Wizardry IV: The Return of Werdna

Last updated
Wizardry IV: The Return of Werdna
Werdna.jpg
Developer(s) Sir-Tech Software, Inc.
Publisher(s) Sir-Tech Software, Inc.
Designer(s) Andrew C. Greenberg
Robert Woodhead
Roe R. Adams III
Series Wizardry
Platform(s) Apple II, IBM PC, NEC PC-88, PC-98, PC Engine CD, PlayStation
Release
1987
Genre(s) Role-playing video game
Mode(s) Single player

Wizardry IV: The Return of Werdna (originally known as Wizardry: The Return of Werdna - The Fourth Scenario) is the fourth scenario in the Wizardry series of role-playing video games. It was published in 1987 by Sir-Tech Software, Inc. It was later ported on home consoles, such as the PC Engine CD and the PlayStation, through the Wizardry: New Age of Llylgamyn compilation.

Contents

The Return of Werdna is drastically different from the trilogy that precedes it. Rather than continuing the adventures of the player's party from the previous three games, The Return of Werdna's protagonist is Werdna, the evil wizard that was defeated at the end of Wizardry: Proving Grounds of the Mad Overlord and imprisoned at the bottom of his dungeon forever.

Gameplay

The game begins at the bottom of a 10-level dungeon. Most of Werdna's powers are depleted and must be gradually recovered throughout the game. The initial goal is to climb to the top of the dungeon, reclaiming Werdna's full power along the way. Each level has one or more pentagrams at specific points. The pentagrams have three purposes: The first time a pentagram is discovered in a level, Werdna's strength increases, and a portion of his powers are restored. This only happens once per level; finding multiple pentagrams on a single level will not increase his powers multiple times. The second purpose is that monsters may be summoned from the pentagrams. The higher the level, the stronger the monsters available. There is no cost to summoning monsters, but only three parties of monsters may be summoned at a time, and any existing monsters will be replaced by the summoned ones. The third purpose is that pentagrams refresh Werdna's health and spellcasting capacity.

Instead of fighting monsters, the player fights against the heroes from the past three Wizardry games. Players of the first three games who sent their character disks to Sir-Tech might have their characters present in Wizardry IV.

Production

The release of Wizardry IV was delayed for years, and did not get released until late 1987. Sir-Tech was confident that it would release the game in time for Christmas 1984 that the company told inCider to announce it as already available in the November 1984 issue. [1] The company listed the game with a price in a 1985 catalog, but Computer Gaming World advised "I wouldn't send any money off for it yet; this has been one of the most-delayed games in adventure history (surpassing even the year-long wait for Ultima IV), and the date of its release is still up in the air". [2] In 1986 Robert Woodhead attributed the delay in "certain 'un-named' products" at Sir-Tech to the time required to port them to UCSD p-System. [3]

Difficulty

The game's title screen Wizardry4TitleScreen.gif
The game's title screen

"The Return of Werdna" is considered an extremely difficult game; the designer was Roe R. Adams III, a well-known gamer and writer who was the first to solve Time Zone . [1] [4] Computer Gaming World stated, "This game was designed expressly for the expert Wizardry player." [5] Knowledge of the first game of the series is vital to completing Wizardry IV. It is equally unforgiving of mistakes and bad luck as its predecessor trilogy, but unlike the trilogy, there are no experience points for defeating enemies, and therefore no reward for surviving difficult battles, or opportunities to grow stronger at the player's pace. The only way a player may grow stronger is to fight their way through the current level, and find a pentagram on the next level, no matter how overwhelmingly difficult the foes on the current level may be. Some of these foes include ninjas capable of killing Werdna instantly with a critical hit, mages with area-effect spells that can wipe out entire parties of monsters, thieves who can steal items that are critical to completing the game, and clerics capable of resurrecting Werdna's fallen adversaries.

