Might and Magic: The Secret of the Inner Sanctum
Might and Magic II, one of the biggest and most challenging role-playing adventure series for the PC, has been available since last Christmas for the Sega Genesis. Now a more spectacular version of the game is coming for the SNES. But this month, look for a translation of the original Might and Magic (Might and Magic I: Secrets of the Inner Sanctum) for the NES. If you're into fantasy role-playing games, we know what you're going to be doing over the next couple months!
Might and Magic I: Secrets of the Inner Sanctum
Might and Magic I by American Sammy may be one of the largest (4 megs) fantasy RPGs to ever grace the NES. M&M I proves bigger can be better, if a little slower.
We're Havin' A Party!
M&M I doesn't disappoint when it comes to RPG partying. It offers plenty of character-building options that are as good as they come. Unfortunately, the game doesn't let you build a party right at the start of the game. You must always start out as a Knight, but you can add a Cleric, two Sorcerers, a Robber, and one more Knight to a party by visiting the Inn at Sorpigal (your starting point).
ProTip: When you prepare your party, keep rerolling your Wizard's vital statistics until his Speed rating is 15 or higher. A good Speed rating will often enable him to cast a spell before an enemy can attack. On the other hand, your Cleric should have a low Speed rating, so that he/she is the last one to go during a melee and can cast the appropriate spell to heal any wounded characters before the next melee round.
However, it isn't until you find the Guild (also located somewhere in Sorpigal) that you can get down to serious party-building. That's where you can reroll a character's seven vital statistics, choose a new class, select your race, and pick your character's alignment. However, any Experience your characters accumulate before going through their metamorphisis at the Guild is wiped out. Bummer!
It's Sloooow Good
Might and Magic is graphically superior to any other NES game of this genre. There's plenty of diversity in the creatures you fight, and you'll also travel through some nice-looking scenery. Although the battle scenes are fairly nondescript, you get a great graphic explosion when you exterminate a monster with a magic spell.
The game's biggest drawback is its sluggish user interface. To equip a character or change his weapon, you must select “Camp.” After leaving Camp, M&M always has to tell you that everyone is OK-fine before it allows you to continue on your journey. It's definitely an unnecce- sary step that slows down the game.
- In Sorpigal at XI2, Y3 face west and move forward. There's a secret door that leads to a leprechaun. For one gem, he'll transport you to any city in the game!
- Don't steal the town treasure in Erliquin, unless your party of characters is at approximately the 20th level. The treasure just isn't large enough to risk a jail sentence or death.
Might Made Right
Might and Magic I provides hundreds of adventure hours without the hack-'n'- slash burnout that's typical with extensive RPGs. There are so many different quests enroute to defeating the game that the adventure never grows stale. This is high praise indeed for a role-playing adventure.
Might and Magic II: Gates to Another World
With its eye-popping graphics and a great soundtrack., American Sammy's SNES conversion of Might & Magic II looks like it's going to be even better than the PC version. However, be prepared for a long haul. Here's the story...
The Elements of Cron
Long ago, the land of Cron was threatened by the four evil Elemental Lords: Acwalandar the Water King, Shalwend the Air Tyrant, Pyrannaste the Fire Monarch and Gralkor the Earth Emperor. Cron's most powerful spell casters created an Orb of Power held by four Talons.
A prince named Kalohn pledged to master the Orb and destroy Gralkor. He fought the Elemental Lords in a horrible battle and successfully sealed them in the four corners of the world using the powerful Talons as barriers. However, Kalohn kept the Orb.
Eventually, Kalohn became King. The land of Cron prospered, while the banished Gralkor fumed in his exile. Gralkor's anger spawned an incredible dragon, which sought to destroy the King and all of Cron.
Kalohn, brave as ever, faced the dragon's onslaught. Just as he called forth a water shield, its fiery breath destroyed him. The shield's great torrent of water drowned the dragon, but the Orb was lost. The land of Cron was cast into a dark, chaotic age. The only hope of restoring peace to the land was to locate the Talons and the Orb.
That's where you come in....
Better quit your day job. This game will likely take hundreds of hours to complete! But if you're into good RPGs, you should love every hour of it!
Download Might and Magic: The Secret of the Inner Sanctum
- Manufacturer: American Sammy
- Machine: NES
- Theme: RPG
- Available: Spring 1992
Might and Magic by American Sammy embarks you and three companions on a mission to locate the Inner Sanctum! Explore the first town known as Sorpigal. There you may find what you need for your adventure. Talk to shopkeepers and keep your party healthy for there are dangers lurking about! The battles with enemies can be both rewarding and fatal! Can you unlock the secrets to the Inner Sanctum?
People know that RPGs aren't my cup of tea and although this title isn't on my personal hit list, it does have a lot of complexity to appeal to most role-players. The designers have eased up on many of the restrictive parameters that these types of games usually have to endure, however, making this cart more enjoyable.
This is a hard core RPG and definitely not for those players who have to constantly move at warp speed. Even though the graphics are lacking, the game more than makes up for it in complexity. A great thinker, but you better set aside a large amount of time in order to get through this one.
I do not like role-playing games, and I especially do not like them on the NES. This game is substandard in graphics and audio quality, especially compared with the original version for computers. One thing it does have going for it is that it is very easy to play. If this is your style of game...
Normally, I love adventure/RPG games, especially long ones like Might & Magic on my computer. On the NES, this once brilliant quest loses the graphical and audio quality I expect on an extended adventure, but retains the simple controls and intelligent quest of a really good RPG. This is for RPG fans only.
For those who choose to brave dark, foreboding dungeons, unravel riddles as ancient as time, and clash with sword and magic against hideous beasts and tactful villains...
Welcome to the land of Varn
Lead your party of hand-picked adventurers into this enchanted world! From the beast-ridden caverns of the underworld, to the majestic castles of the land, you'll travel in search of clues to unlock the Secret of the Inner Sanctum!
You say you have always wanted a great fantasy role playing game for your NES? Might and Magic: Secret of the Inner Sanctum may just be that game!
Be prepared to embark on a mission to find the Inner Sanctum! You can have up to four other companions to help you out. Choose from humans, elves, dwarves, gnomes and half-orcs. Each character possesses special abilities to aid your quest!
You can purchase new weapons with the gold collected from defeated enemies! Choose from a wide array of swords, maces, knives and even magic spells!
Might and Magic has all the elements to make it an exciting and involving role playing adventure.
Electronic Arts went to their vast reservoir of computer games and made a near carbon copy of the popular Might and Magic disk based software.