Might and Magic II: Gates to Another World arrived on the Super Nintendo Entertainment System in 1993, a period when the SNES was hitting its commercial stride and role-playing games were among the most celebrated titles on the platform. The original Might and Magic had established New World Computing as a serious force in computer role-playing, and this SNES adaptation of the second entry brought the franchise to a console audience that was hungry for deep, exploration-driven experiences. By 1993, the SNES already had landmark RPGs competing for players' attention, making the port's task of standing out a genuine challenge. The game is rooted in the classic first-person dungeon-crawling tradition, presenting players with a sprawling overworld and a network of towns, dungeons, and wilderness areas to explore on the continent of CRON. Players assemble a party of up to four characters drawn from a variety of classes — including Knights, Paladins, Archers, Clerics, Sorcerers, and Robbers — each contributing distinct combat roles and skill sets. Character creation involves distributing attribute points across statistics such as Might, Intellect, Personality, Endurance, Speed, Accuracy, and Luck, giving the game a degree of customization that was ambitious for console RPGs of the era. Navigation is handled through a tile-based first-person perspective in dungeons and an overhead map view in the overworld, with the SNES controller mapping movement, menu navigation, and combat commands across its button layout in a manner that streamlined the original PC interface without sacrificing too much depth. Combat is turn-based, with each party member acting in sequence against groups of enemies; spell management, positioning awareness, and resource conservation are central to survival, particularly in the game's more demanding dungeon sections. The level structure is non-linear by the standards of its time, encouraging players to explore freely while gradually uncovering the game's central mystery involving time travel and the fate of CRON. Side quests, hidden areas, and optional bosses reward thorough exploration and add considerable replay value. The SNES version made several interface concessions to the console format, simplifying some menus compared to the DOS original while preserving the core mechanical depth. Reception in its era reflected appreciation for the game's ambition and scope, though some players found the difficulty curve steep and the volume of content — dozens of dungeons, hundreds of enemy types, and a sprawling main quest — potentially overwhelming without a guide. For fans of methodical, party-based RPGs willing to invest time in learning its systems, Might and Magic II on SNES represented one of the more substantive Western-style RPG experiences available on the platform.
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Might and Magic II
魔法门2
Might and Magic II, developed by New World Computing in 1993, is an action game combining real-time dungeon combat with exploration. Players control a party of up to four characters, battling diverse enemies and solving puzzles across interconnected dungeons. Combat requires precise timing and tactical positioning as players attack, cast spells, and manage positioning in real-time encounters. Character progression comes through equipment upgrades, spell learning, and attribute improvements, enabling deeper dungeon penetration. The game features non-linear level design with multiple exploration paths and hidden treasures rewarding thorough searching. Enemies range from weak creatures to challenging bosses. The SNES version supports four-player cooperative gameplay locally, allowing shared dungeon exploration. Success depends on inventory management, spell selection, and coordinated party tactics.
- Developer
- New World Computing
- Released
- 1993
- Platform
- SNES
- Genre
- Action
- Players
- 4P
- Rating
- 4.5 / 5 (5K)
- Last updated
About Might and Magic II
Pro tips
- Build a balanced party from the start — include at least one Cleric for healing and one Sorcerer for offensive magic to handle the wide variety of enemy types you will encounter.
- Map your dungeon progress on paper or keep notes; the game's many interconnected corridors and secret doors are easy to lose track of, and backtracking without a map wastes valuable resources.
- Rest and restock supplies in towns before entering new dungeon areas — running out of spell points or food deep in a dungeon can quickly lead to a party wipe with no easy escape.
- Prioritize leveling your characters' primary class skills early; higher levels unlock critical spells and combat abilities that make mid-game dungeons significantly more manageable.
- Do not ignore the overworld exploration between dungeon runs — many towns offer unique training, equipment upgrades, and quest information that are easy to miss if you rush toward the main objectives.
Might and Magic II Controls — SNES Keyboard Keys
Default keyboard bindings for Might and Magic II on our in-browser SNES emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.
| Keyboard | Console button | Typical use |
|---|---|---|
| ↑ | D-Pad Up | Move up |
| ↓ | D-Pad Down | Move down |
| ← | D-Pad Left | Move left |
| → | D-Pad Right | Move right |
| X | A | Primary action (jump / confirm) |
| Z | B | Secondary action (attack / cancel) |
| S | X | Tertiary action |
| A | Y | Quaternary action |
| Q | L | Left shoulder |
| W | R | Right shoulder |
| Enter | Start | Start / Pause |
| Shift | Select | Select / Mode |
Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.
Might and Magic II Longplay & Gameplay Videos
Watch a full playthrough of Might and Magic II on SNES before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.
Watch longplay on YouTube
"Might and Magic II" SNES longplay 1993
Might and Magic II Cheat Codes
30 community-curated cheats for Might and Magic II. Tick any to activate them automatically when you click "Play with cheats" — or copy a code into your own emulator.