Like the previous trilogy, mapping out levels is vital to avoid becoming lost. But the difficulty of mapping out levels is increased. While the previous games included occasional traps that could throw the player's maps off, such as dark areas, teleporters, pits, chutes, and rotating floors, these traps and many more are abundant in "The Return of Werdna". An early level contains a minefield, with an invisible safe path that can only be discovered through exhaustive trial and error. Another level is a series of seemingly identical intersecting pathways, with rotating floor tiles on each intersection. At the top of the dungeon is the Cosmic Cube, a 3D maze consisting of dozens of rooms, connected by passageways, chutes, ladders, and teleporters, all of which have their own unique tricks, traps, and mapping difficulties. In addition, some of the most deadly foes in the game roam the cosmic cube, and because it contains the final pentagram, no further strengthening is possible.

Another major example that seriously hinders unfamiliar players is the seemingly impossible task of exiting the very first room. The only way out is a hidden door that may be revealed by casting a "light" spell called "Milwa". The only way to do this is to recruit a group of Priests. This seemingly simple task is made unintuitive due to the lack of any evidence that there is a door to begin with; the necessity of recruiting a group of Clerics, which are ineffective in combat and take the place of effective combat recruits; and the need to enter combat until the Clerics cast this spell. There is no suggestion in the context of the game as to what Milwa or any other Cleric spell name means; only players familiar with prior Wizardry games would understand its function. To a player unfamiliar with these earlier Wizardry titles, it would seem that the Clerics cast a useless spell. Furthermore, the Milwa/Light spell eventually expires, meaning that there is a limited time to find the door once the spell is cast. (Acknowledging the difficulty of this very first puzzle in the game, Sir-Tech included a sealed envelope in the game package containing its solution, to be opened if the player couldn't figure it out on their own.)

Copy protection

The Return of Werdna had an unusual form of copy protection. No attempt was made to prevent copying of the game disks. Instead, the package included a book containing a long list of 16-digit "MordorCharge card" numbers, designed to resemble credit card numbers. This book was printed on dark red paper to make photocopying difficult. After completing the first level in the game, the player is given a randomly chosen 12-digit number, and asked for the last four digits. The player must look up the corresponding number in the book and type it in to proceed.

This tactic effectively gave those who made copies of the game a free demo of the first level before demanding that the player show proof of purchase. However, the algorithm for computing the MordorCharge numbers was not very complicated. Those having knowledge of the method could calculate the correct response using a small lookup table and some relatively simple arithmetic.

Although such means of discouraging copying would be considered little more than a nuisance today, it was fairly effective at a time when few people had access to online services. A similar copy protection, with a more sophisticated code system, was used in the next Wizardry game, Wizardry V: Heart of the Maelstrom.

Reception

Scorpia of Computer Gaming World , who beta tested Wizardry IV, favorably reviewed it in 1987, stating that the game had been worth the long wait before release. She acknowledged that the game was very difficult (and requiring knowledge of Wizardry I), and that during testing "some of the best game players in the country tripped up somewhere (myself included)", but stated that it was "eminently fair and is, perhaps, one of the most finely-balanced games I've ever played. Every puzzle, every encounter, every clue ... has been worked out with careful exactitude". Scorpia criticized the resurrection of defeated enemies after saving and "the same dreary old Wizardry graphics", but concluded "Bottom line: Unique, and not to be missed!" [5]

The game was previewed in 1988 in Dragon #130 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. [6] The Lessers reviewed the IBM PC version of the game in 1989 in Dragon #142, and gave the game 3½ out of 5 stars. [7]

Robbie Robberson previewed and profiled Return of Werdna in Space Gamer/Fantasy Gamer No. 82. [8] Robberson commented that "should be this year's best game in fantasy simulation." [8]

Wizardry IV sold very poorly. Despite the lengthy delay Sir-Tech had not advanced the technology from the first game; The Bard's Tale's graphics were superior, for example, despite being released two years earlier. Further, as Robert Sirotek of Sir-Tech later said, "It was insanely difficult to win that game": [1]

I had such issues with that. I felt that it went way beyond what was necessary in terms of complexity, but the people that developed it felt strongly to leave a mark in the industry that they had the hardest game to play — period, bar none. That's fine if you're not worried about catering to a customer and making sales.

