Military Madness on Cell phone, anyone play it?

Started by MotherGunner, 04/19/2006, 01:28 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

MotherGunner

Ive been trying to get it but dont know where.

How is it?
-MG

SI VIS PACEM, PARA BELLUM (If you want peace, Prepare for war)
SI VIS BELLUM, PARA MATRIMONIUM (If you want war, Prepare for marriage)

esteban

Around two years ago I talked to a fellow who had played it in Japan. He said it was pretty nice and well-suited for cell phones.

My wife recently got a new cell phone and I have yet to see if she can play anything on it. I'd want to try out Ys I as well ...

http://www.hudsonentertainment.com/index.cfm?page=games&gid=53
IMGIMG IMG  |  IMG  |  IMG IMG

jlued686

I looked for it on my Verizon phone, but it wasn't there.  They did have Ys and Super Bomberman, though.  Ys is pretty bad, but I haven't tried Bomberman.

cavein2000

I see it for sale on my cell phone, If I hear the word that it is good I may shell out the 7 bucks for it...  I have Sprint and can download it using my month of trial online service, but the download per game still costs bucks.  

I've also got paperboy, X-men Legends and Jamdat AirHockey.  
]I highly recommend the airhockey.  It only requires 1 button to play, but timing is everything and how long you hold the button as well.  Trying to replicate a more complicated game that requires 2 hands on the phone is just ridiculous.
What a horrible night to have a curse...

cavein2000

Okay, for the sake of research and to help you all out, I bought Military Madness Mobile today.  Only 3.99, hopefully a bargain.  I have only checked it out quickly and have not played the original, but based on screens I've seen it looks comparable.  I'll keep you posted.
What a horrible night to have a curse...

esteban

Quote from: "cavein2000"Okay, for the sake of research and to help you all out, I bought Military Madness Mobile today.  Only 3.99, hopefully a bargain.  I have only checked it out quickly and have not played the original, but based on screens I've seen it looks comparable.  I'll keep you posted.
Rock on, thanks for the scoop. :)
IMGIMG IMG  |  IMG  |  IMG IMG

handygrafx

some screens of Nectaris for mobile phones / cell phones

IMG IMG


more here:
http://www.tinyurl.com/lx8r2


you can tell the size of the graphics have been re-formated for phones

cavein2000

Military Madness (mobile)
After playing this game I must say I am quite impressed.  Even though I haven't played the turbo version, I will say it is probably very close to it.  I just finished mission 1, it was a lot of fun considering I was holding a cell phone in my hand.  You can only really see a little less than half of the map at a time.  scrolling over does take a while, and using the directional pad isn't quite so smooth.  But since it is turn based, there is no rush.  However, it may take a while longer than you are used to playing the turbo version.  You can also save your game which is awesome.  I think this type of game is perfect for the mobile phone because it doesn't require skillful handywork with the cramped phone buttons.  It incorporates strategy that challenges you while you can work at your own pace and complete a level at a time.
What a horrible night to have a curse...

Mattgyver

I originally played this game to death on my TG 16, then on the PlayStation (Nectaris). I found out about the mobile version of the game and got it for my Sony Ericsson w600i. I love it - a great diversion that is easy to pick up and put down whenever I'm waiting in line for something.

Here are the differences I've seen from the TG 16 version:

1)  The computer AI, while mostly intact, sometimes doesn't act when he should. For instance, level 4, after he took out his Hadrian from the factory he never did anything with it. Same with his tanks, he never closed in or set up any kind of offense. He normally shells my people from just over the mountains, and tries to push his way into the center terrritory.

2) The after battle report is missing the nice graph.

3) No battle animations.

4) The computer is less aggressive with their Kilroys - sometimes doesn't act with them when they should - see #1.

5) They are smarter with their Hunters - they actually picked my Hawkeyes as a primary target instead of my nearby Charlies (level 5).

6) No operation map, just a text selector that lets you jump to a level you have already completed.

7) You can save at any time!

8) The overall battles seem a little more forgiving. Remember all those Polar tanks that are supposed to have high defense? They actually feel that way now.

