Might and Magic Book One: The Secret of the Inner Sanctum
| Company type | Video game developer and publisher |
|---|---|
| Industry | Video games |
| Founded | 1983 |
| Founder | Jon Van Caneghem |
| Fate | Acquired by 3DO Company (1996) |
| Headquarters | United States |
Key people | Jon Van Caneghem (founder) |
| Products | Might and Magic series |
Might and Magic Book One: Secret of the Inner Sanctum—commonly referred to as Might and Magic—is a pioneering role-playing video game and marks the inaugural entry in the renowned Might and Magic series. Launched in 1986 as the first release from New World Computing, it was adapted for various platforms and saw multiple reissues throughout the early 1990s.
Plot and setting
The narrative unfolds on the planet Varn, showcasing vast outdoor landscapes alongside castles, caverns, subterranean cities, and the mysterious Astral Plane.
Players lead a party of six adventurers on a quest to uncover the secret of the Inner Sanctum, a legendary objective akin to a "holy grail." During their journey, they gather clues about Corak’s chase after the antagonist Sheltem, who has been masquerading as the King. Ultimately, the group exposes and thwarts Sheltem’s machinations.[1] The storyline culminates with the heroes passing through the "Gates to Another World," arriving at Cron—the locale of Might and Magic II—while Sheltem escapes there as well.[2]
Though initially framed within a medieval fantasy setting filled with knights, monsters, and sorcery, the game gradually unveils science fiction components, including the revelation that VARN stands for Vehicular Astropod Research Nacelle. This fusion of genres was typical in early computer role-playing games such as Ultima and Wizardry. For instance, players encounter an alien spacecraft wreckage and extraterrestrials who reveal that their captive has escaped.[3]
Characters
The characters in Might and Magic embody classic fantasy role-playing archetypes with attributes including Might, Endurance, Speed, Accuracy, Personality, Intelligence, and Luck.
There are six distinct character classes:
- Knight—inspired by the Fighter class from Dungeons & Dragons.
- Cleric—reflecting D&D Clerics.
- Robbers—comparable to D&D Thieves.
- Sorcerers (referred to as Wizards in the NES edition)—similar to D&D Magic-Users.
- Paladins—combatants who acquire Clerical magic at advanced levels without alignment limitations.
- Archers—ranged combat specialists who also gain Sorcerer spells when leveled up.
Each character is assigned a race: Human, Elf, Half-orc, Gnome, or Dwarf, which affects initial statistics and resistances.
Characters also possess an alignment, which has minimal gameplay influence but can affect certain quest outcomes. Gender selection offers limited gameplay consequences, with only minor exceptions such as particular in-game areas; players can alter gender during play.
Magic
Magic is categorized into two types: Sorcerer and Clerical spells. Sorcerer spells can be cast by Sorcerers and Archers, whereas Clerical spells are accessible to Clerics and Paladins. The number of spells a character can use daily is restricted by spell points, which depend on Intelligence for Sorcerers and Personality for Clerics.
Sorcerer magic primarily targets offensive capabilities, inflicting damage on foes, while Clerical magic concentrates on healing, protection, and cleansing harmful conditions.
Exploration
The game environment is displayed from a first-person viewpoint on a grid-based maze. Movement options are confined to stepping forward or backward and turning in 90-degree increments. Natural barriers such as mountain ridges, caves, and trees obstruct the player’s path. Exploration operates on a turn-based system, with time standing still as the player contemplates their next action.
Entering zones inhabited by hostile creatures or triggering random encounters transitions gameplay into combat mode.
Combat
When hostile entities appear, players have the option to flee, surrender, offer a bribe, or engage in battle. If escape attempts fail, the game shifts to turn-based combat.
On most platforms, combat is presented through text descriptions. Combatants take turns acting in order of their speed attribute, with each round adding a random speed modifier. Players decide whether to attack, cast spells, or attempt to run away during their turn.
Combat ends when one faction is vanquished—either through unconsciousness, death (hit points reduced to zero), or retreat. Additionally, defeat occurs if every party member is incapacitated by status effects such as sleep or paralysis.
Development
The Apple II original was almost entirely created by Jon Van Caneghem over a three-year period. After difficulties finding a publisher, Van Caneghem self-published through New World Computing and handled distribution himself until forming a partnership with Activision.
The title’s popularity prompted ports to various popular systems and spawned nine sequels over fifteen years.
A significant port appeared on the Nintendo Entertainment System in 1992, featuring improved graphics and refinements suited to the console’s hardware. The soundtrack was composed by Masaharu Iwata.
Another remake was released on Japan’s PC Engine CD-ROM² platform, utilizing the format’s expanded storage capacity to include digitized voice acting.
Might and Magic was also bundled with the Limited and Special Editions of Might and Magic VI: The Mandate of Heaven.
Reception
By 1989, Might and Magic had sold more than 100,000 copies.
In 1987, Compute! commended the game for its vast scope, open-ended gameplay style, and visual presentation despite limited animation and sparse enemy graphics. Computer Gaming World described it as "a large adventure game with much to explore," emphasizing its depth. Reviewer Scorpia remarked on the game's extensive content but noted initial difficulty due to new characters starting equipped only with clubs. In 1988, it was inducted into the magazine’s Hall of Fame for consistently high ratings. By 1993, it remained recommended despite its challenging early stages. In 1996, it was ranked as the 23rd greatest game ever made, praised for its 3D dungeon perspective and expansive map.
The Apple II edition received glowing reviews in Dragon #122; Patricia Lesser declared it "one of the top five computer games ever created." Later evaluations awarded perfect scores for IBM versions and strong marks for Macintosh releases.
Contemporary reviews acknowledge MM1 for its enormous world size, freedom in exploration, and early adoption of integrating player character race, gender, and alignment into gameplay mechanics.
External links
- Comprehensive MM1 Interactive World Map, Full Item Catalogue, Monster Index, and Spell List available at OldGames.sk
- Extensive MM1 information hosted on Fander Treespook's Might and Magic Grove
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