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Item Quantity Digits
N/A7E198A99+7E198B09 -
Only One Monster In Battle
7E00BE01 -
Sir Felgar Starts With 48 HP Instead of 16
7DA8-0F22+7DA8-0492+7DAA-0792 -
Sir Felgar Starts With 160 HP Instead of 16
CDA8-0F22+CDA8-0492+CDAA-0792 -
Sir Felgar Starts With 42 Mgt (Might) Instead of 21
4CAA-0FF2 -
Sir Felgar Starts With 99 Mgt (Might) Instead of 21
17AA-0FF2 -
Sir Felgar Starts With $968 Gold Instead of $200
D7AA-0DF2 -
Sir Felgar Starts With $5064 Gold Instead of $200
F7AA-0DF2 -
Sir Felgar Starts With $25,032 Gold Instead of $200 (It Shows "25k" Which Means 25,000)
1FAA-0DF2 -
Sir Felgar Starts As A Human/Knight Instead of A Half-Orc/Knight
DDA1-04F2 -
Sir Felgar Starts As An Elf/Knight Instead of A Half-Orc/Knight
DFA1-04F2 -
Sir Felgar Starts As A Dwarf/Knight Instead of A Half-Orc/Knight
D4A1-04F2
Show 18 more cheats Show fewer
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Sir Felgar Starts As A Gnone/Knight Instead of A Half-Orc/Knight
D7A1-04F2 -
Sir Felgar Starts As A Half-Orc/Paladin Instead of A Half-Orc/Knight
DFA1-0492 -
Sir Felgar Starts As A Half-Orc/Archer Instead of A Half-Orc/Knight
D4A1-0492 -
Sir Felgar Starts As A Half-Orc/Cleric Instead of A Half-Orc/Knight
D7A1-0492 -
Sir Felgar Starts As A Half-Orc/Sorcerer Instead of A Half-Orc/Knight
D0A1-0492 -
Sir Felgar Starts As A Half-Orc/Robber Instead of A Half-Orc/Knight
D9A1-0492 -
Sir Felgar Starts As A Half-Orc/Barbarian Instead of A Half-Orc/Knight
D5A1-0492 -
Terwin III Starts With 39 HP Instead of 13
45A7-6792+45A7-6722+45A9-6D22 -
Terwin III Starts With 130 HP Instead of 13
64A7-6792+64A7-6722+64A9-6D22 -
Terwin III Starts With $968 Gold Instead of $200
D7A0-6FB2 -
Terwin III Starts With $5064 Gold Instead of $200
F7A0-6FB2 -
Terwin III Starts With $25,032 Gold Instead of $200 (It Shows "25k" Which Means 25,000)
1FA0-6FB2 -
Sure Valla Starts With 39 HP Instead of 13
45AA-6D22+45AA-6F92+45A2-6492 -
Sure Valla Starts With 130 HP Instead of 13
64AA-6D22+64AA-6F92+64A2-6492 -
Sure Valla Starts With $968 Gold Instead of $200
D7AA-67F2 -
Sure Valla Starts With $5064 Gold Instead of $200
F7AA-67F2 -
Sure Valla Starts With $25,032 Gold Instead of $200 (It Shows "25k" Which Means 25,000)
1FAA-67F2 -
Gene Eric Starts With 21 SP Instead of 7
F9A0-AD22+F9A0-AF92
External references
Frequently Asked Questions
When was Might and Magic II released?
Might and Magic II was released in 1993 for the SNES.
Who developed Might and Magic II?
Might and Magic II was developed by New World Computing, available to play in your browser on RetroGameSpace.
How many players does Might and Magic II support?
Might and Magic II supports up to 4 players, ideal for couch co-op or competitive sessions on the SNES.
What type of game is Might and Magic II?
Might and Magic II is a Action game for the SNES, playable instantly in your browser — no downloads, no installs.
How can I play Might and Magic II for free?
Open this page and click "Play Now" — Might and Magic II runs free in your browser via WebAssembly emulation. No account, no payment, no installer.
Do I need to download anything to play Might and Magic II in the browser?
No. Might and Magic II streams from a public archive into a browser-side SNES emulator. Nothing is installed on your computer.
Can I save my progress in Might and Magic II?
Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original SNES cartridge supported.
Does Might and Magic II work on mobile devices?
Yes — the SNES emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.
Is it legal to play Might and Magic II this way?
RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Might and Magic II. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.
How long does it take to beat Might and Magic II on SNES?
A focused playthrough of the main quest typically takes between 40 and 60 hours, though thorough exploration of optional dungeons, side quests, and secret areas can push total playtime well beyond 80 hours. The game's non-linear structure means length varies significantly based on how much of the world a player chooses to explore.
Is Might and Magic II on SNES suitable for players new to the series?
The game has a steep learning curve, especially for players unfamiliar with first-person dungeon crawlers. New players should expect to spend time understanding character creation, resource management, and combat mechanics before progress feels comfortable. Starting with a well-rounded party and exploring lower-level areas first is strongly recommended.
Does the SNES version support multiplayer?
While the FACTS indicate a 4-player capacity, Might and Magic II on SNES is fundamentally a single-player experience in terms of active simultaneous control; the party of up to four characters is managed by one player through menus rather than controlled by separate players in real time.
Is Might and Magic II on SNES worth playing today?
For players who enjoy classic Western-style RPGs with deep character customization and open exploration, the game holds up as a rewarding experience. Its interface is dated by modern standards and it lacks hand-holding, but the breadth of content and mechanical depth make it a compelling choice for genre enthusiasts willing to engage on its own terms.