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 Mad Games Tycoon 2 Cheats

 
   
 
 
Mad Games Tycoon 2

Cheat Codes:
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Submitted by: David K.

How to Make More Money with Arcade Games:
-----------------------------------------
Written by Old School

-=First, you need=-
* Workshop full of Technicians.
* DevKits for Arcade (there is one for the technological era).
* Possibility of generating 90% + Games.

-=The method=-
Using a genre / theme with 5 experience stars, create an arcade game.
NOTE: Arcade Joystick is considered a "bad" feature by some themes or genres.

For this, you ONLY have to use themes that are good or "not bad" (green or yellow) 
with Arcade Joystick and Controlador or Keyboard. I'll talk about this later, but 
for now we need to know that we intend to create a port, and we don't want our port 
to score worse for having a “bad” game function.

When creating arcade games, you ONLY want to create 5 stars in all areas.

-=Publish the game=-
Update the game with a free update as quickly as possible. Your first 3 weeks will 
see a steady increase in sales. Week 4 will see a drop in sales from week 1, and 
that's where your sales will stay until they drop. I like to release an update for
Week 1 (before it is calculated) and Week 3.

Arcade cabinets are produced at The Workshop and will make a lot of money.

-=Make the game port=-
Launch that port for the PC as fast as possible. The port sales will help the arcade 
sales a bit, but will also increase the value of the intellectual property.

Now whenever you release a popular console / computer game, remember to port it
to Arcade. I was doing 1k + machines per week making profit of 15k-25k per machine.

So if you create 3 workshops, you can keep 3 arcade machines indefinitely and get 
unlimited money - using Arcades correctly is almost as good as using a trainer.

-=Closing remarks=-
There are a few things to consider about using Arcades:

* Arcade rooms, like consoles, start to be expensive to produce, they get cheaper 
  after a while, and then they get more expensive again.
* You have to pay attention to your workshops. It is better to have 3 workshops 
  and 5 arcade games. As sales drop and you finish a project earlier, you can 
  produce Arcade 4 and Arcade 5 with the remaining time.
* Arcade game sequels can only be released as arcade games. It cannot launch sequels 
  or splits from a port. You can release an Arcade sequel and then port it. Better 
  yet, you can launch on consoles and then migrate to Arcade. It then releases a 
  paid update for the original game.
* I mentioned this before, and once again: it is very important that whatever genre 
  you use in Arcades does not have a bad combination for: Keyboard Support, 
  controlador, Arcade joystick support. You need to have "Good Match" on every 
  console you launch.

Corollary: When creating a game and looking at the required game features, make sure 
your 'Type of controlador »NEVER be in red. If so, you need a new genre or you should
NOT post this genre to the machine that requires that feature.

I had 5 Arcade games from 5 workshops that allowed me to earn 15k / sale for 1000-2000
sales per week. It was so sweet that I was able to convert my console sales to $ 100 
and came very close to covering the expenses. My earnings from the arcade made up for
my losses enough to allow me a few months during Santa Claus to gain some market share
before being forced to raise prices again.

You will also have a LOT of technicians working. The good news is that you can exchange 
technicians between workshops and console development as needed. The workshops will 
also develop the skill of the technician quickly, so they do not even need to send 
them to the training room. Fed up of your technicians waiting for the next console? 
Put them in arcades. It will increase their skill and turn them into a financial 
engine that will pay for all your mistakes and bad decisions, at least within this game.

=Arcades are stupidly good. Now, the downside=
The arcade machines are produced in the workshop. If you have a machine that sells 
1200 copies a week and you can only process 800 / week in your shop, you will get 
a backlog of orders and you may need a second shop to resolve them.

If you are selling 800 / week but can produce 3k / week, when you finish production 
in arcade, you need to switch to the next machine. That's why I say you want one active
arcade console per workshop. Each workshop can work on one game. This means that you 
need to pay a little attention because you lose money if you let weeks go by while 
collecting arrears.




How to Add Your Own Company Logos and Platforms:
------------------------------------------------
1.Go to the Mad Games Tycoon 2 Directory.
2.Go to Mad Games Tycoon 2_Data folder & then to the "Extern" folder.
3.Go into either the company logos folder or Icons_Platforms folder.
4.Find the image you want and make sure you downsize it to a 128×128 size using 
  photoshop or some other program.
5.Just rename it to whichever image you want to replace and make it a PNG file.



Tips for Very Hard (Early Game):
--------------------------------
* Don’t waste money. Don’t research things you won’t use, don’t make your rooms “cute,” 
don’t build a room fit for ten people and only put five desks in it. The interior 
decorator in you can wait until you have the money to do interior decorating (like, a 
billion dollars.).

* Try having as few IPs as possible (ideally only one) use as few genres as you can 
(ideally two or three) and as few topics as you can (ideally less than five.) This will 
allow you to get better at all the game elements faster, and increase your sales.

* Don’t add improvements unless you absolutely have to. Polishing for one month does 
the same as adding one or two improvements, but does it for free.

* Arcades are a very good way to make money early on, try researching the Workshop and 
porting your games to arcade. Or even better, make your games for arcade first, then 
port them, that boosts the sales of arcade games a lot.