Return of Werdna was the worst-selling product we ever launched. People would buy it, and it was unplayable. So they'd put it down, and word spread around. There were other hard-core players in the market that loved it. They said, "Ah, why doesn't everybody do this?" Well, we don't because you guys are a minority. If you're a glutton for punishment, you're going to have to get your pleasure somewhere else because nobody can survive catering to such a small number of people.

So, it was controversial in that way. In the end, I think I was proven correct that making crazy impossible products in terms of difficulty was not the way forward.

In 1993 Sir-Tech advertised compilations of Wizardry I-III and V-VII. IV was not mentioned, but V was advertised as "breaking away from the Wizardry system of the past". [9]

Related Research Articles

<i>Wizardry</i> Series of role-playing video games

Wizardry is a series of role-playing video games, developed by Sir-Tech, that were highly influential in the evolution of modern role-playing video games. The original Wizardry was a significant influence on early console role-playing games such as Final Fantasy and Dragon Quest. Originally made for the Apple II, the games were later ported to other platforms. The last game in the original series by Sir-Tech was Wizardry 8, released in 2001. There have since been various spin-off titles developed for the Japanese market.

<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, DOS, Macintosh, 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>Wizardry II: The Knight of Diamonds</i> 1982 video game

Wizardry II: The Knight of Diamonds is the second game in the Wizardry series of role-playing video games. It was published in 1982 by Sir-Tech.

<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, Inc (SSI) in 1989. It is the second in a four-part series of Forgotten Realms Advanced Dungeons & Dragons Gold Box adventure computer games, continuing the events after the first part, Pool of Radiance.

<i>Might and Magic Book One: The Secret of the Inner Sanctum</i> 1986 video game

Might and Magic Book One: The Secret of the Inner Sanctum is an early role-playing video game, first in the popular and influential Might and Magic franchise. It was released in 1986 as New World Computing's debut, ported to numerous platforms and re-released continuously through the early 1990s.

<i>Ultima III: Exodus</i> 1983 video game

Ultima III: Exodus is the third game in the series of Ultima role-playing video games. Exodus is also the name of the game's principal antagonist. It is the final installment in the "Age of Darkness" trilogy. Released in 1983, it was the first Ultima game published by Origin Systems. Originally developed for the Apple II, Exodus was eventually ported to 13 other platforms, including a NES/Famicom remake.

<i>The Bards Tale II: The Destiny Knight</i> 1986 fantasy 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>The Bards Tale III: Thief of Fate</i> 1988 video game

The Bard's Tale III: Thief of Fate is a computer fantasy role-playing video game created by Interplay Productions in 1988. It is the second sequel to The Bard's Tale. It was designed by Rebecca Heineman, Bruce Schlickbernd, and Michael A. Stackpole. The game was released for the Amiga, Apple II (64k), Commodore 64, and DOS.

<i>Secret of the Silver Blades</i> 1990 video game

Secret of the Silver Blades is the third in a four-part series of Forgotten Realms Dungeons & Dragons "Gold Box" adventure role-playing video games. The game was released in 1990.

<i>The Summoning</i> (video game) 1992 video game

The Summoning is an isometric-view fantasy role-playing video game developed by Event Horizon Software and published by Strategic Simulations in 1992.

<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 Greenberg and Robert Woodhead. In 1980, Norman Sirotek formed Sir-Tech Software, Inc. 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>J.R.R. Tolkiens The Lord of the Rings, Vol. I</i> (1990 video game) 1990 video game

For Interplay's later SNES game, see J.R.R. Tolkien's The Lord of the Rings, Vol. I.

