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Cover art of Might and Magic II - Gates to Another World

4 / 5

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Platform
SNES
Genres
Adventure · Role-Playing
Release date
January 22, 1993

Summary

Might and Magic II: Gates to Another World expands the original’s formula with sharper graphics and a handful of quality‑of‑life tweaks. A “delay” selector lets you speed up or slow down the game’s response, while a spinning cursor signals when input is needed – small touches that make the sprawling world feel more responsive.

The party system still caps at six active adventurers, but you can create a total of twenty‑six characters who linger in inns across Cron, and you can even import your heroes from the first title. Hirelings, a new addition, let you stretch the roster to eight members; they behave like regular characters but demand a daily wage that climbs with their level.

Two fresh classes – the stealthy Ninja (tasked with assassinating the enchantress Dawn) and the brute‑force Barbarian (who must slay chieftain Brutal Bruno) – sit alongside the classic six. Secondary skills such as mountaineering and linguist add depth, and training a character in cartography unlocks an automap that spares you endless wandering.

Stat ceilings are absurdly high: levels can reach 255, hit points top out at 65 535, magic points at 9 999, and enchanted items can bear a +63 bonus. Monsters range from one‑hit critters to beasts with 64 000 health, and battles may pit you against up to 255 foes at once.

The game is peppered with oddities – a cave that swaps your gender, colored messages that combine into hints, a drunkenness mechanic from too much ale, and a circus where collecting cupie dolls boosts stats. Characters age, dying naturally around 75 unless you visit a health spa to shave years off, and time travel lets you hop across nine centuries, some of which are crucial to the quest.

Might and Magic II was ported to fourteen platforms, including two distinct SNES versions – one for Japan and another for Europe – each reflecting the era’s appetite for deep, retro role‑playing adventures.

Storyline

After the events of *Might and Magic Book One: The Secret of the Inner Sanctum*, the heroes who helped Corak defeat Sheltem step through the Gates to Another World in Varn and arrive in the troubled realm of CRON. Cron is being destabilized by Sheltem’s encroachment, and the party must trek across its surface, plunge into the four elemental planes, and even slip through time to keep Corak from hurling the world into its sun.

Each class receives a unique quest that drives the narrative: the Knight must slay the Dread Knight, the Paladin faces the Frost Dragon, the Archer stops Baron Wilfrey, the Cleric reunites Corak’s soul with his body, the Sorcerer frees both good and evil wizards on the Isle of the Ancients, the Ninja assassinates the wicked enchantress Dawn, and the Barbarian defeats the chieftain Brutal Bruno.

Time travel is introduced mainly to reach the final showdown, and the last dungeon breaks fantasy conventions by putting the party aboard a spaceship where they must decode an encrypted message under a strict time limit to escape Cron’s doomed planet.

Edited by Maya Carter

Game Screenshots

  • Screenshot 1 of Might and Magic II - Gates to Another World

Multiplayer

Game modes
Single