Showing posts sorted by relevance for query lava pits of aznar. Sort by date Show all posts
Showing posts sorted by relevance for query lava pits of aznar. Sort by date Show all posts

Sunday, March 1, 2020

Game 359: Might & Magic: The Lava Pits of Aznar (1983)

I feel like we've seen that dragon before. Interesting logo for Sanctum (bottom right).
          
Might & Magic: The Lava Pits of Aznar
United States
Sanctum Software (developer and publisher)
Released 1983 for Apple II
Date Started: 27 February 2020
Date Ended: 29 February 2020
Total Hours: 6
Difficulty: Moderate-Hard (3.5/5)
Final Rating: 18
Ranking at Time of Posting: 85/368 (23%)
     
This is an interesting but frustrating game, created three years before its more famous namesake debuted. It's so obscure that I can't imagine Might and Magic creator Jon Van Caneghem ever heard of it. A search today finds a couple file hosting sites, a MobyGames entry, and a single ad from a 1983 issue of Creative Computing. Sanctum Software (of Springfield, Virginia) seems to have existed only for this game, and I can find no trace of author Rick Hoover.

Aznar was one of many early-1980s attempts to mimic the tabletop RPG experience in a text-based computer game. Its approach is similar to the better-known Eamon (1980): the player creates a character which is stored on a "hub" disk. Once loaded from that disk, he can then set out on adventures in any number of "module" disks. Hoover only ever created one Might & Magic "module," but he clearly intended to create more.

There are some ways in which he accomplished his goal admirably. Aznar is much larger and longer than an Eamon adventure or even any of the Maces and Magic titles. It takes place in an interesting setting: a ruined fortress sitting atop a volcano. I was never able to find any documentation for the game (there's a lot of in-game documentation, but it's all about the mechanics), but the goal seems to be to find and defeat the High Lord of the fortress and retrieve his magic amulet. The fortress is a sprawling place, but with logical clusters of rooms forming living areas, a dungeon, and guard quarters, as well as places where the man-made parts of the fortress transition memorably to caverns and underground hot springs.
          
My map of the game (click to enlarge).
             
The game is a proper RPG and makes use of its character elements. During character creation, players choose the character's race (human, elf, dwarf, hobbit), alignment (chaotic, neutral, good, evil), and class (warrior, wizard, and thief). Of these choices, the class is the most important. Each comes with a set of skills or (in the case of the wizard) spells that will see them through the adventure and must be used judiciously. Each class has its own way of navigating through the dungeon and solving puzzles, much like the later Quest for Glory series. So where a thief might pick a lock, a wizard will cast "Open Lock" and a warrior will just smash the door. But one thing I like is that warriors are not just unnuanced brutes. They have their own set of skills--"Power Leap," "Tower of Will," "Battle Lust," and "Death Blow" (as well as the aforementioned "Smash")--to employ at the right times.
           
Character creation.
          
The character's race matters less often, but it does matter. Elves and dwarves are alerted to some traps, for instance, and hobbits avoid damage that some other characters take. On studying the code, I don't think that alignment matters at all. Of the four attributes (strength, dexterity, wisdom, and charisma), I'm not sure charisma is ever called into play, but it's possible (I think) to create a character so dumb he can't even read, which blocks several parts of the dungeon and may even prevent winning.
        
The wizard gets across a lava pit in his own way.
       
The game also has a more advanced combat system than most text-based RPGs of the era. The game brings up your enemy's statistics along with your own and asks what type of attack you want to make. You either enter the name of a weapon or a special type of action like BACK STAB (for thieves), DEATH BLOW (for warriors), or BURNING HANDS (for wizards). Each class has to be careful about over-using skills during combat because they have a limited number of "class points" and need to save as many as possible for puzzles. You get experience for combat and solving puzzles, and you level up several times during the adventure. There are also (trivial) considerations of food and sleep.
         
Doing battle with an ogre.
           
Unfortunately, the game undoes itself with a horrible approach to its parser. I'm going to assume that it came with a document explaining the most common commands and thus forgive it for making me figure so much out on my own, but even then there are lots of problems. I'm no programmer, but my sense of most text-based games is that the commands are independent from the immediate situation. So if you're playing Zork, for instance, the game recognizes GET LAMP as a valid command even if there's no lamp in the area. It then feeds you back a context-specific error message like "there is no lamp here."

