This ST-urday sees another instance of a game somehow breaking free of its Atari ST/Amiga roots to find moderate acclaim on other systems. It's not hard to manage when you're Sensible Software: the first company we've properly revisited for this feature (Gremlin's second appearance in that Demo Derby doesn't count) and one of the better known UK developers internationally. As I discussed with last week's Gobliins 2, it's practically inescapable to talk about tentpole (in my view, at least) games without occasionally bumping into cases where those same games saw various international and/or console releases due to their popularity. And, like last week, I determined that it's probably not a terrible idea to occasionally cover games people have actually heard about. When dropping all these blogs in the games' respective forums here on Giant Bomb it sometimes feels as if I'm interring Tutankhamun's body into his lavish and carefully constructed pyramid tomb and leaving it for future historians to discover in a couple of millennia.
Sorry about that. When it comes to Ancient Egyptian coffins I tend to snark off I guess. Plus, there's going to be enough ancient history to appreciate with today's entry already.
Mega Lo Mania (Tyrants: Fight Through Time)
Sensible Software are best known for Sensible "Sensi" Soccer and Cannon Fodder, but Mega Lo Mania proved that their expertise with games that have the player ordering around tiny little sprite people didn't begin and end with the UK-friendly genres of footy and military shooters. It has all the elements you'd expect of a turn-based computer strategy game from the 90s: the player can expand their territory, research new technology to give them a military edge over their opponents, create and equip whole armies of soldiers, or attempt a fragile diplomatic route. However, it does all this in such a truncated and transparent way that it feels more like a fast-paced RTS game. The game to be widely regarded as the first modern RTS game, Herzog Zwei, pre-dates this game by only two years. It wouldn't be until 1992's Dune II that a game would properly codify the trappings of the genre, leaving Mega Lo Mania as a sort of prototype evolutionary dead-end. Fitting, given its subject matter of human progress through history.
I've often lauded FTL's Dungeon Master for two reasons specifically: the first is in how it paradigm-shifted the measured, thoughtful cadence of prior first-person dungeon-crawler RPGs like the genre-establishing Wizardry to something a lot more tense and immediate and action-oriented. The second is the way it managed to streamline a lot of its genre features for the sake of enhanced accessibility; even if it's not the best pure CRPG it was an effective gateway for a younger audience, including the tiny baby 1987 version of myself, to be introduced to games from that genre.
Strategy simulation games, similar to CRPGs, needed something less dry and impenetrable to the young and the clueless and got it in Bullfrog's 1989 game Populous: a game I'd written off for this feature simply because it was far too ubiquitous. It'd be difficult to find a new angle on Peter Molyneux's Ur-God Sim, so instead I've opted for the slightly more divisive divinity-sim duplicate Mega Lo Mania. Mega Lo Mania is definitely a strategy game I've come to admire more for its design priorities and sense of pragmatism for this reason.
Disclaimer: "Tyrants: Fight Through Time" is what the game was renamed for its US releases. The Atari ST, despite being a computer created in the US, didn't see a whole lot of traction in its home nation. As a result there is no US Atari ST release and, thus, no Atari ST game called "Tyrants: Fight Through Time". I've added it to this ST-urday's title for the sake of clarity regardless. Maybe you played the DOS or Mega Drive versions, which did indeed see US releases (though, oddly enough, the SNES version did not).
I think that paints a comprehensive tableau of the sorts of antics you can get up to in Mega Lo Mania. Strategies mutate as you move from island to island and epoch to epoch, and unless you monitor your opponents constantly it's hard to judge how well they're doing comparative to your own efforts. By focusing on research and development you usually have a pretty good chance of overpowering your opponent with superior tech superior tech early on, but that strategy doesn't work quite so well when better defensive tech becomes available from the offset in the later epochs. When the ICBMs eventually start showing up, they will change everything about how you need to plan your next move. That's nukes for ya.
Though the mechanics rarely change, give or take a few additional buildings you may have to construct, the strategies constantly do and this is a key part of Mega Lo Mania's appeal and is in a microcosm the guiding philosophy behind its game design: simplify, but don't soften. While everything is explained with mouse-over hints the game never holds your hand, even through those early epochs with fewer features to worry about: the blitzkrieg strategy I demonstrated had to be discovered first, and the game makes no firm declarations as to which stratagem is the preferred one on any given map. Even if you crash and burn, each map only takes about ten to thirty minutes to complete depending on how often you hit the fast-forward button to get some technology invented faster, so it's no matter to jump right back in with a better plan in mind or a new starting location to try for a better spread of resources.
It's a rudimentary game in many ways, but back then there were precious few gateways to the dense numbers-and-spreadsheets world of computer strategy simulation games and wargaming. It rewards careful planning but also decisiveness and the player's reflexes in much the same way that Command & Conquer, StarCraft and, eventually, MOBAs like DOTA 2 and League of Legends would eventually do. And, hey, if you ever wanted to see a caveman take on a biplane in real-time, maybe check this game out.