Software:Wizard's Crown

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Wizard's Crown
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, DOS
Release1986
Genre(s)Role-playing
Mode(s)Single-player

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

Gameplay

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:

  • The 'Magic' series of weapons does pure magical damage ("injuries") and progresses under the names of 'Magic, Frost, Flaming, Lightning and Storm'.
  • The 'Plus' series of weapons cause extra bleeding, which would cause an opponent to pass out ("The opponent lies unmoving") but not die outright. For example, if all player characters pass out from excessive bleeding in a battle, you lose the battle, but are given a chance to heal them up in camp afterwards. These weapons are designated with "+1, +2, +3, +4, +5".
  • The 'Life Blast' series of weapons are the most powerful in the game. They do direct damage to life points, and a character who is taken out by these weapons is killed; you cannot revive them except with a resurrection spell. These weapons progress with the names 'Dark, Doom, Soul, Demon and Death'.

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]

References

  1. "Computer Entertainer, March 1986". Computer Entertainer 4 (12): 11. 
  2. "SSI Spring 1986 Catalog". 1986. http://mocagh.org/loadpage.php?getgame=header-ssi. 
  3. 3.0 3.1 3.2 Barton, Matt (2008). Dungeons and Desktops: The History of Computer Role-Playing Games. CRC Press. pp. 104–107. ISBN 9781439865248. https://books.google.com/books?id=qPPRBQAAQBAJ&pg=PA104. 
  4. Maher, Jimmy (2016-03-18). "Opening the Gold Box, Part 3: From Tabletop to Desktop". The Digital Antiquarian. http://www.filfre.net/2016/03/opening-the-gold-box-part-3-from-tabletop-to-desktop/. Retrieved 19 March 2016. 
  5. Ferrell, Keith (December 1987). "The Commodore Games That Live On And On". Compute's Gazette: pp. 18–22. https://archive.org/stream/1987-12-computegazette/Compute_Gazette_Issue_54_1987_Dec#page/n17/mode/2up. Retrieved 24 January 2015. 
  6. Trunzo, James V. (August 1986). "Three Fantasy Games For Commodore And Apple". Compute!: pp. 60. https://archive.org/stream/1986-08-compute-magazine/Compute_Issue_075_1986_Aug#page/n61/mode/2up. Retrieved 9 November 2013. 
  7. Scorpia (September–October 1986). "Wizard's Crown". Computer Gaming World: 24–25. http://www.cgwmuseum.org/galleries/index.php?year=1986&pub=2&id=31. 
  8. Scorpia (October 1993). "Scorpia's Magic Scroll Of Games". Computer Gaming World: 34–50. http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=111. Retrieved 25 March 2016. 
  9. Panak, Steve (December 1986). "Panak Strikes". ANALOG Computing: 97. https://archive.org/stream/analog-computing-magazine-49/Analog_Computing_49_1986-12_8_Bit_Gift_Guide#page/n113/mode/2up. 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: pp. 47. https://archive.org/stream/1987-04-anticmagazine/Antic_Vol_5-12_1987-04_Taxes#page/n45/mode/2up. Retrieved 26 January 2015. 
  13. Pournelle, Jerry (February 1988). "Life after Las Vegas". BYTE: 179-194. https://archive.org/details/byte-1988_02/page/n204/mode/1up?view=theater. Retrieved 2023-09-30. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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