What Mr. Hoover seems to have done is to define the list of valid commands for each room at the moment that you're in the room. Thus, if you type OPEN DOOR in a room that has a door, no problem--the author anticipated that. But if you type OPEN DOOR anywhere else, the game has no idea what you're talking about, and you get a generic error message ("I do not understand this") as if you'd typed gibberish.
            
I'm in front of a golden door. I have a golden key. It shouldn't be this hard.
            
What makes this approach particularly infuriating is that the author wasn't consistent in his anticipation of commands. Sometimes the room is waiting for you to type LOOK, sometimes EXAMINE, and sometimes SEARCH. There are times that the verb is enough and other times where you have to specify a particular object. This is particularly annoying in places where the game didn't even bother to highlight the object in the description of the room, or even mention it. There's a hallway where, in order to get a password to a later room, you have to SEARCH WALL even though every room has walls and there's nothing special about this one's. There's a room where you have to SEARCH OGRE to get a set of keys, but the game didn't bother to tell you that the dead ogre is in front of you. There are a couple of rooms in which you have to intuit that LEAVE is the way out despite the command not being used anywhere else. I had to inspect the game's code when I was stuck in some of these situations.

Another oddity is that there is no sense of permanence. You can't drop objects, for instance, and the game just adds most items you find to your inventory automatically. It's common for the game to immediately transition you to the next room when you find a secret door or pick a lock, but when you return to the original room, the door is hidden and the lock locked again. Although it's generally good about remembering that you already killed certain monsters, there are a couple of rooms in which you can type ATTACK repeatedly to fight the same monsters indefinitely.

And then we have the spelling. While most of the text is well-written, it is peppered with the occasional howler of an error, as when in the instructions the author seems to think the singular form of THIEVES is THIEVE. Even worse is when you have to deliberately misspell what you want to do. A thief has to SNEEK throughout the game, and if you want to find the 300 gold pieces hidden at the bottom of the COULDRON, you'd better spell it that way.
            
A misspelling mars an otherwise decent description of a torture chamber.
        
The game begins at the locked door to the fortress, where right away the character has to use his skills or spells to get in. A bridge crosses a moat of lava on the other side, and a dexterity check determines if the character makes it across (with a loss of hit points) or dies immediately in molten rock. A trap must be disarmed on the next door or else the player experiences another instant death. In the fourth room, he has a limited amount of time to search it (for an orc sword and a note) and to reach the attic (for some gold, a battle with a stirge, and a golden key necessary to exit the fortress later) before the room collapses. If he gets out before it collapses, he finds himself in a hallway with no way to get back to the entrance, and things are quite a bit less deadly from then on. There are only a few instant deaths and the player can save anywhere.
          
An early room.
             
The main part of the fortress has some memorable encounters:
           
  • A group of half-orc guards drunk on ale in a storeroom. One of them is sober enough to fight and must be defeated. In an alcove of the room, the player discovers a troll feasting on one of the half-orcs and must kill it, too.
  • A watery cave with a broken sword in the water. If the player tries to investigate the sword, a slime drops on him from above and must be defeated.
  • A waste room with a plank crossing it. Careful players must find a quiet way to cross; otherwise, an otyugh erupts from the water and does battle.
  • There's a magic sword called "Ewansil" and a suit of leather armor hidden among a pile of bones in a fountain room.
  • If the player enters a kitchen, the terrified staff jumps down a trash "shoot" to escape him. If the player follows them down the "shoot," he finds (fatally) that it goes directly into a lake of lava. I guess he was so scary that the staff was willing to commit suicide.
  • Entering a small cave, the player finds a bunch of statues of previous adventurers in realistic, lifelike poses. He has only a moment to think "uh-oh" before he's attacked by a basilisk. The creature gets very favorable rolls with its gaze attack and is tough to defeat.
          
That's never a good sign.
          
In a "great hall" upstairs, the player finds a secret door in a fireplace. This goes to a series of tunnels that end in a cell in the dungeon. (There are prisoners, but they're all mute and insane from torture.) Searching the other cells results in getting surprised by an ogre and tossed back into jail, so after it happens for the first time, you have to pre-emptively ATTACK the ogre the next time, get his cell keys, open up the sixth cell, and get a hint to use the magic word ELWENTHRAL when stuck on the water.

