Wizard of Wor
Game Handbook & Reference
v5.0 — Endless Connected Dungeon Edition

1. Overview

Wizard of Wor is a classic arcade-style dungeon shooter. You control a warrior navigating maze-like arenas, shooting monsters before they shoot you. The game never ends — dungeons loop forever, growing harder with every level.

This edition is a faithful browser remake of the C64 version, extended with an Endless Connected Dungeon network multiplayer mode where players each inhabit their own dungeon and can invade each other through tunnel connections.

Game modes

ModePlayersEntry pointDescription
Single Player1index.html Classic Wizard of Wor, one warrior, local play
Two Player (local)2index.html Classic WoW, both warriors in the same dungeon
Multiplayer — Solo joinNmultiplayer.html Each player gets their own dungeon; dungeons connect via tunnels
Multiplayer — Paired join2multiplayer.html Two players explicitly share one dungeon (classic 2P feel, over the network)

2. Controls

Single-player & classic two-player

ActionYellow Warrior (P1)Blue Warrior (P2)
Move up↑W
Move down↓S
Move left←A
Move right→D
FireRight CtrlLeft Shift
Tip: Controls are configurable per player from the in-game Menu (red button, top-left). You can also use a gamepad — the browser's Gamepad API is supported for up to 2 controllers.

Starting a game

ActionKey
Start 1-player game1 or P1's fire key
Start 2-player game2 or P2's fire key

Multiplayer

Open /multiplayer.html on your server (same host you are playing on). Use the on-screen buttons to choose Solo or 2-Player. Both warriors are controlled from the same keyboard tab — open a second browser tab for true split-screen network play.

3. Objective

Clear each dungeon of all enemies before they escape or kill you. You earn points for every monster you shoot. The game ends only when all lives are lost.

Every completed dungeon leads to the next, which is harder. Enemies become faster and more aggressive, and the layout changes. There is no final dungeon — the game loops indefinitely.

Win conditions & failure

EventResult
All monsters killed or escapedDungeon complete; proceed to next level
Player hit by monster or bulletLose one life; respawn after ~2 seconds
All lives lostGame Over
Worluk escapesAll players on-screen lose a life (Worluk penalty)
Wizard of Wor escapesAll players on-screen lose a life

4. Enemies

Six enemy types appear across the dungeon levels. Each has distinct behaviour, speed, and point value.

100 pts
Burwor
The most common enemy. Always visible. Appears in all levels. Six Burwors start each dungeon; killing them eventually spawns Garwors.
Shoots
200 pts
Garwor
Can turn invisible when away from players. Faster than Burwor. Killing a Garwor spawns a Thorwor.
Invisible Shoots
500 pts
Thorwor
The elite of the regular enemies. Turns invisible, moves faster than Garwor. Once enough Thorwors are killed, the Worluk appears.
Invisible Shoots Triggers Worluk
1,000 pts
Worluk
A giant winged creature that appears after enough Thorwors are defeated. Does not shoot, but killing it triggers a Double Score bonus for the next dungeon. If it escapes, all players lose a life.
Double score trigger Escape penalty
2,500 pts
Wizard of Wor
The boss. Appears randomly after the Worluk is dealt with. Teleports to random locations, fires in all directions. If a player is hit, the Wizard escapes and all players lose a life.
Omnidirectional shots Teleports Escape penalty
1,000 pts
Worrior (other player)
In two-player or multiplayer modes, the other warrior counts as an enemy. PvP is always enabled — friendly fire cannot be turned off.
PvP Friendly fire always on
Invisible enemies: Garwors and Thorwors appear on the radar panel even when invisible on-screen. Use the radar to track them.

5. Dungeons

Dungeons are rectangular 11 × 6 tile grids with configurable inner walls. The layout changes each level.

Progression

Level rangeLayout poolSpecial
1–712 easy layouts (randomised, no repeat)—
Level 4Fixed: The ArenaBonus life at level 3
8+8 hard layouts (randomised, no repeat)—
Level 12Hard poolBonus life at level 12
Level 13+Fixed: The Pit (every 6 levels)—

Radar panel

The centre panel at the bottom of the screen is a mini-map showing the position of all visible enemies (invisible ones are also shown). The label above the map changes to reflect the current dungeon name, or special event text.

Double Score dungeon

Killing the Worluk sets a Double Score flag. The next dungeon is played with all point values doubled. The double-score banner is shown at the start of the dungeon.

Bonus life: All living players receive a free life at the start of level 3 and level 12.

6. Speed System

Enemy speed is controlled by two factors: the speed level (1–16) and the background music tempo (1–7). Both increase as you progress through dungeons and as time passes within a dungeon.

