>>4979
It is fully translated. The rom itself came with a meager english translation and Aeon Genesis just completed it.
>>4927
At least in the first game (Proving Grounds of the Mad Overlord) some floor's layouts are completely different from the original. Why? My best guess is they wanted to eliminate the most stressing floors. For instance, they removed the dance floor and replaced it with a normal one.
The dancefloor is the space you get warped into shown as w2 [3,18] on this map or by getting to the floor using 'stairs' (which don't go back up) [0,0]. Every tile makes you randomly face another direction without any animation to show you which one it is. Using a spell to see the map doesn't work either because once you get out of the menu the tile under your party's feet reactivates. The only two ways out are basically up to luck and RNG. The first one is to mystically get onto the W1 spot [6,0] to warp away and the other is to go through the hidden door at [7,1]. And if by some chance you were to use a teleport spell to get out, get ready to face the consequences of teleporting your party into solid rock (aka: losing them forever).
I recently finished the snes remake of wizardry 1 and my honest opinion about it isn't that good. I like dungeon crawling but this felt like an artificial difficulty luckfest and it couldn't hold up to the game that got me into dungeon crawling (The Dark Spire).