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Wizard of Wor: Original brugermanual
COMMODORE is dedicated to bringing you the best software designed for
your Commodore 64 computer. Our staff of highly-trained professionals
create top quality programs for your home, school and business.
This program, WIZARD OF WOR, is designed in cartridge form for some
very important reasons. The cartridge format brings you easy loading,
program protection from accidental erasure, and long term reliability.
But most important, it means that you're getting a quality-controlled,
pretested program that should work first time, every time.
Commodore reserves the right to make changes in materials and
specifications without notice.
(C) 1983 Commodore Electronics Ltd., all rights reserved.
WIZARD OF WOR adapted for the Commodore 64 by Jeff Bruette.
STARTING THE GAME
Turn OFF your Commodore 64 before inserting or removing any cartridge.
Insert the cartridge, with the label side up, into the expansion port
on the back of the Commodore 64. The expansion port is the opening
farthest to the right when the keyboard is facing you.
Turn ON the Commodore 64. The opening WIZARD OF WOR title page should
appear. If the screen remains blank after 5 seconds, turn the
computer OFF, then on again. If this doesn't work, turn the computer
OFF and remove the cartridge. Carefully re-insert the cartridge and
You are about to enter the dungeons of the WIZARD OF WOR!! This
mystical game is the first from COMMODORE that TALKS BACK TO YOU (with
your Commodore Speech Module). As a "noble worrior", your mission
objective is to descend deep into dungeon mazes, battle visible and
invisible monsters, evil demons, and even the Wizard of Wor himself!
Go as far into the dungeons as possible, beat the Wizard and his
monster babies, while scoring as high as you can. The game ends when
all player worriors have been killed. Be of good cheer noble worrior.
for herein lie many secrets of the Wizard.
The WIZARD OF WOR'S dungeons are created with 25 different maze
combinations. Therefore, no two games or game levels are identical.
Although there are 25 different dungeons, overall dungeon difficulty
takes place on two levels- basic dungeons and Worlord dungeons. In
addition, there are two special dungeons. The Arena and The Pit,
which occur at certain times during play.
At the start of your adventure you find yourself in DUNGEON ONE. This
dungeon contains 6 BLUE BURWORS. As you shoot the last Burwor, a
YELLOW GARWOR appears.
The Garwor will battle you to his death, but then a RED THORWOR
appears to continue the attack. Both Garwors and Thorwors often turn
invisible. Be careful worrior, for these two beasts become visible
when they enter the same corridor that YOU are in! The longer it
takes for you to shoot the monsters of Wor the faster they move and
the harder they are to get rid of. When you destroy all the Thorwors
in a dungeon, the round ends. At that point one of three things can
happen. You will descend further into the dungeon. The Wizard will
send his favorite creation, the evil demon WORLUK, after you. Or, if
you are lucky enough to escape from Worluk, the WIZARD OF WOR, may
appear himself, firing deadly lightning bolts as he teleports toward
you. This continues until one of your worriors is shot, or until the
Wizard has been banished. At that point you are teleported to a new
level of mystery where you must continue your quest.
After successfully completing your level 3 dungeon you are rewarded
with a bonus worrior. At that point you're worrior skills are given
their toughest test so far. Your entire force descends to THE ARENA,
the most challenging of the basic dungeons. Featuring a large open
area, The Arena is a preview of what is to come in the Worlord
dungeons and the dreaded Pit.
If you survive to face the Wizard and his babies in this eighth level
dungeon, you have gained enough experience to become a WORLORD. The
Wizard knows that he must present you with a different type of dungeon
if you are to be defeated. Therefore, he has designed the WORLORD
DUNGEONS. These dungeons have large open spaces, like The Arena. It
is here that you must prove your accurate weapon-firing skill. A shot
that misses from here on out, usually means certain death for a
Surviving THE PIT is the ultimate goal of the Wizard of Wor. The Pit
occurs at the level 13 dungeon and every 6th dungeon after that. One
miss is almost certainly fatal, because the Wizard is particularly
deadly in his natural environment and because there is no where to
hide. A bonus worrior is awarded just before you enter the first Pit
only. But should you survive you and your worriers will earn the
title WORLORD SUPREME.
CONTROLLING YOUR WORRIORS
WIZARD OF WOR is a game for 1 or 2 players. When 2 people are
playing, both players control their worriors at the same time. You
don't take turns. The two players may decide to shoot each other, but
teamwork is better for longer survival time.
Use your JOYSTICK controllers) with this Commodore program. Since
this can be a one or two-player game, make sure that your controller
is plugged FIRMLY into CONTROL PORT 1 for one-player, or CONTROL PORTS
1 AND 2 for two-player fun. The control ports are located on the
RIGHT side of your Commodore 64.
To start a one-player game push the fire button on JOYSTICK #1. For a
two-player game push the fire button on JOYSTICK #2.
