadwar 2000</i> 1986 video game

Roadwar 2000 is a 1986 video game published by Strategic Simulations It is a turn-based strategy game set in a post-apocalyptic future that resembles the world portrayed in the Mad Max films.

<i>Wizardry: Proving Grounds of the Mad Overlord</i> 1981 video game

Wizardry: Proving Grounds of the Mad Overlord is the first game in the Wizardry series of role-playing video games. It was developed by Andrew C. Greenberg and Robert Woodhead. In 1980, Norman Sirotek formed Sir-Tech Software and launched a beta version of the product at the 1980 Boston Computer Convention. The final version of the game was released in 1981.

<i>Gateway to the Savage Frontier</i> 1991 video game

Gateway to the Savage Frontier (1991) is a Gold BoxDungeons & Dragons computer game developed by Beyond Software and published by SSI for the Commodore 64, PC and Amiga personal computers.

<i>The Eternal Dagger</i> 1987 video game

The Eternal Dagger is a top-down role-playing video game published by Strategic Simulations in 1987. It is a sequel to Wizard's Crown from 1986. Demons from another dimension are invading the world, and the only item that can seal the portal is the titular dagger. Players can transfer their characters over from Wizard's Crown, minus whatever magical items they had on them.

<i>Champions of Krynn</i> 1990 video game

Champions of Krynn is role-playing video game, the first in a three-part series of Dragonlance Advanced Dungeons & DragonsGold Box games. It was published in 1990 by Strategic Simulations. The highest graphics setting supported in the MS-DOS version is EGA graphics. It also supports the Adlib sound card and either a mouse or joystick.

<i>Phantasie II</i> 1986 video game

Phantasie II is the second game in the Phantasie series of role-playing video games.

<i>Shard of Spring</i> 1986 video game

Shard of Spring is a role-playing video game developed by TX Digital Illusions and published by Strategic Simulations for the Apple II, Commodore 64 and DOS computers in 1986. Shard of Spring tells the story of a group of adventurers hired to retrieve the titular magical item stolen by a power-hungry evil witch. The game was generally well received upon its release and was followed by a sequel titled Demon's Winter in 1988.

<i>Demons Winter</i> 1988 video game

Demon's Winter is a role-playing video game developed and published by Strategic Simulations in 1988. It is a sequel to SSI's 1986 Shard of Spring, set two hundred years after the events of the original, featuring a game world 32-times the size of the previous one.

<i>Elvira: Mistress of the Dark</i> (video game) 1990 video game

Elvira: Mistress of the Dark is a horror adventure/role-playing video game developed by Horror Soft and released by Accolade in 1990 for the Amiga, Atari ST, Commodore 64 and MS-DOS computers. It was Horror Soft's second published game after 1989's Personal Nightmare and stars the actress Cassandra Peterson as her character Elvira.

<i>Realms of Darkness</i> 1986 video game

Realms of Darkness is a fantasy role-playing video game developed by Strategic Simulations and published in 1986. It was developed for the Apple II and Commodore 64.

<i>Phantasie</i> 1985 video game

Phantasie is the first video game in the Phantasie series.

<i>Questron</i> (video game) 1984 video game

Questron is a 1984 game from Strategic Simulations, the first fantasy title from a company known for computer wargames. It was written by Charles Dougherty and Gerald Wieczorek and released for the Apple II, Atari 8-bit computers, and Commodore 64. A sequel, Questron II, was released in 1988.

References

  1. "Computer Entertainer, March 1986". Computer Entertainer . 4 (12): 11.
  2. "SSI Spring 1986 Catalog". 1986.
  3. 1 2 3 Barton, Matt (2008). Dungeons and Desktops: The History of Computer Role-Playing Games. CRC Press. pp. 104–107. ISBN   9781439865248.
  4. Maher, Jimmy (2016-03-18). "Opening the Gold Box, Part 3: From Tabletop to Desktop". The Digital Antiquarian. Retrieved 19 March 2016.
  5. Ferrell, Keith (December 1987). "The Commodore Games That Live On And On". Compute's Gazette. pp. 18–22. Retrieved 24 January 2015.
  6. Trunzo, James V. (August 1986). "Three Fantasy Games For Commodore And Apple". Compute!. p. 60. Retrieved 9 November 2013.
  7. Scorpia (September–October 1986). "Wizard's Crown". Computer Gaming World . pp. 24–25.
  8. Scorpia (October 1993). "Scorpia's Magic Scroll Of Games". Computer Gaming World. pp. 34–50. Retrieved 25 March 2016.
  9. Panak, Steve (December 1986). "Panak Strikes". ANALOG Computing: 97. Retrieved 7 July 2014.
  10. Lesser, Hartley and Pattie (October 1986). "The Role of Computers". Dragon (114): 72–76.
  11. Lesser, Hartley and Patricia (October 1987). "The Role of Computers". Dragon (126): 82–88.
  12. Bernstein, Harvey (April 1987). "Wizard's Crown". Antic. p. 47. Retrieved 26 January 2015.
  13. Pournelle, Jerry (February 1988). "Life after Las Vegas". BYTE. pp. 179–194. Retrieved 2023-09-30.