Later, in a lower area, some stones cross a boiling underground lake and lead to the treasure chamber, where the player loots 500 gold pieces. (There are other opportunities to get smaller amounts throughout the fortress, but no place to spend it.) Using the magic word produces the boat, which the player can then sail downriver to a hydra's lair. I think this was supposed to produce a hydra, but the game was bugged and no command worked while in the lair, so I just left. You then have to climb down a well, and go through some other passages.
            
Summoning a magic boat.
          
There's a secret door that only opens with a password; a set of runes only tells you to "speak the word" to open the door. You can spend a frustrating hour trying to figure out what the word could possibly be, or you can remember your "obvious clues" in cryptic crosswords and realize that what you want to say is literally THE WORD.

Later, there's another room where you're asked a password, and you've had to search a wall to find that the "gambler's password is look backwards." But it's not LOOK BACKWARDS; it's LOOK, backwards, or KOOL.

You pass through a room with a genie by just giving him your real name and defeat a two-headed troll in a "shaft room." Climbing down the shaft puts you in a cool cavern, and this is where my game ends. There's something bugged in the program that prevents the command prompt from loading in the cavern, so the game just hangs.
            
The last screen that I can experience.
            
However, I can tell from the game file that I'm very near the end. I'm supposed to search the cavern to find a wight, kill it, then search again to find a trap door in the floor. This leads to an encounter with the High Lord. Killing him lets you take his amulet, and the gold key found very early in the game (pity the player who didn't think to type SEARCH in the attic) opens the doorway out. The fortress rumbles and crumbles behind the player as he switches back to the "genesis" disk to save his progress. I was so close I'm going to call it a win, though if someone who knows more about what they're doing wants to fiddle with the code, I wouldn't mind seeing if there was a final graphic or something.

My character aged six years in the dungeon, and judging by the code, it's possible for you to spend so long trying to solve the game that the character literally dies of old age.
             
My character towards the end of the game.
           
Without the ability to at least scan the text in the code, I wouldn't have gotten very far in the game--the parser would have defeated me--and in the day, I would have felt that the game's advertised price of $39.95 was absurd. I presume other players felt the same way, which is why we never saw a second adventure.
            
The game has an okay combat system, but the "most advanced combat system" might be pushing things.
          
Aznar gets a 18 on my GIMLET, doing best in "gameplay" (4) for its modest length and replayability, "character development" (3) for the way it actually uses the character during the game, and "magic and combat" (3) primarily for the use of magic in puzzle-solving as well as a few combat tactics. It has no NPCs and no economy, and I set "graphics, sound, and interface" to 0 since it has no graphics or sound and the interface is punishing. (I normally wouldn't punish a text-based game for a lack of graphics and would have given it at least a 1 if the text hadn't been full of errors and the parser hadn't been a nightmare.)
           
My final battle, against a two-headed troll.

        
This is certainly one of the last text-RPG hybrids that we'll see. It's interesting how so many of these games didn't quite come out right despite (presumably) the greater ease in programming a non-graphic game. I think a truly excellent text-RPG hybrid, fully evoking the experience of a tabletop gaming session, is possible, but I suspect we'll never see it.

****

Update from 7 March 2020:

Reader Lance M. managed to fix the program and navigate Chester through the rest of the game, including the encounter with the High Lord:
               
             
The final battle with the High Lord:
        
              
And the endgame text:
           
         
This text gives us the additional information that the sequel would have been called The Outside of Hell Mountain, a title that recalls such classics as The Outside of the Wasteland and Wizardry: The Inside of the Proving Grounds of the Mad Overlord. Anyway, thanks, Lance! It always feels incomplete if I can't include the final shot.
           

Tuesday, July 20, 2010

Might and Magic: Final Ranking

Although I won the game, there were a few encounters I was never able to beat. This is one.
         
