Kea
All dungeon crawlers will always work optimally either via keyboard or via console joypad controller because the genre was invented and most healthy around 8 years before the computer mouse started coming bundled together with PCs.
This means that every single dungeon crawler utilizes keyboard-only control, and that additional mouse-driven support for control of the game was added only much later on, and in fact it is Wizardry 7 the first Wizardry to feature mouse controls and they were optional.
The reason a dungeon crawler will
always "control well" on console is the same reason they control well on PC: because they do not require a mouse.
A joypad is a keyboard with less buttons, and a keyboard is a joypad with more buttons.
Simply put the entire genre of dungeon crawlers, mainly the turn-based blobber (Wizardry, Might and Magic), or the real-time blobber (Eye of the Beholder); all of these games were designed without the concept of a computer mouse in mind for primary method of game playing.
You are of course correct, though, that any NES ports are inherently tedious to control because of the lack of buttons. That goes without saying
EDIT: Best end-game party for Wizardry 1-3 is:
1x Bishop (End-game Bishop can cast from both spell-schools)
1x Ninja (Completely replaces the role of the Thief)
1x Lord (Cleric spell-casting for healing and end-game instant-death spells and resurrection spells)
3x Samurai (Wizard spell-casting for end-game Tiltowaits to clear groups)
- Ninja makes Thief obsolete as they do the same thing but better and can fight from either rank. If you cannot get a Ninja then keep the Thief; however as soon as you get a Ninja, ANY NINJA, bench the Thief and replace him with any other character.
In Wizardry 1-5 there is no reason to ever keep a character in his Basic Class. The reason Elite Classes are so incredibly hard to get, attribute-wise, is because they are meant by design to replace the Basic Classes.
I almost always start with 2x Fighters, 2x Clerics, 1x Thief, and 1x Mage.
Then I change 1 Fighter to Samurai, the other Fighter to Lord, and then I change 1 Cleric into a Bishop, and lastly the Thief to Ninja and the Mage to a second Samurai.
That means I leave one of those 2 original Clerics "pure", but only out of laziness as it is mathematically optimal to change that Cleric into a Lord or Samurai.
Of course this is a sort of thing that is "on paper", as while playing you simply might never be able to get a Ninja or a Lord, as the two classes are very hard to qualify for. What I wrote down is what one should aim for if given the chance, but it is intentionally designed to be difficult to get Elite Classes so don't worry too much if you can't get a Ninja.
I finished Wizardry 3 (on SNES) with a party of 4 Samurai, 1 Thief and 1 Bishop. Was never, ever able to have anyone qualify for either Lord or Ninja. Samurai are more common though. That meant I had a shit load of Tiltowaits ready to go by end-game, but only 1 character capable of healing.
The best strategy is to have a Cleric -> Samurai so they get both spell-schools, and vice versa, however getting Mage/Clerics l33t enough to qualify for Samurai/Lord jobs is a pain in the ass, which is why the majority of Wizardry Samurai/Lords come from Fighters.
It's a LITTLE easier to get a Cleric into Samurai school though than it is to get a Mage into Lord school. That shit is hard. Getting a Ninja is hard regardless of context. A lot of people finish without one.