9) Some spelling mistakes in the unit library - The "Falcon" is referred to as the "Falco" and the "Titan" has been renamed to the "Monster"

10) Hadrians are a little more accurate. It seems in the TG 16 version, a full company of Hadrians attacking a full company of Bisons would usually only hit one or two. Now I typically hit 3 or 4. Maybe it's just me though.

There's probably more... I'll post an update if anyone cares. I am basically using the strategies that work the best for me on each map, and am seeing how the mobile computer reacts compared to the TG 16 computer.

jlued686

This is definitely the best cell phone game I've played, though that's not saying much.  It's very well-suited for cell phones, and yes, the ability to save at any point is very nice.

esteban

Quote from: "Mattgyver"I originally played this game to death on my TG 16, then on the PlayStation (Nectaris). I found out about the mobile version of the game and got it for my Sony Ericsson w600i. I love it - a great diversion that is easy to pick up and put down whenever I'm waiting in line for something.

Here are the differences I've seen from the TG 16 version:

1)  The computer AI, while mostly intact, sometimes doesn't act when he should. For instance, level 4, after he took out his Hadrian from the factory he never did anything with it. Same with his tanks, he never closed in or set up any kind of offense. He normally shells my people from just over the mountains, and tries to push his way into the center terrritory.

2) The after battle report is missing the nice graph.

3) No battle animations.

4) The computer is less aggressive with their Kilroys - sometimes doesn't act with them when they should - see #1.

5) They are smarter with their Hunters - they actually picked my Hawkeyes as a primary target instead of my nearby Charlies (level 5).

6) No operation map, just a text selector that lets you jump to a level you have already completed.

7) You can save at any time!

8) The overall battles seem a little more forgiving. Remember all those Polar tanks that are supposed to have high defense? They actually feel that way now.

9) Some spelling mistakes in the unit library - The "Falcon" is referred to as the "Falco" and the "Titan" has been renamed to the "Monster"

10) Hadrians are a little more accurate. It seems in the TG 16 version, a full company of Hadrians attacking a full company of Bisons would usually only hit one or two. Now I typically hit 3 or 4. Maybe it's just me though.

There's probably more... I'll post an update if anyone cares. I am basically using the strategies that work the best for me on each map, and am seeing how the mobile computer reacts compared to the TG 16 computer.
Dude! I can't wait to hear more :)

Write something up and I'll be glad to post it on my site (including the stuff you wrote above).

I've been working on a major overhaul of Base Nectaris (in fact, a fellow Nectaris / MM fan has been helping me)...

Tell me what you think :)
IMGIMG IMG  |  IMG  |  IMG IMG

Mattgyver

Definitely - I'm working on a write up and will post it once I finish stage 16. The biggest thing I've noticed is how the game is easier overall. I'm sure it's limitations with Java on how smart the computer can be, but there are quite a few times where the computer will just end his turn without even moving. Like he's scared... though I AM a fearsome opponent. The computer also tends to disregard the importance of their artillery (Octopus, Hadrian, Lynx) I have NEVER being attacked by one of those untits yet and I am currently on stage 9...

Regardless, I still really like it. Beginners probably won't notice any of the problems, but who is actually a beginner? I figure everyone who buys this game has already played it a lot on some other platform.

I think I'll do a video comparison showing stage 4 - that was the level where I realized the computer was acting funny.

More later...

Savory Cade

Actually, I'm a beginner with it. It's one of those games I never got around to getting for the Turbo even though I'm a huge turn-based strategy fan. So far I'm loving the cell version of it. I haven't noticed much in the way of problems, but occasionally the AI did seem a little dim. I was wondering about the battle animation too since I didn't know if the original had any but it seems odd that everything just sits there.

esteban

MattGyver: Nice! Take your time :)

On AI: There were times when the AI in the original would make obvious blunders... but they were pretty infrequent. Usually, the AI would play a fairly aggressive game: Long-range ground and air offenses were used constantly. Hunters would be used to their utmost offensive advantage. Slaggers and Titans would cream you as soon as they got some experience, etc.

I wouldn't be surprised if the AI was dumbed-down to make the game more appealing to a wider audience? This is speculation, of course...

On Battle Scenes: There's no animation? That's lame. I have my doubts as to whether this was cut due to technical limitations or Hudson cutting corners...

