Mad Games Tycoon

Mad Games Tycoon

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Legendary difficulty level: How to cope?
I bought this game not a long time and started to play on maximum diffculty level to make a game more challenging for me, but then i realized that i can't go further than the garage. No strategies, which i tried many times, helped me to pass it and now i want to ask you if you have any ideas what can be done in this level.

I know that i can choose another, more easy difficulty level, but that is not how i play the games
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Showing 1-9 of 9 comments
yutterh Jul 17, 2016 @ 3:19am 
Well what strategies are you using? Right now I'm doing a dual development room strategy. Just trying it out, I honestly don't know if it's better or not. I have one that makes arcade games and the other makes rpg. I rotate them on doing contracts. This way I can have my graphics, music, QA. Focus on one game at the time and the other group does gets contract money. Sometimes I just have the other development studio do all the updates and I just crank put a bunch of games to give me a lot of revenue. I also hire every single person I can. Even if I dont have the room. The reason being is because their is a max that waits on you. So then when you move up you have to wait for them to generate again before you can fill all the rooms. But hey that's just me and it does cost a lot of money to do. But again what strategies are you doing?
Victor Solomonov Jul 17, 2016 @ 7:23am 
I used three strategies, but they didn’t succeed, first one is about to make your own engines and sell them for free, but take 10% profit share instead, i read it in Community Guides section, didn’t work, second was about completing contracts of publishers, which give you a lot of money at the beginning, however, there is a minimum chance you will meet their review condition, third strategy wasn’t really creative, you just make as many games as you can, but you won’t sell more than you spend on them, because your team members are not good yet. Finally, I found new strategy which really helped me to earn enough money for development, you just complete all available contacts you have, then create engines and follow the first strategy, as you will have updated engines with last features, you can take few contacts from publishers and using your engines, meet all their conditions. Following these steps at the beginning, helped me to gain 500 million dollars, but of course, it took a long time, that I were in 2050 at this moment.
yutterh Jul 17, 2016 @ 7:33am 
well you probably play on normal speed, i enjoy playing on slow. So my strategies probably wouldn't work.
VanHell Jul 17, 2016 @ 9:14am 
First the Speed of the Game is quite crucial the faster the game speed the harder it gets again.

so Victor you said you wanted a challange in the game... Start with legendary and slow speed if you actually rule that easily you can start increasing the game speed

Another Strategy is to design your Avatar exactly for the first game you develope (most cases the game start with the genre beeing IN is arcade) ( i also give him 30/30 points in programming and game design and the remaining in speed)

so your Avatar should be good with arcade games and if you start in 1980 you can give him the basic sound or ascii text feature

hire all possible staff for the current genre and develop your first game. Depending on a little luck that game should score between 70-85 %. after that build the research room research the topic that is currently in and by that time you should have gotten the sequel unlocked ---> make your 2nd game you develope a sequel for the first (meaning it should have around 25% hype )

on the sequel change the theme to the one that is in and there you go... A little luck again and you score around 80% again but this time the game should bring you about 500k. You than repeat doing the sequel aslong the genre is in or the first feature comes out for you to research and make the own engine

only care that max 4 games from you with the same genre are on the market if you alrdy got 3 games out make contract work or contract games ;)


Last edited by VanHell; Jul 17, 2016 @ 9:16am
yutterh Jul 17, 2016 @ 9:39am 
Making the same genre is fine as long as you don't make it the same topic.
Oberst_Maler Jul 23, 2016 @ 8:29am 
do the work contracts this is a steady income and can keep you alive easily after the value reaches a certain point you can make profits just with them. In regars to games design 1-3 games for others brings good money, meanwhile create and update engines not more than 3 to expensive and sell them for low amount with a decent profit share. After 3-5 years you are more than set and the game gets very easy.
PolecatEZ Jul 23, 2016 @ 9:55am 
The only real secret is slow speed and contract work. I don't think I made a game for myself (except for cheap "beta" games to get slider settings perfect) for at least 10 years.

