It’s not the prettiest Mega Drive game and the music gets rather repetitive, but there’s something very addictive about the flow of Master Of Monsters. ![]() Instead of getting promotions, your creatures transform into stronger forms, and instead of artillery attacks you use magic spells. However, the hook here is that your units are all magical creatures, from dragons and minotaurs to lizard-men. Each have the sort of characteristics you’d expect – serpents move well in the sea but are terrible on land, a pegasus moves fast but isn’t strong, and a dragon will make mincemeat of enemy units. It’s much like any turn-based strategy that takes place on a hex grid – you build units, capture resources, fight the enemy and seek to defeat their commander in combat. I’ve lost weeks to the likes of Advance Wars, Faselei! and the Civilization series, and Master Of Monsters is the latest game to get its hooks into me. But for some reason, I’m extraordinarily susceptible to the charms of the humble turn-based strategy game. That alone makes MoM worth checking out.If you were to take a look over my games collection, you’d rightly peg me as a bit of an arcade nut, with a fondness for anything fast-paced and flashy. You can literally play for days straight and not discover all the cool and unique monsters you can create. The game's saving grace is its sheer depth. Everything is made all the much worse with a horrible interface, outdated graphics, hard-to-read menus and displays, and other little annoyances (like not being able to see the damage done in fights if you choose to skip the battle animations). The slow pace gets slower if you want to really maximize your battle efficiency (that is, taking the time to do stuff like equipping your monsters, matching up the properly aligned monsters, experimenting with monster fusing, etc.). When you get a decentsized army going, you can see how a turn can take quite a while to complete. With each turn, you have so many things you can do: summon monsters, move monsters, cast spells, fight, etc. The game crawls along at a wounded snail's pace. Because of the above factors, not too many people are going to get into Master of Monsters. Blind because the graphics look like they came straight out of the '70s. Detail-oriented because the game involves plenty of micromanagement. Patient because this turn-based game is extremely slow-paced. Master of Monsters is a great game for the patient, detail-oriented blind man. ![]() While flying monsters can move freely, most of the other monster have a preferred terrain type (lizards move best in water etc.). Furthermore, their movement is affected by different terrain types. For example some monsters can execute long-range attacks, some have strong magic attacks but are physically weak. Your wizard and monsters gain experience from fighting and your monsters' abilities differ largely from one-another. Your aim in every battle is to defeat all other wizards and thus conquering the land (In the campaigns you only have a limited number of turns to do so). Which monsters you can summon and which spells you can use depends on which wizard you have chosen. In battles, you can summon different monsters and cast spells. You can also play all maps individually with up two four human players. You can play in two campaigns against the computer which requires you to defeat the enemy wizards on all maps and allows you to take all units that have survived a battle into the next one.
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