To maneuver your WORRIORS hold the controller with the red button
facing toward your TV screen. Push the joystick forward to move your
worriors up the screen. Pull the joystick toward you to move down the
screen. Move left by pushing the joystick left. Move right by
pushing the controller to the right. Your worrior will keep moving
until you release the joystick to its standard, upright position, or
until the worrior runs into a maze wall.
Your disrupter weapon always fires in the direction you are facing.
To fire, press the red button on your controller. Note: a light tap
on the joystick will change your worrior's weapon direction, without
moving him out of position.
Hit the RESTORE key on your Commodore 64 to restart a game without
resetting the HIGH SCORE.
Press the RUN/STOP key to pause a game in the middle of play. The
game will remain in pause until the joystick is moved or the
firebutton is pressed.
ENTER THE DUNGEON
Entering the dungeon is simple, but there may be times when choosing
the right time to enter can be tricky. At the start of each dungeon
you have 10 seconds to enter the maze. Just push the joystick toward
the red fire button to enter. If you don't bring your worrior out
immediately the 10 second countdown begins, and the numbers are shown
next to the ready box.
At the end of the 10 second countdown, your worrior automatically
enters the dungeon. If one of your worriors is killed, you can have
another one take its place. Once again, if you don't immediately
bring your new worrior into the fight, the 10 second countdown begins.
The RADAR is located in the bottom center of the screen, under the
The Radar screen shows you the location of every monster in the
dungeon, visible and invisible. It's a good idea to use the Radar to
anticipate a monster's attack. The only creatures that don't show up
on radar are your worriors.
BURWOR (BLUE)........................ 100 points
GARWOR (YELLOW)...................... 200 points
THORWOR (RED)......................... 500 points
PLAYER (BLUE OR YELLOW)..............1000 points
WORLUK (BLUE AND YELLOW)............ 1000 points
Double Score Next Dungeon
WIZARD OF WOR.......................... 2500 points
You receive bonus worriors a maximum of two times during the game.
The first Bonus Worrior is awarded after the third level dungeon. The
second Bonus Worrior is awarded before you enter The Pit for the first
The Wizard of Wor says, "Scores of 150,000 or more are exceptional."
In the basic dungeons you learn the fundamentals of survival. First
of all, remember that you are a noble worrior. This means that you
want to fight the monsters, not run away. Try to kill off as many
monsters as you can early in each round. If you waste time waiting or
running, the monsters will speed up until they run faster than you
which makes firing at them much more difficult. Only one shot per
worrior can be in the air at a time. Therefore, in a short corridor
you can fire very fast because your shot will always hit a wall
quickly. In a long corridor, the shot stays in the air for a long
time, leaving you in hot water if a monster attacks from the side.
If your shot seems to go in the wrong direction, it's because your
worrior has not fully rounded a comer before you fired a shot.
Learning when not to shoot is a very important strategy for a
If one of your worriors gets eaten or shot, check your Radar to make
sure there are no monsters near your entry gate, and then bring in
another right away. This is particularly useful against Worluk, whose
chaotic nature keeps him from escaping rapidly. It's often possible
to bring in your second worrior and kill Worluk for a double score on
the next dungeon, before he escapes. Killing the Worluk is essential
to high scoring. It's usually a good idea to move your worrior in
front of the door that the Worluk should use to escape.
Teamwork can be a major point of strategy in Wizard of Wor. In the
basic dungeons, you and your partner can position your worriors to cut
off the monsters as they try to enter the corridor that the worriors
are standing in. But watch out! This position is strong, but not
invincible. When it comes to short corridors, back to back teamwork
is a good idea.
In the advanced mazes, the Worlord Dungeons, be extra careful when
firing off a shot. If a shot misses a monster, it's likely that it
will travel a long way before hitting a wall. In that time, a monster
will probably show up and eat your worrior. In some Worlord dungeons,
there are places that a team of worriors can defend effectively. But
beware! one player can easily lose a worrior while trying to move into
When you reach THE PIT, you're on your own.
As for the Wizard of Wor, there is no easy way to defeat him.
However, you can minimize your risks by not standing in long
corridors. If you are in a long corridor and the Wizard teleports
into that alley, he will have a clear shot at you. Try to shoot the
Wizard as soon as he appears. The longer you wait, the more likely he
is to teleport right next to you. The Wizard also likes to play
deadly games with worriors by popping up from behind.
THE WIZARD SPEAKS
The most unique feature of the WIZARD OF WOR is that he actually talks
to you while the game is in play (if you have a Commodore Speech
Module). At any point in the game the Wizard may try to distract or
harass you by speaking threatening phrases.
Now, go forth noble worrior, and do battle with the Wizard of Wor! 1
"Commodore offers a full range of peripherals to increase the
capabilities of your Commodore 64 and tailor your system to any need
Copyright 1981 by Commodore Business Machines, Inc. All rights
reserved. No part of the programs or manual included in this work may
be duplicated, copied, transmitted or reproduced in any form or by any
means without the prior written permission of Commodore.
This cartridge may only be used with the Commodore 64 system.
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