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Available Titles:
Bacterium Imperium available for download! (click here to download)
Extermination available for download! (click here to play)
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Bestseller available for download/purchase! (click here to purchase)
The Not Very Definitive Game Guide, My Random Bits Of Advice...
| Ransik |
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Night Shift Gamer

Group: Members
Posts: 38
Member No.: 1,616
Joined: 21-October 06

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This might sound odd... but now every game I play I'm maxing out at $2 billion before the year 2000. What I do is kind of what was initially listed. I have my guys study like you wouldn't believe the first year, and I have them up in the 6s and 7s by 1981, and usually by that time I can hire more guys. The studied ones work on the Atari 2600 engine and it takes about 6 weeks. I then pump out 4 games by X-Mas of 1981. After that cash comes in and my new headquarters are up and running I find all the best hardware crew. My initial team makes one or two games a year while the rest study like mad on hardware. When I hit Level 3 on my headquarters... my hardware guys are all set and I make a platform... this is in about 1985. While the platform is being made every available employee is studying up to make games for the new platform with 4 or 5 guys left to make a game so I don't go bankrupt. And since I will improve the hardware when the platform is completed for a good year, I can end up making anywhere from $700-$1200 per platform sold. I then release the platform and all the hardware guys bone up on the other study section while the others pump out games for my new engine while my deals get other games moving... but I save about 3 or 4 to lower the production cost for about 40 weeks. I'll only sell about 2,300 units a week... but at the profit it doesn't hurt the company, it just makes me unstoppable. When the initial buzz is over on the platform I simply drop the price down so I'm breaking even on it but selling great games like mad for it. Eventually the production cost is so low I can sell about 10,000 units a week at about $100 profit plus what the games bring in. I've mostly stopped playing the game because I can't make any more money though.
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| Ninoistehgod |
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Night Shift Gamer

Group: Members
Posts: 21
Member No.: 1,622
Joined: 27-October 06

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MYTH:Employees take FOREVER to study up
TRUTH:Right click the studier in current tasks and drop that little bit of money to nearly halve their study time (can do it twice). It's worth it 5 times over.
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| Chocolate |
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Unregistered

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You can always use artmoney or something like that to pump up your employees leadership and hardware to 100+
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| ringhloth |
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Night Shift Gamer

Group: Members
Posts: 18
Member No.: 2,116
Joined: 15-September 07

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you dont need tools to make a really good engine actually. i had a leader with 111 leadership, 6 programming, and another with 10 graphics, and i made a 109 engine, and am making enough to get by on easy. i wouldve bought tools, but some bad decisions early on left me broke.
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i. am. awesomer. than. you. end of conversation. really. stop reading and dont argue. why are you still reading? stop. now. i command you. stop reading this, because really, im just wasting your time. do you REALLY want to read 500 charectors 0f text? by the way, who decided naming letters, numbers, and spaces charectors? why not just plain letters, numbers, and spaces? is it too good for simplaity? another 50 letters, numbers, and spaces to use. so... how should I use those precious 50 charecto
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| snam23 |
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Night Shift Gamer

Group: Members
Posts: 2
Member No.: 3,043
Joined: 6-December 08

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Thanks for the useful tips! I have just started playing this game and have yet to master it but I will be sure to try these tips. I do have one thing to say. I made it big time without studying or selling engines. What I did was immediately make an engine for Atari 2600 and then upgrade it accordingly. Then I made an action game called Action 360 (based on the engine called "360"  ) It was a huge hit though. Why? I hired the best workers I could. I had about 2 people with their expertise on Programming, Design, and Graphics. Also, as soon as I could, I reviewed my game a billion times, fixed it accordingly, and then repeated that process over and over until the review was so positive it couldn't get any better. After almost a year of work, the game was released in early 1981. And it was a HUGE success.  Think Halo for Xbox. It was absolutely amazing. Then I made the mistake of trying to make a sequel and then canceling it and then finding out I could not make a sequel again. I also tried to make a new platform and eventually the Atari 2600 went outdated. But it was number 1 for over 50 weeks and in the top 10 for 100 weeks. I think this was a one time lucky thing because I was never able to repeat this success. I think I will try your tips next time instead.
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