Ludography
Wizard's Crown cover

1986 · Strategic Simulations · Role-playing · Turn-based strategy

Wizard's Crown

Wizard's Crown is a party-based fantasy role-playing game in the vein of Wizardry and Bard's Tale that was incredibly detailed for its time.

Released
1986
Platforms
Apple IIAtari 8-bitAtari STAtari ST/STECommodore 64Commodore C64/128/MAXMS-DOS
Genres
Role-playingTurn-based strategy
Developers
Strategic Simulations
Publishers
Strategic Simulations
Modes
Single-player
Perspective
Bird view / Isometric
Themes
Fantasy
Country
United States
Languages
English

About

Wizard's Crown is a top-down role-playing video game published by Strategic Simulations in 1986.

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.

Media

Wizard's Crown screenshot 1

The articlegameplay, story, development, reception

Gameplay

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". 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).

Reception

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

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". 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.

Releases by platformdates and regions as published

PlatformReleasedRegions
Atari 8-bit31 December 1986North America
Commodore C64/128/MAX31 December 1986North America
Apple II31 December 1986North America
Atari ST/STE31 December 1987North America
MS-DOS31 December 1987North America

Games like this

Collections1 collection

Platform libraries

Description adapted from its source, CC BY-SA 4.0.