Amiga.org
Amiga computer related discussion => Amiga Gaming => Topic started by: bloodline on April 18, 2008, 09:51:20 AM
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Though I'd fire this game up a quick blast... but managed to finish it in a few hours... I don't know, I must have been retarded as a child, I'm sure it took me ages to complete... Anyway, what's the deal with the last island? It's pointlessly easy, the "mother of all battles"? I think not... :-/
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I have never played this game, though I'm aware it is somewhat of a classic. Is it worth having a go at? Maybe it could be a good tonsillitis distraction :-(
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moto
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motorollin wrote:
I have never played this game, though I'm aware it is somewhat of a classic. Is it worth having a go at? Maybe it could be a good tonsillitis distraction :-(
I still think it's the best game of all time... except the last island ;-)
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Hmm might give it a go. And a bit of Populous II while I'm at it ;-) I'm actually crap at computer games, so it should take me at least 10 years to complete it. I think Putty is the only game I have *ever* completed!
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moto
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motorollin wrote:
Hmm might give it a go. And a bit of Populous II while I'm at it ;-) I'm actually crap at computer games, so it should take me at least 10 years to complete it. I think Putty is the only game I have *ever* completed!
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moto
I wish there was a network multiplayer version of MegaloMania...
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There must be a remake or clone with online capabilities. Just found Gigalomania (http://homepage.ntlworld.com/mark.harman/comp_mlm.html) which is an open source remake. It even uses the original game data files so looks exactly like the Amiga version! I nominate you to add online multiplayer support and port it to the Mac ;-)
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moto
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motorollin wrote:
There must be a remake or clone with online capabilities. Just found Gigalomania (http://homepage.ntlworld.com/mark.harman/comp_mlm.html) which is an open source remake. It even uses the original game data files so looks exactly like the Amiga version! I nominate you to add online multiplayer support and port it to the Mac ;-)
I probably won't surprise you to learn that I've already had a look at that clone :-D
I've had a quick play with the code, but I don't have enough time to make it compile for the Mac... adding network multiplayer probably wouldn't be too much of a problem though...
I did try and clone it about 10 years ago on my miggy, I wanted to write a system friendly version, like this clone, I used to original data files. But I got bogged down with the AI... I really could't figure out how to make it work... so I opted for a multiplayer idea, i.e. not needing any AI at all! but I had no idea how to network on my amiga... life is much easier now with SDL...
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bloodline wrote:
I've had a quick play with the code, but I don't have enough time to make it compile for the Mac... adding network multiplayer probably wouldn't be too much of a problem though...
Do it, do it, do it!
It would probably play pretty well in Parallels. So a multiplayer version would still be possible on a Mac!
bloodline wrote:
I did try and clone it about 10 years ago on my miggy, I wanted to write a system friendly version, like this clone, I used to original data files. But I got bogged down with the AI... I really could't figure out how to make it work... so I opted for a multiplayer idea, i.e. not needing any AI at all! but I had no idea how to network on my amiga... life is much easier now with SDL...
Yes SDL makes things really easy (not that I know what it was like before). Even I, a C++ fledgling, was able to get a beta version of a Geometry Wars clone working on the GP2X :-)
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moto
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motorollin wrote:
bloodline wrote:
I've had a quick play with the code, but I don't have enough time to make it compile for the Mac... adding network multiplayer probably wouldn't be too much of a problem though...
Do it, do it, do it!
It would probably play pretty well in Parallels. So a multiplayer version would still be possible on a Mac!
My coding is so rusty, it would take me ages to figure out the Gigalomania code... I'd probably just find the floppy with my clone code on it, and then rewrite it in JavaScript... If I seriously had the time to mess around...
bloodline wrote:
I did try and clone it about 10 years ago on my miggy, I wanted to write a system friendly version, like this clone, I used to original data files. But I got bogged down with the AI... I really could't figure out how to make it work... so I opted for a multiplayer idea, i.e. not needing any AI at all! but I had no idea how to network on my amiga... life is much easier now with SDL...
Yes SDL makes things really easy (not that I know what it was like before). Even I, a C++ fledgling, was able to get a beta version of a Geometry Wars clone working on the GP2X :-)
Quite! I'm a huge fan of SDL.
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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.
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Xamiche wrote:
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's not even that complex... after completing the 10 levels... you get rather skilled at building up numbers without a large starting number...
Perhaps it was supposed to be an ironic anti war ending?
It would be very cool to see a sequel or revamped version of it with multi-player.
Yes... maybe even a 3D version! :-)
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bloodline wrote:
Yes... maybe even a 3D version! :-)
Now that would be something. :eureka:
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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?
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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...
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bloodline wrote:
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.
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A truly excellent game - and what fantastic speech too!
A little trivia for you, the blue character 'Madcap' actually says 'No way sh*thead!', however the sample is cut short. ;)
Cheers,
James
x
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bloodline wrote:
Anyway, what's the deal with the last island? It's pointlessly easy, the "mother of all battles"? I think not... :-/
Hi,
so how do you prevent the game from using all you men at the last level, and forcing you to enter the "mother of all battles" without any men.?? Its been buggin me for some 10 years...
Greets
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I've just found an interesting project called Gigalomania (http://homepage.ntlworld.com/mark.harman/comp_mlm.html). 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.
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peesz wrote:
bloodline wrote:
Anyway, what's the deal with the last island? It's pointlessly easy, the "mother of all battles"? I think not... :-/
Hi,
so how do you prevent the game from using all you men at the last level, and forcing you to enter the "mother of all battles" without any men.?? Its been buggin me for some 10 years...
Greets
On the later epochs, when you reach 2001 tech level you can put castles into suspended animation, when you do this the men in that castle will be available for the last island :-) I'm pretty sure that was in the manual ;-)
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"We've Nuked Them"
(http://i107.photobucket.com/albums/m301/aaronlittle/nuked_th.jpg) (http://i107.photobucket.com/albums/m301/aaronlittle/nuked.jpg)
Damn I love this game. :afro:
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Clocked it on the megadrive, never played the amiga version as couldnt get it to work on my A1200 at the time, though I expect there is a WHDLOAD slave now.
I had to work all that out as had no manual, but do agree the last level was easier than all the others
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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.