Speed increases when

Speed tiers

Speed levelMovement rateMusic tempoRelative speed
1–21 px / ~5 ticks1
3–41 px / ~3 ticks2
5–61 px / ~2 ticks3
71 px / tick4
8–91–2 px / tick5
10–121–2 px / tick (faster)6
13–162–3 px / tick7
Fast mode (multiplayer only): When a dungeon enters the Empty lifecycle state (no players remain), all remaining monsters receive a ×1.8 speed multiplier on top of the current speed level.

7. Scoring

TargetBase pointsDouble Score
Burwor100200
Garwor200400
Thorwor5001,000
Worluk1,0002,000
Worrior (other player)1,0002,000
Wizard of Wor2,5005,000

High scores

The top 5 scores are saved in localStorage and shown on the title screen. Scores are per-browser and persist between sessions.

8. Tunnels (Teleport Gates)

The left and right walls of the dungeon have teleport gates at row 3 (counting from the top). Walking into a gate teleports you to the other side of the dungeon — or, in multiplayer, to a connected dungeon.

Tunnel rules

Cross-dungeon transfer (multiplayer)

In multiplayer, each dungeon has a left tunnel target and a right tunnel target — references to other connected dungeons. When you enter a tunnel that is linked to another dungeon, you are transferred to that dungeon and appear at the matching tunnel exit on the opposite side.

Respawn: When you die in a foreign dungeon, you respawn in your own home dungeon — never in the dungeon you were visiting.
Dungeon collapse: When all home players die in a dungeon, it enters Collapsing state. All tunnels are forced open so visitors can escape. After 15 seconds, any remaining visitors are force-killed.

9. Special Events

Worluk sequence

Once you have killed enough Thorwors (the threshold decreases at higher levels), the Worluk appears. The radar displays WORLUK, the wall colour changes, and enemy speed jumps to 14.

  1. Tunnels close for 5 seconds.
  2. Background music switches to the Worluk theme.
  3. Kill the Worluk → Double Score flag set for next dungeon.
  4. Worluk escapes → All living players lose a life; penalty timer begins.

Wizard of Wor sequence

After the Worluk event resolves, there is a 1-in-7 chance the Wizard of Wor spawns:

  1. Speed resets to 12, tunnels open, radar shows WIZARD OF WOR.
  2. The Wizard teleports randomly and fires in all four directions.
  3. Kill the Wizard → Double Score flag is set; dungeon ends.
  4. Wizard shoots a player → Wizard escapes; that player (and all others) lose a life.
Radar warning: When the Wizard is present, watch the radar carefully — it shows his position even after he teleports.

10. Multiplayer — Endless Connected Dungeon

The multiplayer server runs separately from the single-player static server:

npm run multiplayer
# → /multiplayer.html (same host you are playing on)

Joining rules

ClickResult
Solo A new dungeon is created just for you. Your dungeon's tunnels are automatically linked to any existing active dungeon. You are assigned the next available warrior colour.
2-Player You wait for a second player to also click 2-Player. Both players share one dungeon with the original WoW side-by-side spawn positions. This is the closest to the classic two-player experience.

Dungeon lifecycle

ACTIVE Normal gameplay. PvP enabled. Tunnels follow normal rules.
↓ All home players lose their final life
COLLAPSING 15-second evacuation window. Tunnels forced open. Visitors force-killed at timeout.
↓ All players evacuated or killed
EMPTY No players. Remaining monsters at ×1.8 speed (fast mode).
↓ All monsters dead or escaped
DESTROYED Dungeon removed. All tunnel links unregistered.

PvP rules

PvP is always enabled. Friendly fire cannot be turned off. Shooting another player earns 1,000 points (×2 during Double Score). There are no safe zones — not even in your home dungeon.

Server authority

The server is fully authoritative. Clients send only raw keyboard state; the server validates all movement, shooting, hits, scoring, tunnel transfers, respawn, and dungeon lifecycle transitions. The client is a pure renderer.

Client sendsServer sends back
Raw key state (up/down/left/right/fire) at 50 fps Full serialised dungeon state (positions, monsters, bullets, scores) at 50 fps

11. Visual Filters

Available from the in-game menu (single-player mode). Each filter also recolours the sprite palette to match the aesthetic.

FilterCSS effectPalette
NonePixel-perfect, no processingOriginal C64
Scan linesHorizontal line overlayOriginal C64
Black & white TVBlur + brightness + noiseGrayscale
Colour TVContrast / saturation blur + noiseVICE emulator C64
Green C64 monitorBlur + brightness tintGreen phosphor
Palette recolouring happens at runtime by scanning the sprite sheet pixel-by-pixel and remapping known C64 colours to the target palette. This happens once on palette change and is cached.

12. Tips & Tricks

Combat

Score maximisation

Multiplayer tactics

Radar text tells you everything: WORLUK means rush to kill it, WIZARD OF WOR means prepare for chaos, ESCAPED means you lost a life shortly.