At 100% reliability rating you'll get AAA contracts that should be easy to fulfill even without all the features - I made one with 12 points engine - and those will put you way over the top for money to train people for a long time. Train a core team (about 10-20 devs) up to 100% in programming and game design, and at least 50-70 in sound and graphics. Release 2 - 3 really good games that you publish yourself, and then you can afford a console around 1993-4. After that, its just biding your time until you get MMO's ~1999 and then the game is beat.
VanHell Jul 23, 2016 @ 4:39pm 
Originally posted by PolecatEZ:
The only real secret is slow speed and contract work. I don't think I made a game for myself (except for cheap "beta" games to get slider settings perfect) for at least 10 years.

At 100% reliability rating you'll get AAA contracts that should be easy to fulfill even without all the features - I made one with 12 points engine - and those will put you way over the top for money to train people for a long time. Train a core team (about 10-20 devs) up to 100% in programming and game design, and at least 50-70 in sound and graphics. Release 2 - 3 really good games that you publish yourself, and then you can afford a console around 1993-4. After that, its just biding your time until you get MMO's ~1999 and then the game is beat.


well than you havent managed to beat the game the slightest....

if you play on slow speed make it your goal to develop the gen 1 console before 1982 6M

before you get the marketing having the gen 1 console out is a goal on legendary you need to accomplish and one thing i can assure you contract wont do that trick ;)

until you reach that goal there is no real need to use the option to randomize genre and concept cause before that you havend scoped the actual design.

Beat the game with managing to design every Gen console and make profit out of it.


And just for your example ;) you can do around up to 30 Mill profit with a simple B+ game if you produce it yourself (90-100%) with 70-90 you should make around 10 Mill income

B+ games are developed until 1986-7 when you reach the phase where you have to switch to A games cause of feature ....

a contract work for a B+ game gives you (1-2 Mill with 600-700k production cost if you have enabled graphic, sound , quality ) making max 1 Mill income usually you only get 400-500k profit on the contract game

produce it yourself well as listet above atleast 10 times
Last edited by VanHell; Jul 23, 2016 @ 4:44pm
yutterh Jul 23, 2016 @ 8:53pm 
Originally posted by Stormmage:
Originally posted by PolecatEZ:
The only real secret is slow speed and contract work. I don't think I made a game for myself (except for cheap "beta" games to get slider settings perfect) for at least 10 years.

At 100% reliability rating you'll get AAA contracts that should be easy to fulfill even without all the features - I made one with 12 points engine - and those will put you way over the top for money to train people for a long time. Train a core team (about 10-20 devs) up to 100% in programming and game design, and at least 50-70 in sound and graphics. Release 2 - 3 really good games that you publish yourself, and then you can afford a console around 1993-4. After that, its just biding your time until you get MMO's ~1999 and then the game is beat.


well than you havent managed to beat the game the slightest....

if you play on slow speed make it your goal to develop the gen 1 console before 1982 6M

before you get the marketing having the gen 1 console out is a goal on legendary you need to accomplish and one thing i can assure you contract wont do that trick ;)

until you reach that goal there is no real need to use the option to randomize genre and concept cause before that you havend scoped the actual design.

Beat the game with managing to design every Gen console and make profit out of it.


And just for your example ;) you can do around up to 30 Mill profit with a simple B+ game if you produce it yourself (90-100%) with 70-90 you should make around 10 Mill income

B+ games are developed until 1986-7 when you reach the phase where you have to switch to A games cause of feature ....

a contract work for a B+ game gives you (1-2 Mill with 600-700k production cost if you have enabled graphic, sound , quality ) making max 1 Mill income usually you only get 400-500k profit on the contract game

produce it yourself well as listet above atleast 10 times

Awesome, that's my goal too. It is ridiculously hard even in slow. It is at the perfect difficulty.
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Date Posted: Jul 15, 2016 @ 3:26pm
Posts: 9