Might and Magic: Book One - Secret of the Inner Sanctum
United States
New World Computing (developer and publisher)
Released in 1986 for Apple II; 1987 for Commodore 64, FM-7, PC-88, and DOS; 1988 for Macintosh, PC-98, Sharp X1, Sharp X68000, and MSX; 1992 for NES
Date Started: 3 July 2010
Date Finished: 20 July 2010
Total Hours: 50
Difficulty: Moderate (3/5)
Final Rating: 60
Ranking at time of posting: 19/19 (100%)
Ranking at Game #556: 548/556 (99%)

Matt Barton, who wrote, Dungeons & Desktops (2008; I talked about the book in this posting) has some good things to say about Might and Magic. He describes the series as a lesser-known younger sibling of many of the more prominent series of the decade (e.g., Ultima, Wizardry). King and Borland don't mention it once in Dungeons & Dreamers (2003). But, as we've seen, the game did "refine several gameplay elements that would show up in later games, such as having the characters' race and gender exert a strong effect on gameplay" (p. 128). Barton calls the game "a labor of love by developer Jon Van Canegham and his wife Michaela" and he praises the size of the game world, the number of encounters, and the mystery of the main quest. It made, he says, "a great impression on critics and gamers" (p. 129)—an impression that still holds favorable 24 years later.

As usual, my ranking is based on the 100-point GIMLET scale that I described here.

1. Game world. This is a tough one. Might and Magic launches you into the world of Varn (or VARN, as it turns out) with very little background and with no lore or history. You are left to explore the world and piece together its nature through quests—this is part of the game's fun. The world itself is large—around 50 16 x 16 maps—and varied in its terrain and encounters. Although graphics limitations make the dungeons and castles look mostly the same, each has a certain distinct character and purpose. The revelation at the end—that the game world is simply a biosphere/spaceship—makes Might and Magic unique among games, I'll give it that. But it also raises a lot of questions that the game doesn't begin to answer. How do fantasy conventions like magic and undeath fit within the sci-fi framework? Who thought it was a good idea to combine people and dragons in a spaceship? (Here's hoping Michael Bay never stumbles upon this site.) For that matter, don't the dragons bonk their heads against the "sky"? Except in a few cases, Might and Magic also has the drawback of most early CRPGs in which the game world doesn't react to your actions—nowhere is this more notable than the ending, in which you can "reveal" the false King Alamar over and over. Final score: 6.

2. Character creation and development. Character creation is fairly basic in Might and Magic: you choose from a list of six classes and roll a standard selection of attributes. You can choose name, sex, and alignment. Character development, while still fairly basic, is surprisingly satisfying. In a standard game, you might achieve around 20 levels, and each level-up makes you palpably more powerful and able to handle the game's difficult battles. This is true of spell progression, of course, but also in the way that your fighters get extra attacks and do extra damage, and your robber has a better chance of disarming traps. Because of this, the experience rewards you get from quests and combat are quite satisfying. The game does introduce some "role playing" based on alignments, although it is very light (whether to release, torment, or ignore prisoners) and doesn't have lasting consequences. There is one area in which sex matters. Most encounters play identically no matter what the class, sex, or alignment. Final score: 5.

3. NPC Interaction. The game is devoid of visible NPCs, but you come across them in certain squares, and your encounters with them are essential to advancing the game and learning about the game world. The game is one of the first to introduce choices in your NPC interactions—not dialog choices, unfortunately, but very basic ones such as whether to kiss, release, or ignore a maiden you find chained to a wall. A little better than The Bard's Tale (or, at least, more than The Bard's Tale) but not nearly as complex or satisfying as Ultima IV. Final score: 4

Oddly, option (A) is the only way to advance the game. More oddly, all of my characters were female at this point. Jayne will be in his bunk.

4. Encounters and foes. There are dozens of monsters in Might and Magic, almost all with a unique attack or two (sprites curse, centaurs put you to sleep, demon lords can eradicate your characters with a spell), almost all with special resistances, which makes encounters challenging as you try to figure out the best order in which to engage your enemies and the best weapons and spells to use. These foes are not well described, unfortunately, and most are standard fantasy game fare with the exception of some aliens. The game continues The Bard's Tale's tradition of throwing you up against wildly improbable groups of monsters in even more improbable settings: six green dragons and a herd of pegasuses in a cramped dungeon corridor, for instance. There are a few scripted encounters in which you have the option to do something other than fight, but it's almost always the poorer of the options and much of the game is hack & slash. I liked the way the game balanced fixed encounters with random ones. I also like how the game doesn't pull any punches. If you wander into the wrong map early in the game, your level 2 party gets fried by red dragons with no apologies. Areas re-spawn the moment you leave, allowing endless opportunities for experience-boosting. Final score: 6.