<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>Wizardry VI: Bane of the Cosmic Forge</i> 1990 video game

Wizardry VI: Bane of the Cosmic Forge is the 6th title in the Wizardry series of role-playing video games. It was the first in the trilogy surrounding the Dark Savant, which was followed by Wizardry VII: Crusaders of the Dark Savant and Wizardry 8. It was developed by Sir-Tech Software, Inc. and was released on the Amiga and DOS platforms in 1990 by the same company, and for the Super Famicom in Japan in 1995 by ASCII.

<i>Wizardry V: Heart of the Maelstrom</i> 1988 video game

Wizardry V: Heart of the Maelstrom is the fifth scenario in the Wizardry series of role-playing video games. It was published in 1988 by Sir-Tech for the Commodore 64, Apple II, and IBM PC compatibles. A port for the Super Famicom and FM Towns was later developed and published by ASCII Entertainment in Japan. Wizardry V was released in the US for the Super NES by Capcom in 1993, and subsequently re-released for the Satellaview subsystem under the name BS Wizardry 5.

<i>Death Knights of Krynn</i> 1991 video game

Death Knights of Krynn is the second in a three-part series of Dragonlance Advanced Dungeons & Dragons "Gold Box" role-playing video games, published by Strategic Simulations. The game was released in 1991.

<i>Telengard</i> 1982 video game

Telengard is a 1982 role-playing dungeon crawler video game developed by Daniel Lawrence and published by Avalon Hill. The player explores a dungeon, fights monsters with magic, and avoids traps in real-time without any set mission other than surviving. Lawrence first wrote the game as DND, a 1976 version of Dungeons & Dragons for the DECsystem-10 mainframe computer. He continued to develop DND at Purdue University as a hobby, rewrote the game for the Commodore PET 2001 after 1978, and ported it to Apple II+, TRS-80, and Atari 800 platforms before Avalon Hill found the game at a convention and licensed it for distribution. Its Commodore 64 release was the most popular. Reviewers noted Telengard's similarity to Dungeons and Dragons. RPG historian Shannon Appelcline noted the game as one of the first professionally produced computer role-playing games, and Gamasutra's Barton considered Telengard consequential in what he deemed "The Silver Age" of computer role-playing games preceding the golden age of the late 1980s. Some of the game's dungeon features, such as altars, fountains, teleportation cubes, and thrones, were adopted by later games such as Tunnels of Doom (1982).

Pool of Radiance is a series of role-playing video games set in the Forgotten Realms campaign settings of Dungeons & Dragons; it was the first Dungeons & Dragons video game series to be based on the Advanced Dungeons & Dragons rules.

References

  1. 1 2 3 Maher, Jimmy (2014-06-25). "Of Wizards and Bards". The Digital Antiquarian. Retrieved 11 July 2014.
  2. Scorpia (January–February 1986). "The Year in Review". Computer Gaming World. No. 25. p. 16. Retrieved 1 November 2013.
  3. "News and Views from the Gamers' Forum On-line Conference". Computer Gaming World (transcript). No. 34. Jan–Feb 1987. p. 46. Retrieved 1 November 2013.
  4. Lewis, Jim (November 1983). "Escape to Adventure / These Computer Epics Let You be the Hero". Enter Magazine. No. 2. pp. 16–20. Retrieved 12 March 2016.
  5. 1 2 Scorpia (November 1987). "Wizardry IV - The Return of Werdna". Computer Gaming World. No. 41. pp. 10–11, 62–63. Retrieved 2 November 2013.
  6. Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (February 1988). "The Role of Computers". Dragon (130): 86–91.
  7. Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (February 1989). "The Role of Computers". Dragon (142): 42–51.
  8. 1 2 Robberson, Robbie (July–August 1988). "Return of Werdna". Space Gamer/Fantasy Gamer . No. 82. Diverse Talents, Incorporated. p. 33.
  9. "Buy the Best of '93". Computer Gaming World (advertisement). No. 112. November 1993. p. 9. Retrieved 28 March 2016.