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Wizards Crown

Classic-PC-Games.com > C64 > Games > W > Wizards Crown
Genre: Not Specified    |     Year: unknown    |     Publisher: unknown    |     Developer: unknown
Game Review (written by Pnanejian) Added on: 01/03/2007
Wizard's Crown in my opinion was one of the first RPG's that I played growing up. Spending hours with friends battling monsters and searching dungeons for treasure. It was a revolutionary step forward for Dungeons & Dragons lovers like myself.
Creating eight characters to battle through massive landscapes was only the beginning. Not only could you find valuable weapons and armour with magical properties, but you could actually improve their properties with "a little" gold. Combat can be approached in two ways. First, you could tactically move your characters to suit their strengths and weaknesses using trees and rocks as natural barriers.
Wizard's Crown in my opinion was one of the first RPG's that I played growing up. Spending hours with friends battling monsters and searching dungeons for treasure. It was a revolutionary step forward for Dungeons & Dragons lovers like myself.
Creating eight characters to battle through massive landscapes was only the beginning. Not only could you find valuable weapons and armour with magical properties, but you could actually improve their properties with "a little" gold. Combat can be approached in two ways. First, you could tactically move your characters to suit their strengths and weaknesses using trees and rocks as natural barriers. Time consuming as it was, it was still enjoyable to manipulate each move like a chess game. This proves to be the precursor
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to most tactical simulations seen today. The second approach to combat was to use a quick combat option. Clicking this allowed all the action to be played out with the computer calculating the odds, your weapons, and your enemies to decide the outcome. This option was mostly preferred when fighting weak foes.
Of course, there was an underlying plot line to defeat an evil wizard in a far off castle. As the storyline progressed, more areas were open to exploration. These areas tended to get further and further away from home base which was safely behind the town's walls. So time and skill increases were necessary to raise character levels and skills to be able to combat creatures that got exponentially harder the further from the town walls.
Character generation and building was critical, and the creators of the game realized that allowing to pass on these characters to subsequent games made the experience more enjoyable. Imagine spending weeks or months bashing skulls in, or perfecting spell skills to wade through a massive expanse of landscapes and monsters, only to say farewell to those loved characters at the end of the game. Not this time, for when you defeat the evil Wizard, you can carry those champions on to the next game by SSI. A sequel to this beautiful game, don't forget to carry your eight close friends to the next episode, The Eternal Dagger from SSI.


 
 
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Emeraldgod (01/14/2008)
I spent years playing this game getting my chars to max skills. The skill system was point based with a "buy it" type selection using your experience. As you progressed and moved on you would get less and less experience.
 
 
Rhetoric (08/24/2006)
A great classic RPG.
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 Current score:   9.67    (Total Votes:   6  ) 
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