Honestly, how did this party of foes ever come together?

5. Magic and combat. Combat is fairly tactical, with a few nail-biting moments, especially at the beginning when opening every door is potentially deadly. The game is one of the first to include missile weapons, and the variety of items you can equip (see below) adds yet another layer to your options. The ability to immediately rest after most combat means that combats are individually tactical rather than tactical by accumulation as in Wizardry or The Bard's Tale. The first-person perspective doesn't offer a lot of opportunities for role-playing in combat. The magic system is well-balanced except at the end, when some of your spells become too powerful and you start to use them as crutches (by then, combat has become a bit boring anyway). Every level increase gives you something new to look forward to in combat, which is nice. Final score: 5.

6. Equipment. In this area, Might and Magic is one of the best of the early CRPGs. You can wield up to six items and carry up to six more, and there are a wide variety of weapons, armor, accessories, rings, boots, and other items to don and use. These have increasing levels of magic power, including some that boost your statistics or cast spells. This may be the first game to require magical weapons to strike certain monsters, but I'm not sure. Some equipment I didn't understand: I held on to a set of rope & hooks and a 10-foot pole all the way to the end of the game, thinking they'd eventually be required, but they never were. I felt that even after around 50 hours of gameplay, I only had encountered a fraction of the possible equipment. Treasure is generally randomized within the game world, but there are a few special items that you receive after fixed battles or encounters. Although the items have no descriptions, and it's tough to tell the relative worth of weapons and armor except by selling cost, this is one of the best CRPGs of this era when it comes to variety and utility of gear. Final score: 7.

Some of the varied types of equipment available in the game.

7. Economy. Not complicated, but not bad for a 1980s CRPG. You start out with no gold, so you have to start making some fairly quickly. As you do, you're able to equip yourself slowly. As you progress through the towns, you find that more advanced equipment is available, so making money to buy things (and to train your characters) remains viable well into the 12th hour of the game. After that, well, there are still things to do with your money. Donating at temples will temporarily bestow upon you every protective spell in the game, at much higher levels than your characters can cast, so it's worth it to pay before a big battle. Second, the magic fountain at Dragadune converts all your gold to experience—meaning that if you make use of it, you need to immediately start building your finances again if you ever want to level up. Third, there's a place in the game where you can exchange gold for gems, through the intermediary of trivia questions. Thus, cash rewards never stop being relevant. Final score: 7.

8. Quests. This is where Might and Magic really excels, particularly among its brethren of the Silver Age. As I remarked several times, the "main quest" reveals itself only in stages, which actually works well in a game that allows you open-ended exploration. The main quest is also unusual in its sci-fi theme and lack of a "big boss." More important, however, there are dozens of side quests—the first real side quests in any CRPG, I think. Some of them are unusual and reasonably complex: climbing all the trees in a grove, solving the magic square puzzle, the mystery of Portsmith, and the prisoner-Statue of Judgment quest among them. They even offer a little light role-playing. Some involve finding items, some visiting locations, some killing monsters, some answering riddles. This is all extremely advanced for a CRPG of the era, and they remain fun even today, even if they don't offer the narrative complexity or role-playing choices of, say, Neverwinter Nights or Oblivion. Very well done, JVC. Final score: 8.

Just picturing my characters doing this one is fun.

9. Graphics, sound, inputs. The graphics of the era still have not advanced out of the "functional" stage. The game makes good use of sound, for the time, but to modern ears it's repetitive and ultimately annoying—I played most of the game with the sound off. Keyboard controls are easy enough to get used to. Final score: 4.

10. Gameplay. As I previously covered, gameplay in Might and Magic is very non-linear, which (as I also previously covered), I like a lot. Except for a handful of locked doors for which you have to find the keys, there's almost nowhere in the game world that you can't trek from the starting town—assuming you can survive the monsters (hint: you can't). I liked that the game essentially required me to explore to even figure out what the main quest was about. The difficultly of the game is well-balanced. Although you die a lot, particularly at the beginning, the pace of the gameplay is fast enough that you don't really mind (assuming you haven't been a complete idiot about saving). Just as it starts to drag a bit, you start to get a selection of spells—time warp, fly, teleport, town portal—that make traveling about the world a bit faster, and low-level monsters much easier to dispatch. It was over just when I was about ready for it to be over, which is always the mark of a good game. My only complaint: no replayability. But that's par for the course in the Silver Age. In the end, this game was exactly what it should be to earn a high score on my blog: addictive. Final score: 8.

