![]() ![]() ![]() A far cry from Akalabeth's dot-matrix printings on a series of cocktail napkins, this is 27 pages of well organized and useful gameplay instructions, with silly illustrations by Will McLean, one of the O.G. We take it for granted now, but as of 1981, this is, by far, the best paper manual I've seen in a computer game. I tried and failed to beat Rogue this way, but I’m pretty sure I can do it in Wizardry, thanks to its slower pace, lessened reliance on randomness, and option to do things like rest in town or grind. ![]() I’ll be sticking to my rule about saving only after 30m of play. Second, I’ve never actually played the original Apple II version – even the DOS-based Ultimate Wizardry Archives represent the state of the game in 1998 rather than 1981, so the original may yet have some game experience that I have yet to untap. In fact, I’ve already done a good amount of data analysis already in preparation for my replay – that’s how I discovered something was funny about the disk images. For one, there just is so much data in this game to extract and analyze. Sometime after finishing 7, I learned that the first five games had Japan-only 3D graphical remakes on the PS1, and I imported copies of them so I could play them again with all of the 32-bit bells and whistles.įast-forward to now, and Wizardry is an excellent candidate to replay for Data Driven Gamer. I played through the first seven over the course of a few years, and as of this writing, haven’t yet gotten around to playing Wizardry 8. ![]() I didn’t get very far, but soon decided to play through the DOS-based Ultimate Wizardry Archives versions instead. My first exposure was the “Story of Llylgamyn” trilogy on SNES, played on an emulator, sometime around 2004. I’ve played through Wizardry several times already. ![]()
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