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Author Topic: Mega lo Mania  (Read 4925 times)

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Offline Xamiche

Re: Mega lo Mania
« on: April 18, 2008, 11:25:48 AM »
Mega-Lo-Mania is one of my all time favourite games. Though I do agree, the final battle is pretty weak. I expected this epic, hardcore battle but it just turned out to be a numbers thing. Have the most troops ~ win.

It would be very cool to see a sequel or revamped version of it with multi-player.
A500, A600, A1200, A2000, A4000D, A4000T, CD32
 

Offline Xamiche

Re: Mega lo Mania
« Reply #1 on: April 18, 2008, 12:09:07 PM »
Quote

bloodline wrote:
Yes... maybe even a 3D version! :-)

Now that would be something.  :eureka:
A500, A600, A1200, A2000, A4000D, A4000T, CD32
 

Offline Xamiche

Re: Mega lo Mania
« Reply #2 on: April 18, 2008, 12:41:31 PM »
Quote

bloodline wrote:
Quote

spirantho wrote:
Doesn't Mega-lo-Mania have a time-control function though?  I seem to recall you spent a lot of time on max-speed while you made weapons etc., and the engine slowed down when you were attacked - hopefully!

How would you put this into a multiplayer version?


I never ran it at any other speed than full speed... there was never any need to use the slow function at all...

I used the speed-up/slow-down function all the time. I tend to check, re-check, double-check and check again for good measure, all of my research and resource allocations. Without the ability to slow down, I'd never have reached the end of the game.

But if it were multi-player, both players would have the same advantages and disadvantages, so it wouldn't really need a time dilation function I think.
A500, A600, A1200, A2000, A4000D, A4000T, CD32
 

Offline Xamiche

Re: Mega lo Mania
« Reply #3 on: April 20, 2008, 12:19:32 PM »
I've just found an interesting project called Gigalomania. Some guy has re-created Mega-lo-mania, using the original data from the Amiga version of Megalomania, and it runs on PC.

I've played a little of it and it seems pretty cool, though it still needs some work. It runs a bit too fast, some of the in-game features don't work correctly. Example, when a new design idea comes up, you don't get any indication that it's ready to be researched. You just have to keep checking regularly.

The cool thing is it's open source so anyone can tinker with it to get it working correctly. I have no experience with CPP so I can't really do anything with it yet. The makers intent with the game is to add new features to the game. A level editor would be a cool thing. Maybe even a head to head multiplayer mode could be created.

A500, A600, A1200, A2000, A4000D, A4000T, CD32
 

Offline Xamiche

Re: Mega lo Mania
« Reply #4 on: April 22, 2008, 02:26:55 PM »
"We've Nuked Them"



Damn I love this game.  :afro:
A500, A600, A1200, A2000, A4000D, A4000T, CD32
 

Offline Xamiche

Re: Mega lo Mania
« Reply #5 on: April 22, 2008, 03:41:39 PM »
I've found that the only Amiga I could ever get Mega Lo Mania to work on was a stock Amiga 500 with a 512k RAM expansion. I've even tried the WHDLoad version and couldn't get it to work.

I've got the Megadrive version too. I hear it said that the SNES even had a version of it. I'd kill to get that in my cart collection. The MD version was my first experience with the game back in about '93. Of course the Amiga version is the best. Having a mouse makes it much easier to play I think.
A500, A600, A1200, A2000, A4000D, A4000T, CD32