Questions: Is the in-game "Tutorial" still available? Do you have the option for manually inputting passwords? Have you tried any of the codes (i.e. the music test)? The codes didn't work in the Gameboy or PlayStation... but it would be kool if "ONGAKU" worked for the cellular game. Of course, I don't know if many folks would want a sound test for a cellular game :)
IMGIMG IMG  |  IMG  |  IMG IMG

grendelrt

I love this version. THe only game i have bought on my cell phone. The missing battle animations is fine, since they cut down on time and I am usually on the toilet playing with low time. I love it so far though, i wish they would make a DS version =)

esteban

Quote from: "grendelrt"I love this version. THe only game i have bought on my cell phone. The missing battle animations is fine, since they cut down on time and I am usually on the toilet playing with low time. I love it so far though, i wish they would make a DS version =)
Ha. I had to hit "control + +" a few times in order to read the tiny text. :)
IMGIMG IMG  |  IMG  |  IMG IMG

cavein2000

Quote from: "grendelrt"I love this version. THe only game i have bought on my cell phone. The missing battle animations is fine, since they cut down on time and I am usually on the toilet playing with low time. I love it so far though, i wish they would make a DS version =)

Good point, how does tactics dual strike for the DS compare?
What a horrible night to have a curse...

Mattgyver

#17
Updated 7/7/2006

Alrighty, my meaningless report is in for Military Madness on mobile devices (maybe not Verizon though - looks like that one is actually a little different/better, but I have yet to verify)

I bought the game for $4.99 from Cingular for my Sony Ericsson W600i. The overall experience was good, the game is very stable, and I didn't run into any bugs. Although to fit onto a mobile device, it was definitely altered. However, for only $5, I feel it was worth it. With that said, the following is a comparison of the mobile Military Madness game compared to the TG16 version.

Graphics:
------------------------------------------------

1) The maps look great, everything seems to have been copied exactly.

2) The units on the map look good as well. However, when they move, there is no animation, they just jump from hex to hex.

3) The hex cursor is a little smaller, and the hex grid (when displayed) feels a little tight. On the TG16 each grid hex was right next to each other with only a pixel or two between them. On the mobile version, each place on the grid is far apart, and much smaller. Just strange I guess figuring the rest of the map is spot on.

4) Battle animations only show explosions. Units do not roll onto the battlefield, they don't position themselves, raise their turrets, fly in, whatever, they just appear - you hear a shooting noise - then they explode.

5) Units fighting each other appear on the same plane - aircraft are shown at the same level as tanks. If you just glance at the screen, you may think your Eagles are some kind of tank if you didn't know better.

6) Factory captured screens are not animated, and they are very tiny - taking up the center of the mobile screen, and no bigger than 80 x 50 pixels (just a guess)

7) There is no overview map of the moon when moving from level to level.

8) The intro screen is pretty much the same, just with modified menus and such to fit a mobile device.

9) On each level, there is no side info panel showing the units on the map, the name of the map, and so on. This however is available from an options menu during play.

10) When engaging enemy forces, the surround and terrrain effect hexes at the bottom of the battle window do not 'add themselves up' or indicate any bonuses to attack through a quick animation. These bonuses are still there, but they are already taken into account and displayed prior to the battle display opening up. This is one of my favorite things removed on the mobile version. I love surrounding the opponent on either side, then laughing when his defense goes through the floor, and my attack goes through the roof. It warms my heart to rip apart a full company of 8 Giants with nothing more than a Rabbit and Eagle.

11) There is no after battle graph, only two lines of text indicating how many units on each team were destroyed.

12) 'Titans' have been renamed to 'Monsters', and the 'Falcon' is now the 'Falco'. After doing a little research I found these unit names are actually the Japanese names of those same units from the PC Engine / Duo cd game Neo Nectaris. It makes me wonder why they would only name those two units according to the Japanese translation, and leave everything else alone?

13) The intro is pretty much the same - uses the same small framed graphics and story.

14) The tutorial is a really stripped down version covering only the highlights, and it is mostly text with no user interaction required.


Sound:
------------------------------------------------

1) The music, though heavily modified, is basically the same. The instrument set used for the MIDI hasn't been messed with too much, and that "wah-wah-wah-wah" noise when you end your turn is, in spirit, close to the original. You'd have to hear it to know what I mean.