The final tally of 60 is the highest of any CRPG so far, even higher than Ultima IV. This gives me a few pangs, but although I like Ultima IV better as a story, I admit that I probably like Might and Magic better as a game.

As you'll see in my next posting, my next steps are not all that clear. More soon.
    
***
   
Further Reading: The series continues with Might and Magic: Book Two - Gates to Another World (1988), Might and Magic III: Isles of Terra (1991), Might and Magic: Clouds of Xeen (1992), and Might and Magic: Darkside of Xeen (1993). There was an unrelated game that preceded this one, called Might & Magic: The Lava Pits of Aznar (1983).  

Saturday, July 3, 2010

Game 19: Might and Magic: Book One - The Secret of the Inner Sanctum (1986)

The nine-game series (not counting the Heroes spin-offs) begins.

Might and Magic: Book One - Secret of the Inner Sanctum
United States
New World Computing (developer and publisher)
Released in 1986 for Apple II; 1987 for Commodore 64, FM-7, PC-88, and DOS; 1988 for Macintosh, PC-98, Sharp X1, Sharp X68000, and MSX; 1992 for NES
Date Started: 3 July 2010

Last week, I announced that I was taking a break from The Bard's Tale II, and shortly thereafter I found myself playing a game that looks a lot like The Bard's Tale II: Might and Magic: Book One - Secret of the Inner Sanctum. Like The Bard's Tale series before it, Might and Magic is a descendant of Wizardry, offering a tile-based multi-party game in a first-person perspective. The game's approach to combat, magic, and exploration seem remarkably like its predecessors.

Yet playing it, I found myself enjoying it a lot more than The Bard's Tale II. This may have been external. I finally finished my traveling season and I've returned home for a full month (expect a post nearly every night in July). But there are some game play features that improve upon what came before, even if the graphics aren't quite as good (among other things, there seems to be no animation).

Might and Magic I was released for the Apple II in 1986. I'm playing a DOS port from a year later. It was the first publication of New World Computing and is the beginning of one of the most successful franchises in game history. I'm sure I played it before, back in the 1980s, but frankly I can't remember it. The first Might and Magic of which I have any real memory is III.

The game does not begin promising. Based on the game manual I consulted, Might and Magic tosses you into the world with no hints whatsoever as to the world's history and what your quest is all about—or, indeed, if you even have a quest. There's a cryptic line in the manual: "When you begin, the uncharted world of Might and Magic is as strange and unfamiliar to you as it is to your characters." Huh? Why is that?

To get a clue, I consulted the evocative map of the Land of Varn. The map is divided into 20 sections (A1-E4), that show some neat terrain: rivers, sea, mountains, a volcano, forest, plains, a desert plateau. Towns and castles are shown on the map as are numerous monsters: a scorpion, a sea dragon, a knight on horseback. Do these indicate actual game encounters or are they just decorative? Based on a clue I picked up in the first town, Sorpigal, I think the former. A statue reads: "One by water, one by land, one by air, one by sand. The wheel of luck will favorably pay, the more of these menacing beasts you slay. Although wishes may come true, all the beasts will become anew."

Only the Ultima series has had cooler maps so far.

The basic characteristics of the game break no new ground. There are six character classes: knight, paladin, sorcerer, cleric, archer, and robber. Each requires a different minimum combination of seven attributes: intellect, might, personality, endurance, speed, accuracy, and luck. There are five races: human, elf, dwarf, gnome, and half-orc. You can choose your alignment from good, neutral, and evil, and set your sex and name.

A very basic character creation process.

Character level is based on experience, which is accumulated through quests and combat. Your level determines your hit points and spell points and, for spellcasters, what spell level they can cast. The magic system features 47 sorcerer spells and 47 cleric spells, divided into 7 levels. Obviously, higher level spells use more spell points and many also require gems, which you pick up from slain foes.

