Master of Monsters
The King of the Dark World is abdicating his throne but can't pick a successor. He's holding a tournament between five of the most worthy candidates, each of them has to produce the best monsters to be able to win the tournament. You play as one of the five who must carefully choose your monsters and strategy for each battle if you hope to be the new ruler.
Master of Monsters is a turn-based strategy game in which you choose one of five different wizards and fight the other wizards for domination of the land that stands without a ruler after the master wizard's death.
You can play in two campaigns against the computer which requires you to defeat the enemy wizards on all maps and allows you to take all units that have survived a battle into the next one. You can also play all maps individually with up two four human players. In battles, you can summon different monsters and cast spells. Which monsters you can summon and which spells you can use depends on which wizard you have chosen. Your aim in every battle is to defeat all other wizards and thus conquering the land (In the campaigns you only have a limited number of turns to do so). Your wizard and monsters gain experience from fighting and your monsters' abilities differ largely from one-another. For example some monsters can execute long-range attacks, some have strong magic attacks but are physically weak. Furthermore, their movement is affected by different terrain types. While flying monsters can move freely, most of the other monster have a preferred terrain type (lizards move best in water etc.).
You can summon up two 30 monsters per battle, but how many monsters you can summon each turn is not only determined by the amount of MP, but also by the number of towers that you control, which makes conquering and defending towers a key-element in battles.
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Master of Monsters is a great game for the patient, detail-oriented blind man. Patient because this turn-based game is extremely slow-paced. Detail-oriented because the game involves plenty of micromanagement. Blind because the graphics look like they came straight out of the '70s. Because of the above factors, not too many people are going to get into Master of Monsters. The game crawls along at a wounded snail's pace. With each turn, you have so many things you can do: summon monsters, move monsters, cast spells, fight, etc. When you get a decentsized army going, you can see how a turn can take quite a while to complete. The slow pace gets slower if you want to really maximize your battle efficiency (that is, taking the time to do stuff like equipping your monsters, matching up the properly aligned monsters, experimenting with monster fusing, etc.). Everything is made all the much worse with a horrible interface, outdated graphics, hard-to-read menus and displays, and other little annoyances (like not being able to see the damage done in fights if you choose to skip the battle animations). The game's saving grace is its sheer depth. You can literally play for days straight and not discover all the cool and unique monsters you can create. That alone makes MoM worth checking out.
I know graphics shouldn't matter much if a game's good, but Master of Monsters takes it a bit far. Why wasn't anything added graphically to spice things up with the gameplay? Beats me. I do like the various monsters and hybrids you can create, and the battles are decent, too. The story is fairly interesting as well, except for the cheesy dialogue in the intro. Still, I don't know--I'm afraid MoM just doesn't do much for me.
I was a big fan of the original MoM on the Genesis, and it's good to see that the soul of the game hasn't been messed with much. It's still a great hybrid of fantasy and strategy, with plenty of stats and such, but now you get bonus items and some cool cutscenes too. Still, you'll need to be a turn-based strategy buff--this isn't the most "immediate" game out there, and the constant disc access makes things real S-L-O-W.
I actually like Master of Monsters. Combining monsters to create new ones is a great idea for a turn-based strategy game, and this game is just loaded with depth. Being able to use your monsters from the one-player game in a four-player tournament is very cool. I could've done without the horrid-looking spells and corny characters, though, and I wouldn't have minded some more eye candy. Overall, I prefer the original.
In Master of Monsters: Disciples of Gaia (the sequel to the original MOM on the Genesis), you join forces with one of six masters, each of whom has their own agenda and abilities, like summoning monsters to do battle. The game is played on a grid-like map in agonizingly slow turn-based fashion. This is as thick as a strategy game can get: All the items, characters, and weapons have a string of statistics, with menus, sub menus, and sub-sub-menus galore.
The maps do nothing to help the game's nonexistent excitement factor, though the rendered battle scenes are flashy monotony-breakers. The sound comes alive only during conflicts, and while the controls can be quickly mastered, you'll probably be bored long before you do so.
- Your master has the greatest chances of summoning monsters with alignments similar to his own.
- The monsters' limited range prevents their attacking, but they can find items in towers.
A new role plating adventure set in the middle ages. Fighting monsters and retaining your life is important. Battle scenes galore!
A strategy/RPG game using the 'hexagon-type' grid battlefield. Zooms to side view for fighting scenes.