2) Sound effects have been cut back a little, but nothing is completely missing. Honestly, I turned my sound off after stage 3, ad only checked it occasionally.


Gameplay and Opponent AI:
------------------------------------------------

This was my favorite part - trying to figure out how the computer thinks. The TG16 version was actually tough in spots, and I don't know if there are more than a couple ways to guarantee victory on any particular level - especially after stage 12. Overall, I would rate the computer on the mobile version a 2/10. It was very stupid. The TG16 version would probably be around a 7/10 (I can give you my synopsis on how it could be improved... but the CPU is already pretty evil). The poor mobile AI didn't make it a lot less fun though, but it certainly was a dissapointment on the later levels when my hard learned strategies didn't matter. I feel it doesn't have nearly the replay value as the TG16 version. Read on...

1) The mobile version does not allow password entry. You must reach any particular level by playing through to access it from the main menu.

2) You can save at ANY point and continue just as easily. There is only 1 save file.

3) It is 1 player only. You can only play as the Allies (blue team).

4) The computer will not explore the map or establish any sort of planned group offensive/defensive line. This will become apparent on Stage 4. The exception is with foot units (Charlies and Kilroys) and transport vehicles. They seem pre-programmed to acquire factories and generally travel to points of interest.

5) Any Axis (green team) offensive action or movement will ONLY be triggered by a blue unit being in range. Since aircraft have the most range, they alone tend to go after you. Slow moving tanks won't budge for the entire level unless you are careless enough to come within their range. If you completely move your units out of range of any enemy units, you can expect to see lots of "End Turns" without a single Axis unit moving. You can basically load up a Pelican with some Charlies, fly outside of the enemy units' range, and swoop in to their base for an easy and un-eventful capture. It's more like a stealth game or something - if they can't see you, they won't budge.

Try this on Stage 1, pull all your units back to your base and end your turn. The Axis will ONLY move their Charlies. Since you are out of the tank's attack range, they won't budge. You can sit there forever and they will not try to get you. They will capture your base if you are not sitting on it though.

6) No attempt is made to protect the Axis base. If the Allies are within capturing distance, nearby Axis units will not move to protect the base or squat on it.

7) The computer will typically not use gang-up tactics to quickly eliminate any one Allied unit. The most I have ever been attacked with were 2 Hunters, and they did not go for the surround attack bonus.

8) All Axis indirect attackers (Atlas, Hadrian, Octopus, Lynx, Hawkeye) will NEVER attack. Ever. Never Ever. Never Never Ever. You can walk through a dense forest of these and they will just sit there and stare. Not once was I the target of an indirect attack.

9) Since the Axis indirect attack units will never fire at you, this also means you are never really within their attack range, therefore - these units will typically never move.

10) The computer will never directly load a transport vehicle with a unit in a factory. For instance; after unloading a Pelican from their factory, the next unit to be unloaded is an Atlas. They will not load the Atlas into the Pelican. Instead, it will be unloaded into the next available spot. The same goes for Triggers (land mines), ground units, foot units, and so on. Nothing will ever get loaded into a transport vehicle fresh out of a factory.

11) Transport vehicles typically take a few turns to successfully get loaded. The computer will tend to move their Charlies a few times independantly from the Mules, then after a couple turns of dancing around, they will finally load the Mules. Just in time for me to blow them away with some Eagles I had nearby. It's strange - and the final result only put them a few hexes from where they started.

12) The only levels in this game are the original 16. There is no second moon.


That's about it! Pretty exhaustive I think. Please let me know if you have any questions or comments - especially if you have played the Verizon version of the game. I am interested to see how that one differs. Nothing beats the TG16 classic though!

Matt

esteban

Quote from: "Mattgyver"
Alrighty, my meaningless report is in for Military Madness on mobile devices (maybe not Verizon though - looks like that one is actually a little different/better, but I have yet to verify)
Rock on, Matt! Tons of great stuff there :)

If you have any edits / changes / additions, just edit your post above. At the top of your post, note when you last updated it.

Excellent!
IMGIMG IMG  |  IMG  |  IMG IMG