Wizard of the Immortal (Jpn) - ウィザード オブ イモータル
The Immortal, known as Wizard of the Immortal (ウイザード オブ イモータル, Uizādo obu Imōtaru) in Japan, is an isometric adventure game originally created for the Apple IIGS, which was ported to the Amiga, Atari ST, MS-DOS based PCs, NES, and Mega Drive/Genesis. The main plot revolves around a wizard attempting to find his mentor in a large and dangerous labyrinth.
The game is known for its high degree of graphic violence (much reduced in the NES version) along with its punishing difficulty.
The music for Apple IIGS version was made by Douglas Fulton. On some conversions Rob Hubbard and Michael Bartlow are credited.
The game takes place on a 7 or 8 level labyrinth, depending of the version of the game. The player also collects items, solves puzzles and uses magic spells in the form of books and scrolls.
Combat in the game is offered in the form of a variety of non-player characters wandering or protecting a specific portion of the map. Upon coming into contact with these characters, the game play shifts from the standard isometric view to a zoomed in two dimensional real-time battle mode. The real-time battle engine is limited to dodging opponent's attacks and performing sword swings and stabs. While fireball spells can be used to dispatch enemies on the isometric field they can not be used once the game has entered combat mode.
In addition to walking, certain levels allow the main character to possess a magic carpet that flies and paddle through water while sitting on a floating barrel.
The game is known for its high degree of graphic violence (much reduced in the NES version) along with its punishing difficulty.
The music for Apple IIGS version was made by Douglas Fulton. On some conversions Rob Hubbard and Michael Bartlow are credited.
The game takes place on a 7 or 8 level labyrinth, depending of the version of the game. The player also collects items, solves puzzles and uses magic spells in the form of books and scrolls.
Combat in the game is offered in the form of a variety of non-player characters wandering or protecting a specific portion of the map. Upon coming into contact with these characters, the game play shifts from the standard isometric view to a zoomed in two dimensional real-time battle mode. The real-time battle engine is limited to dodging opponent's attacks and performing sword swings and stabs. While fireball spells can be used to dispatch enemies on the isometric field they can not be used once the game has entered combat mode.
In addition to walking, certain levels allow the main character to possess a magic carpet that flies and paddle through water while sitting on a floating barrel.
Technical
CPU
- maincpu 68000 (@ 7 Mhz)
- genesis_snd_z80 Z80 (@ 3 Mhz)
Chipset
- YM2612 (@ 7 Mhz)
- SEGA VDP PSG (@ 3 Mhz)
Display
- Orientation Yoko
- Resolution 255 x 224
- Frequency 60 Hz
Controlers
- Number of players 4
- Number of buttons 7
- Kind of controler joy (8 ways)
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Clones of Wizard of the Immortal (Jpn)
Development
Will Harvey had started development on an Apple II game to be called "Campaign", intending it to be an online multiplayer RPG. As the story developed, it became a single player game only.
Story
The game begins with the player in control of an unnamed wizard. In the first room, the player is given the option of viewing the image of the character's mentor, another wizard named Mordamir. He is calling for help from deep below in the labyrinth, though he is attempting to communicate to another man named Dunric.
The two main types of creatures present in the dungeon are the goblins and the trolls, who are at war with one another. This is a minor plot element in the game. Depending on the player's actions in the earlier stages of the game, it is also possible for the main character to form an alliance with one of these races.
The majority of the story is revealed through dream sequences triggered when the main character rests on straw beds placed throughout the labyrinth. It is eventually revealed that Mordamir is battling against a dragon at the Fountain of Youth. The plot of the game undergoes a twist when the main character finds Dunric having been trapped by Mordamir. In the end, the main character is forced to make a decision on whom to aid, the Dragon or Mordamir.
The two main types of creatures present in the dungeon are the goblins and the trolls, who are at war with one another. This is a minor plot element in the game. Depending on the player's actions in the earlier stages of the game, it is also possible for the main character to form an alliance with one of these races.
The majority of the story is revealed through dream sequences triggered when the main character rests on straw beds placed throughout the labyrinth. It is eventually revealed that Mordamir is battling against a dragon at the Fountain of Youth. The plot of the game undergoes a twist when the main character finds Dunric having been trapped by Mordamir. In the end, the main character is forced to make a decision on whom to aid, the Dragon or Mordamir.
Characters
- Unnamed Hero
- Mordamir's apprentice, who has gone into the labyrinth in search of his master. He is capable of casting spells and sword fighting.
- Mordamir
- The hero's master, who claims to be trapped in the labyrinth.
- Dunric
- Another man also sent to rescue Mordamir. Dunric is found being tortured by trolls. He helps you out, but dies in the process.
- Ana
- Dunric's daughter. She helps the hero during the game and in one possible ending is a love interest.
- Ulindor
- A man sent to protect the hero.
- The Goblin King
- Though seemingly hostile at first, if helped by the main character, he will assist you later in the game. The Goblin King dies but is later mysteriously brought back to life.
- The Norlac
- A water monster that guards the sluice gate.
- The Dragon
- The final enemy in the end level.
Reception
The game was reviewed in 1992 in Dragon #178 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4 out of 5 stars.Computer and Video Games magazine were similarly positive, praising the graphics and control scheme and awarding The Immortal a score of 93 out of 100.Amiga Power were more mixed in their opinion, awarding the game 76% and criticising its completely linear nature and lack of replay value, while identifying the graphics as a strength.