All characters start at age 18 and can age through magic and natural passage of time. Your skills deteriorate as you age, and after age 80 there's a chance of dying in your sleep! Fortunately, there's a rejuvenation spell to reverse old age. As in the Ultima games, your characters have a food store and they eat a meal every time you rest. One major difference that seems to be a bit unbalanced: every time you rest, all of your hit points and spell points are regenerated. As food isn't terribly expensive, this suggests the major difficulty in the game will come in the form of individual encounters rather than the culmination of encounters like Wizardry and The Bard's Tale.

I created a party of six characters. I couldn't think of any reason not to just include one of each character type, so I did that, mixing races, sexes, and alignments. If you're curious, my party consists of:

  • Palamedes, a good male half-orc paladin (kudos to Might and Magic for allowing any race to be a paladin well ahead of D&D)
  • Redbeard, a neutral male dwarf knight
  • Kata, a neutral female elf archer
  • Lone Wolf, an evil male gnome robber
  • Sarah, a good female elf cleric
  • Grey Star, a good male human sorcerer

The game starts you with clubs, 10 meals, and absolutely no gold. I needed to find something to beat with clubs before I could even think about an edged weapon. Each character has between 8 and 10 hit points and the two spellcasters have 5 spell points. Talk about brutal.

Starting out in this game is tough.

I ventured out to explore Sorpigal and almost immediately died at the hands of a band of six sprites who bombarded my party with "curse" spells making my attacks ineffective. I wanted to throw up my hands in exasperation but I re-loaded and did a little better. Through exploration, I learned:

  • Sorpigal consists of a 16 x 16 square. Until I find otherwise, I'm going to assume that all Might and Magic areas are this size. This makes exploration a little quicker than in The Bard's Tale where all maps were 22 x 22. Might and Magic may actually have more levels (so far, I figure there are at least 20 outdoor areas, 5 towns of at least two levels each—I've already discovered that Sorpigal has a dungeon—and a couple of castles, for a minimum of around 35 areas), but I like that you can get through them at a faster clip. And unless there are ways of finding secret doors that don't simply involve walking in to walls (I've found a few that way), not all of the squares on each map are used.

Exploring Sorpigal.

  • There seems to be a lot more things in this game. I've only half-mapped Sorpigal, but I've already found half a dozen statues with cryptic clues, a trap that dumps you into the dungeon, a mystical leprechaun who offers transportation to other towns for a gem, and a jail full of monsters where if you're not careful the doors lock behind you—along with the usual shops, temple, and training facility.

Unfortunately, I don't have any gems and don't know when I'll find any.

  • Random encounters vary from somewhat easy to very hard. It took me a while to realize that you have to (s)earch the square after you finish fighting a battle or you don't get any treasure. Even when you search, the gold and experience rewards are not that high. Based on the encounters I've had so far, it's going to be a long time before my characters reach Level 2 and can afford decent equipment.

Ah, the old reliable orc.

The game follows The Bard's Tale's convention of only allowing you to save in the inn, so you have to be careful about getting trapped too far away. Fortunately, I've discovered that if you run from combat, instead of simply skipping the battle and leaving you where you are (as in The Bard's Tale), you end up back at the inn. In dungeons, as I found out after a trap square unceremoniously dumped me into one, fleeing takes you to the entrance. This makes up a little for the fact that one out of four combats leaves all your characters dead (at least at level 1).

I'll leave combat to tomorrow's posting, but suffice to say that it seems like it has that same nail-biting ultra-tactical quality as Wizardry. I need to spend some time analyzing what makes Wizardry and this game fundamentally different from The Bard's Tale even though they seem so similar.

Again, I don't know what it is, but I'm mapping and exploring with a lot more gusto than with The Bard's Tale II despite the game's difficulty. I kind of like that I have no idea what the main quest is about (I assume it has something to do with an "inner sanctum"). I'm looking forward to continuing this one.
    
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Further Reading: The series continues with Might and Magic: Book Two - Gates to Another World (1988), Might and Magic III: Isles of Terra (1991), Might and Magic: Clouds of Xeen (1992), and Might and Magic: Darkside of Xeen (1993). There was an unrelated game that preceded this one, called Might & Magic: The Lava Pits of Aznar (1983).