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the result was a sizeable splash of hype, with 10,000 orders from hobbyists alone in the months following the advertisements. when the box arrived, it was enormous - a seven-foot square, double-walled wooden box lined in flexible pvc and reinforced with a thick rubber padding. the cover was painted black, with a large red-and-blue new world logo in the center, under which was a detailed black-and-white print of a varn map that covered the entire lid. the game itself was in a large plastic sleeve inside, wrapped in a slightly smaller box; even then, might and magic still swallowed up an entire side of the box. within was a black-and-white manual, but unlike so many adventures of the time, it wasn't a tedious read.
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along with a lot of other games from the 1980s, like civ and imp, might and magic was strongly influenced by star raiders, the earlier space quest series, and other similar mainstream adventures. and not only are many of the games mechanics there, but so are its stock characters, like the cowardly vampire claymore who gets repeatedly bitten but keeps on ticking by allowing himself to be struck in order to save his teammatesuntil it becomes a reverse on the last level where he becomes the one who suffers the bite instead. (to his credit, star raiders also inspired van caneghem to add a bit of an air of the absurd into the gameplay, with evocative words like mulligans and perfect throws that crop up sometimes in the dialogue.)
in keeping with the games theme of liberation, van caneghem felt that the game should be presented in english, but with a lighthearted tone, using the language of the british and american comics of the time, with humorous phrases like shocked!, fair play!, and a-ha! hes dead! in keeping with the cynicism of the british and american comics of the time, he decided to add a strict wagering system, inviting players to bet on what kinds of monsters and treasures they would be likely to encounter on their journeys through varn.