I'm enjoying 'Wizardry 1: Proving Grounds' on the NES far, far more than I expected, albeit:
1) I am playing it as casual as can be by looking at maps (recommended).
2) my 'light' spell 'milwas' not seemingly working and having to blunder around in the dark combined with doors intermittently seeming to refuse to exist (a recipe for save scumming sadly).
The game seems far superior to comparable games like Bard's Tale on the NES, which I grew bored of very quickly. This has a good sense of exploration, balanced combat and after about 3hrs play has avoided a sense of massive enforced grinding. It has got its hooks into me despite having very little on the presentation front.
I reached somewhere seemingly impossible on level 4. So it seems I may have to delve deeper into the dungeon and come back to this area later. Kind of neat to see non-linear progression being encouraged in that way.
A funny mechanic is that if I bump into a friendly band of monsters and don't fight them, I seem to risk a character shifting to good alignment. The evil thief (aiming to become a ninja) on my 'team evil' has become good aligned, then got paralysed. On going back to town this meant he was kicked out of my party and when he was healed they would not let back to the party. Seemingly, he was cramping Team Evil's style! Such hypocrites, the whole party sang campfire songs with zombies, not just the thief, so I don't know why he was singled out for an alignment shift.