|Might and Magic III: Isles of Terra|
Boxshot depicting Corak the Mysterious.
|Developer||New World Computing|
|Publisher||New World Computing|
|Designed by||Jon Van Caneghem|
|Series||[[Might and Magic RPGs]]|
|Genre||Turn-based roleplaying game|
|Format||MS-DOS (original release)|
Amiga, Mac OS, Mega-CD, NEC PC-9801, SNES, TurboGrafx-CD
|Previous game||[[King's Bounty (1990)]]|
|Next game||[[Might and Magic IV: Clouds of Xeen (1992)]]|
After defeating Sheltem and his forces on CRON in Might and Magic II, the party of adventurers next find themselves transported to Sheltem`s homeworld of Terra. Here again, the adventurers must aid Corak in stopping Sheltem and putting an end to his evil machinations.
MM3 employs the same limited first person perspective type of interface as the previous two games. The action also remains turn based throughout the game phases. However, a number of improvements, made possible by an expanded development team and improvements in computer technology, are incorporated. The graphics are more colorful due to the capabilities of the contemporary VGA displays. A number of sound cards are supported, offering improved sound effects, background music and synthesized speech. Mouse interaction is also supported for the first time.
Textual character summaries in the lower portion of the screen are replaced with a graphical heads up display, featuring the faces of the player characters, which wear different expressions depending on the condition of the character. Spells are selected from a list: an improvement on previous games where they had to be specified using numeric codes. Level maps were no longer limited to a 16 x 16 grid. Also, enemy creatures can now be seen as they approach, or are approached, from distant squares. In previous games the enemy creatures were only detected when they were in the same square as the player characters, and hence combat was more difficult to avoid. This also gives players the opportunity to use ranged weapons.
Possibly the most effective improvement is that the player can save the game state at almost any time. In previous games, saving was accomplished only by visiting an inn. Saving the game also stores the fact that enemy creatures have been killed: in previous games when you travel to a level from an inn, it is fully populated with monsters every time.
|The Might and Magic series|
|Might and Magic RPGs||I - II - III - IV - V - VI - VII - VIII - IX - X|
|Heroes||I - II (The Price of Loyalty - Desecrated Lands) - III (Armageddon's Blade - The Shadow of Death) - IV (The Gathering Storm - Winds of War) - V (Hammers of Fate - Tribes of the East) - VI (Pirates of the Savage Sea - Danse Macabre - Shades of Darkness)|
|King's Bounty||King's Bounty - Quest for the Dragon Bone Staff - The Legend (Armored Princess - Crossworlds)|
|Ardon series||Crusaders of Might and Magic - Warriors of Might and Magic - Shifters|
|Related titles and spinoffs||Arcomage - Heroes Chronicles - Legends of Might and Magic - Dragon Rage - Mobile (II) - Dark Messiah - Clash of Heroes - Heroes Kingdoms - Heroes Online|
|Novels||The Dreamwright - The Shadowsmith - The Sea of Mist|
|Cancelled installments||New World Computing's Heroes V - Might and Magic Online - The Worldcrafter - New World Computing's Might and Magic X - Kingdoms of Might and Magic|