Master of Magic
- Master of Magic (1985 on Commodore 64, 1986 on ZX Spectrum)
- Master of Magic (2022 on Windows)
Description official descriptions
The plot of Master of Magic is to become the dominant wizard on two 'planes' of existence, the normal Earth-like one and the fantasy based plane "Myrror". You can do this by destroying your competing wizards (up to 4 computer players) or by casting the Spell of Mastery.
Game play is carried out in a 2D top down perspective. You move your armies around the board, fighting monsters to get treasure, and more importantly 'nodes'. Once you control a node you can summon a spirit to meld with the node and gain mana from it. You also must build up your cities so you can support and train your army. City management is very much like Civilization. You also must allocate your mana for use, or research. You must research to learn new spells. You can do battle with the enemy in a quasi-isometric perspective or you can have the game simulate the battles.
The game ends when your home tower is destroyed; you banish all the other wizards (by destroying their home tower) or someone casts the Spell of Mastery.
Spellings
- ć·ć“ć£ć¶ć¼ć éč”ć®ē³»č - Japanese PlayStation release (Japanese spelling)
Groups +
- Console Generation Exclusives: PlayStation
- Fantasy creatures: Dwarves
- Fantasy creatures: Elves
- Fantasy creatures: Halflings / Hobbits
- Fantasy creatures: Orcs
- Fantasy creatures: Trolls
- Games with randomly generated environments
- Master of Magic series
- Powerplus releases
- Protagonist: Female (option)
- Sound engine: AIL/Miles Sound System
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Credits (DOS version)
48 People (46 developers, 2 thanks) · View all
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[ full credits ] |
Reviews
Critics
Average score: 79% (based on 19 ratings)
Players
Average score: 3.9 out of 5 (based on 119 ratings with 11 reviews)
A classic for sure, but with some issues
The Good
First off, I grew up with this game. I have played this game probably more times than I care to admit, and I still find it infinitely entertaining. The fact that I also love Civ games probably didn't help matters either.
But really, that's what this game comes down to. It's a Civilization game but with magic. There are very few turn based games out there that allows you to play an empire building game with this level of freedom.
One of my personal favorite parts of this game though? The exploration and the heroes. Sure, fighting other wizards is fun and all, but sending your heroes to go around and exploring dungeons and what not? For some strange reason, it made the game for me.
I especially like the fact that you can have your multiple heroes, and deck them out from head to toe in full battle gear that you crafted yourself.
The addition of spells also means that your tactical choices are not as simple as you would with most Civ games. Civ games have you discover techs to unlock units. In MoM, your spells unlock not units, but tactical options.
The Bad
Unfortunately, the game is not without it's flaws.
For starters, there are a staggering number of bugs in this game that render a large number of powers and abilities simply useless.
second, there was little in the way of game balancing and proper AI control. The AI will know how to overwhelm you with forces (by basically cheating like crazy just like any Civ-like game), but they won't know how to combine them to make them more effective. (Or rather, how to undo some tricks that you might employ.)
The end result is that you'll have situations where a single nightstalker (the night elf unique unit) defending the city is more than enough to hold off a 9 stack unit, as the AI does not know how to handle an invisible unit that is intrinsically invisible. So it will sit around until the clock runs out and end the battle in a stalemate.
It is also the reason why late in the game while you're running with storm giants and the like, your foe could still be sitting around with spearmen.
And then we have the game balance issue. Races are not created equal, so god help you if you picked the kracken or the lizard folk as your starting race, you'll be spending the rest of the game trying to get another race that doesn't suck quite as much.
But even more infuriating is the diplomacy model. Or rather, the lack of it. Sure, you can try to create treaties with other wizards. but quite honestly, their personalities are so volatile that said union will probably dissolve in a matter of rounds in a orgy of schizophrenic messages. There is no point to it. And really, the only effective purpose of diplomacy in this game is to just make a treaty so that they don't attack you for now. Can't say how long that will last though, as these computer wizards seem to have a wild mood swings that makes a bipolar clown look sane by comparison.
The Bottom Line
Civilization in a fantasy setting
DOS · by Elliott Wu (40) · 2008
The immortal manifestation of perfection (and some bugs :( in computer strategy games!!!
The Good
Everything! From the excellent never-seem-outdated graphics to the moody atmospheric music to the extremely diverse magic and summoning system to the unlimited gameplay and replayability, this game is going to be eternal! The only strategy game that is so close to perfection on itself, except some very nasty bugs... This is the game that really trascended Civ series and mixed RPG and strategy element just right, and I just cannot stop playing it again and again!
The Bad
Some VERY nasty bugs! From the disruption of music to nasty crashes to system lock-ups... And the game can appear to be a little bit too easy when you completed it the 100th time (but then it really doesn't matter alreay :)
The Bottom Line
The must-have for every gamer, the really instant classic from Microprose with extremely fun gameplay and replayability. This game will be eternally remembered for its closeness to perfection and a horde of nasty bugs...
DOS · by DarkTalon (156) · 2000
The definition of āclassicā is āMaster of Magicā
The Good
No game has made me feel like being a cybernetic extension of the mouse as MoM. Play the role of a sorcerer in a fantasy world struggling to conquer your fellow mages, an do so by raising armies of fantastic creatures, expanding your territory, funding and developing cities, recruit heroes to lead your armyā¦ and making use of magick, of course. More than 200 spells are your powerful magical weapons: extremely varied, well designed and well fitted in the game. Enhance magically your armies, conjure creatures, throw balls of fire, cover the entire map with titanic enchantmentsā¦ add to that the possibility of designing your mage through 5 schools of magic and lots of magical abilities, and the sum is a true epic game.