* Try to publish through the strongest publishers (five stars rating) and getting an 
exclusivity contract with one of them. That’s going to make every sale you make worth 
it. Some people say going for smaller publishers because they “pay more” but the thing 
is, their potential sales are lower, so you’ll be losing potential profit.

* Make contracts to improve game elements. This can’t be repeated enough, and it’s 
one thing neither the tutorial nor the oh-so-overestimated “slider guides” ever bother 
mentioning.

* Those stars next to everything in the game development window? They affect your 
review score more than having your sliders one or two points off could. If you have 
less than three stars on any element, try not to use them in your own game unless 
you must.

* More people make better games. It’s how it works in this game, I’ve found that 
twenty “newbies” of 30 skill will have an easier time making a good game than three 
or four “pros” at 70 skill. Quantity means quality.

* Don’t ever hire a “legendary employee.” They are – at best – 3 times better than 
normal employees, but cost – at least – five times more, usually closer to ten times 
more. In short, they’re newbie traps, money sinks, things you don’t want around if 
you want to stay afloat.

* Minimize and optimize your building. Some people make the mistake of having one 
large, centralized toilet/lounge. This causes employees to have to walk for literal 
in-game weeks to go take a pee. Every second an employee is not sitting on their desk 
typing is a second you’re losing money.

* It’s better to build small rooms (for five or ten people) and have small toilets 
and lounges close to every room, that way your employees will only be away from their 
desks for seconds, return to work faster, and be more productive.

* Don’t add graphics or sound artists to your dev room. They slow down development 
and only bring in a minimal amount of graphics and sound points, while sacrificing 
control/gameplay points. You can get 98% reviews on a graphics/sound-heavy genre 
(like action, racing or RPG) with just game devs and programmers.

* Don’t do racing games at first. They’re harder to get good review scores for, don’t 
have a suitable subgenre for a long time (which harms review score,) and their 
available topics are few. Racing is the “hard mode” choice for making games until you 
have Graphics and Sound rooms and a suitable sub-genre for it.

* To practice, play in the Giant Warehouse map. This will give you one huge building, 
and being able to expand without wasting millions really lowers difficulty. Later on 
when you feel like you know what you’re doing, you can start a run on a different map.

All these things allow me to do “insane” things like producing one game every two 
months in normal speed in Legendary and still get 95%+ review scores almost constantly, 
so they should work better in Very Hard and below.



Beginners Tips:
---------------
Every option you set, when you’re designing a game, which is starred – things like 
topic, game features, engine features, genre, etc etc – each star that you don’t 
have is a point against your review score.

There’s a buffer which varies by difficulty level that lets you ‘get away with’ some 
missing stars. Legendary I think gives you very little room to move, but the easier 
levels give you a lot more leeway.

So as well as needing the right number of ‘game points’ when you release, you also 
need to not be missing too many stars from your experience.

That’s why the best strat for the early game is to begin by churning out commissions. 
You get the star experience you need without carrying any of the risk of a poorly 
rated game.

Once you’re getting 3, 4 stars across your key game components, you can publish your 
own and your reviews will be a lot higher. Ofc you still need a decent number of 
staff on to produce the game points you need as well.

On the easier levels, medium and below, you don’t even need to bother with contracts 
for experience. Just hire everyone who comes along, stick them in dev rooms and keep 
churning your own trash games. The reviews will improve with time.



Regarding Employees Tips:
-------------------------
The best use for employees is in their own “specialized” room, graphics and sound 
artists are not so good in the Development room – they give you a bit more sound/
graphics than programmers or game designers, but they’ll bring down your gameplay 
and tech (control) stats.

Also, one researcher on their own can pay for themselves by giving you a lot more 
speed than four of anything else could give you. I tend to hire researchers early 
in the game, and it’s never dragged me down.

At the start of the game, I tend to go with a small-ish team at first, but as soon 
as I’m making some money, I start growing. I’ll try to have at least thirty people 
in development* as soon as I can handle it, and sometimes I’ll have a work force of 
three digits by 1985. It works – salaries pretty much “pay themselves” once you 
start making good games.

As a tip that many new players end up finding on their own: There is only one thing 
you need to know about hiring “Legendary” employees: Don’t. They cost up to 10x the 
money normal employees cost, give you only (at best) five times as many stats as a 
normal employee, and their only “special” trait is a perk that can become obsolete 
by 1985, or even by the time you start publishing games through an NPC. The perk is 
one that lets them add “hype” to a game, but only up to 60 points. Your own games 
will, when your studio and IP grow big enough, start at 60 hype rendering these 
employees glorified money sinks, and NPCs, specially the 5-star ones, have a tendency 
to automatically market your games on week one, giving them anywhere from 80 to 100 
hype further turning “Legendary” employees a cosmetic feature.

Oh, and for starter genres, do not pick Racing or Adventure. They need more graphics 
and sound than Skill and Puzzle, making them much harder to get good scores for early 
on. They also have a lot of early unsuitable gameplay features, which means you’ll 
have to be adding more points through your employees, and may probably get a lower 
score from lack of features (but this shouldn’t happen until the mid-eighties for 
B games.)

This means the Development studio and any of the “specialized” studio that are tied 
to game development: QA, Sound studio, Graphics studio, Music studio, and much later, 
Motion Capture studio.
 

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