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Might and Magic Book One: The Secret of the Inner Sanctum (also known as Might and Magic Book 1, Might and Magic 1, MM1 or simply Might and Magic) is an early role-playing video game, first in the popular and influential Might and Magic franchise. It was released in 1986 as New World Computing's debut, ported to numerous platforms and re-released continuously through the early '90s.
Development
The original Apple II version of the game was written almost single-handedly by Jon Van Caneghem over three years. Van Caneghem had difficulty finding a publisher to distribute MM1, so he self-published as New World Computing, handling the distribution himself from his own apartment until he was able to broker a distribution deal with Activision.
Due to its popularity the game was ported to a number of other platforms that were popular at the time, and eight sequels were released over the next fifteen years.
A port of Might and Magic was released for Nintendo Entertainment System in 1992. While the basic gameplay was similar to ports released on earlier platforms, the graphics and general polish on the game reflected the later release date and greater capability of the Nintendo platform.
The game was remade again for release in Japan on the TurboGrafx-16 (PC Engine) platform. This version of the game was released on CD rather than cartridge and was able to feature digitized voices for dialogue as a result of the increased storage capacity offered by the CD medium.
The game was later included in Might and Magic VI: The Mandate of Heaven Limited Edition and Special Edition.
Plot and setting
The game is set on the world of VARN which features expansive outdoor terrain, castles, caves, underground cities and an Astral Plane.
The game centers on six adventurers who are trying to discover the secret of the Inner Sanctum: a kind of "holy grail" quest. While trying to discover the Inner Sanctum, the heroes discover information about a mysterious character named Corak and his hunt for the missing villain Sheltem. They end up unmasking Sheltem, who had been masquerading as the King, and defeating his evil machinations. At the end of the game they go through the "Gates to Another World" and travel to CRON, not knowing that Sheltem has also escaped to that world.
Although it appears to take place in a straightforward medieval fantasy setting of knights in armor, mythical monsters and magicians, a number of science fiction elements are revealed later in the game, down to the actual meaning of VARN (Vehicular Astropod Research Nacelle). This was a relatively common trait of early CRPGs, as also seen in the oldest Ultima and Wizardry titles. For example, the Sheltem plot is first introduced when the adventurers visit the site of a crashed space ship and are told by aliens that their prisoner is at large in the world.
Reception
In 1987, Compute! magazine praised Might and Magic for its wealth of content, non-linear play and aspects of its graphics, though it notes that the game graphics lack animation, and that there is limited graphical representation of enemy combatants. Computer Gaming World similarly praised the game's extensiveness, but noted early versions of the game only equipped new party members with clubs, making the beginning of the game very difficult. In 1988 Might and Magic joined the magazine's Hall of Fame for games highly rated over time by readers.
The Apple II version of the game was reviewed in 1987 in Dragon #122 by Patricia Lesser in "The Role of Computers" column. Lesser stated that "This adventure is awesome in its scope, completely fascinating, graphically pleasing, and one of the top five games ever produced for a computer." In a subsequent column, the reviewers gave the game 5 out of 5 stars. Hartley, Patricia, and Kirk Lesser reviewed the IBM version of the game in 1988 in Dragon #132, also giving it 5 out of 5 stars. The Lessers reviewed the MacIntosh version of the game in Dragon #140, giving the Macintosh II version 4½ stars, and the Macintosh Plus version 3½ stars.
Modern commentators acknowledge MM1 for the immense scope of its world, for its freedom of exploration and for pioneering aspects such as incorporating player characters' race, gender and alignment into the gameplay.
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