The system will be very familiar to Civ players; in fact, MoM can be called Fantasy Civ. However, there are substantial differences. There is no tech to research: instead there are spells. You can win by conquer, but instead of building a spaceship you can research and cast the Spell of Mastery. And wonders have not a place, although there are heroes (and magical items for them to use). But thereās something, and I donāt understand why Civ2 and SMAC didnāt take the idea. Guess what? Yes! Tactical combat. The combat rules are very well designed: each unit has attack and defense values, like in Civ, but in battle they roll for attack and defense simultaneously (I mean, defenders do not wait hoping their armor will protect them from the attackerās blows, like in SMAC). Creatures (and heroes) can have also a lot of special abilities for both overland and tactical game. Creature size is also taken in consideration, as in a square cannot be as many skeletons as storm giants, for example. And ranged fire is now true ranged fire. Oh, and spice all this with spells. The variety of strategies to use, combining your armies and heroes with magic, is limitless.
Each game (a random map!) promises an epic fantasy campaign. Not only exploring the world, but discovering ancient ruins, dark dungeons and magic-filled nodesā¦ and fighting their jealous guardians, not so eager to give you their treasures. Oh, you think a world is not enough? Well, how about two? MoM has two planes of existence to explore and conquer. I could go on explaining, but thereās only one way to get an idea: playing it.
The Bad
Bugs.
I canāt remember so painful blow in the stomach like the game crashing when fighting Wraiths or Shadow Demons, or trying to cast a Disjunction. I donāt understand how those bugs werenāt detected. Fortunately, patch 1.31 fixed them.
Apart from bugs, unfortunately MoM was purely a game about war. Even with the AI improvement provided by the patch, was nearly impossible to maintain peaceful relations. Merely meeting another wizard was enough to be at war, and a long-standing one. That was sometimes very frustrating. Also, diplomatic model was even more simplistic than in Civ. Very, very few options, and lack of spies or diplomats.
City management was also simplified, as you cannot place citizens at will to exploit resources, and there werenāt revolts except as random events. Terraforming was also gone, except for roads. And so was government and corruption. Well, this is a Civ fanās point of view, and comparisons are inevitable in ācousinā games like Civ and MoM. However, MoM has features Civ doesnāt (tactical combat, character customisation and many othersā¦).
Sincerely, I fear an hypothetical MoM2 (which was planned before Microprose went out!). I think a really good, well designed sequel of this game can truly be the ultimate strategy game, butā¦ Hope if anyone ever makes MoM2, does a really good work, in the spirit of the original, full of good and new ideas, and keeping ALL that made MoM the masterpiece it is. MoM doesnāt deserve less.
And the musicā¦ well, no comments.
The Bottom Line
Master of Magic is THE classic of all fantasy strategy games, and one of the classics of strategy in general. No other fantasy strategy game has reached its level, even many years later. And thatās one of the points that define a classic. If youāre a strategy fan, donāt wait anymore and get it.
But donāt forget to get the 1.31 patch too!
DOS · by Technocrat (193) · 2002
Discussion
Subject | By | Date |
---|---|---|
Dragonsword has moved to Realms Beyond | Hans Noe | Oct 23, 2010 |
MoM unofficial patch v1.40 | kyr ub (1) | May 16, 2010 |
Active fan site at dragonsword.com | Hans Noe | Apr 24, 2010 |
Trivia
References
One of the merchants may try to sell an item called "idspispopd". This is a cheat for Doom.
Release history
The original game had an onslaught of bugs that almost prevented playing. Microprose released a patch and later a completely new version of the game (which had a different manual and disc). The original disc and manual can be considered a collector's item.
Unofficial patch
There is an fan-made, unofficial patch (v1.40) that focuses on the correction of many bugs still left in the 1.31 version and tries to improve the game's AI performance. The download link can be found in the related links section.
Awards
- Computer Gaming World
- November 1996 (15th anniversary issue) ā #141 in the "150 Best Games of All Time" list
- November 1996 (15th anniversary issue) ā #13 Most Rewarding Ending of All Time
- May 1997 (Issue #154) - Introduced into the Hall of Fame
Information also contributed by Andrew Grasmeder El-ad Amir, and kyr ub.
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Related Sites +
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Help Site for Master Of Magic
This is an interactive guide on Master of Magic. For those who do not have the manual paper because they download abandonware version of this video game. -
Master of Magic: Hero Page
A site dedicated to everything about heroes in Master of Magic, including cheats, oddities and descriptions. -
Sector 5, Ratai's Realm
Master of Magic Online Guide. Has other things like chat rooms and custom wizard submission.
Identifiers +
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Contributors to this Entry
Game added by Tomer Gabel.
Windows added by Picard. PC-98 added by Trypticon. Linux added by Lugamo. PlayStation added by Yanis Lukes.
Additional contributors: Andrew Grasmeder, Kalirion, Laey'zur Tiberius Hawke, Thibault Droulers, 6ā of Nine, Cantillon, Patrick Bregger, Plok, Yanis Lukes.
Game added August 10, 1999. Last modified February 13, 2024.