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Megamania
Megamania
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Megamania
Atari 2600 box art
DeveloperActivision
PublisherActivision
DesignerSteve Cartwright
ProgrammersAtari 2600
Steve Cartwright
Atari 8-bit, 5200
Glyn Anderson
PlatformsAtari 2600, Atari 5200, Atari 8-bit
ReleaseAtari 2600
  • September 24, 1982
Atari 5200
  • November 1983
Atari 8-bit
  • 1984
GenreFixed shooter[1]
ModesSingle-player, multiplayer

Megamania is a fixed shooter video game developed by Steve Cartwright for the Atari 2600 and published by Activision in 1982. In the game, a pilot of an intergalactic space cruiser has a nightmare where his ship is being attacked by food and household objects. Using the missile launcher from their space cruiser, the pilot fends off the attackers. The game was later released for the Atari 5200 and Atari 8-bit computers.

Cartwright initially found inspiration for Megamania's gameplay from the arcade game Astro Blaster (1981). After completing a variation of the game, the team at Activision felt it needed a different form to separate itself from various space shooter games on the market, eventually leading to Activision's ad agency developing the food-induced nightmare theme. The game took nine months for Cartwright to develop.

Initial response to Megamania had critics split with early reviews complimenting the graphics and varied movement of the enemies, while others felt it was another game in an already oversaturated field of games influenced by Space Invaders (1978). The game received the "Most Humorous Home Arcade Game" at the 4th annual Arkie Awards, and in 1984 Video and Computer Gaming Illustrated declared Megamania as the best Atari 2600 game.

Gameplay

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Atari 2600 gameplay. The player's ship—the blue object at the bottom—is being attacked by enemy hamburgers.[2]

In Megamania, the player is a pilot of a machine referred to as both an intergalactic space cruiser and a mobile blaster. After a day of work, the pilot gorges themselves on food ranging from ice cream to pizzas and begins to hallucinate. At home after falling asleep, the pilot finds themselves in a nightmare being attacked by various food and household objects such as hamburgers, steam irons and bow ties. The player must control their fleet of mobile blasters that are under attack from these objects.[2][3]

Megamania can be played with one player, or two players taking turns. The goal of Megamania is to accumulate points by knocking out as many enemy objects as possible by firing the ship's missile launcher at them before the players own fleet of three space cruisers is destroyed. The player can earn an extra space cruiser in reserve for every 10,000 points earned.[2]

There are eight waves of enemies which move with different frequency and attack patterns.[2][4] Each wave has the point value of each object increase, until the eighth wave featuring "Space Dice", after which, all enemies are worth 90 points each and the enemies palette color and patterns change. The game is timed by an energy bar at the bottom of the screen that gradually depletes during each wave. If it runs out, the player loses a blaster. Bonus points are rewarded after each round for how much energy is left in each bar.[2]

Using the game options on the Atari, the player can choose between guided missiles, or straight missiles. Guided missiles can be steered by following your joystick movement. With straight missiles, they streak straight up.[2]

Development

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Steve Cartwright in 2011. Megamania was Cartwright's second game for Activision following Barnstorming (1982).[5]

Megamania was designed by Steve Cartwright for Activision. Prior to working at the company, Cartwright had gone to college with David Crane at the DeVry Institute of Technology in Phoenix.[6][7] When Crane and Alan Miller created their own company Activision, they found quick success leading them to hire new employees, which included Crane's friend Cartwright.[8] Megamania was his second game for Activision following Barnstorming (1982).[5] He was inspired to create the game after seeing Astro Blaster at a Chuck E. Cheese restaurant.[9] Cartwright developed a ship similar to that of Astro Blaster. Designing the ship showed him how simple the graphics had to be for the system, as he could only use eight bits and one color for the ship.[10]

Cartwright found developing the game for the Atari 2600 to be difficult, especially for code to define how objects were displayed. It required handling multiple objects moving horizontally, passing each other vertically, and missiles passing vertically through rows of objects, which Cartwright explained as what "might seem like a trivial task using today's technology actually took months of late-night coding to figure out."[11] Megamania was designed to fit a 4 kilobyte ROM for its graphics, code and sound. It took over nine months for Cartwright to develop.[12]

After completing development of the gameplay, Cartwright felt that the market was overloaded with space-themed shooter games but was confident in the gameplay of Megamania and thought of ways to make it stand out in the marketplace. Ideas included titling it Space Game as an anti-marketing effort. Tom Lopez at Activision suggested the title GadZooks! which led to Activision's ad agency unveiling its concept that the game was about a spaceship commander who had nightmare after eating too much junk food, leading to enemy ships becoming objects like hamburgers, spinning dice, tires and bowties. After this, the game was then titled Megamania.[13]

Release

[edit]

Megamania was released for the Atari 2600 on September 24, 1982.[14] Electronic Games listed Megamania along with Robot Tank (1983), Enduro (1983), River Raid (1982) and Pitfall! (1982) as being among the biggest hits for Activision in 1983.[15] Sales figures are not known, but Jim Levy did not include Megamania when discussing which of Activision's games that had sold over one million copies in an interview in June 1984.[16]

Ports of the game were announced for consoles like the ColecoVision and Atari 5200 and computers such as the Commodore 64 and MSX, but were only released for the Atari 5200 and Atari 8-bit computers.[17][18][19] Megamania was released for the Atari 5200 in November 1983.[18] Game critic Lou Hudson reported that Atari 5200 version of the game was not planned to be heavily promoted until after the Christmas season, to keep it from competing with the Atari 2600.[20] The Atari 8-bit version was released in 1984.[19] Both releases were adapted by Glyn Anderson.[4][21]

Megamania was included in several game compilations such as Activision Anthology (2002) for Windows, PlayStation 2, and Game Boy Advance and Activision Hits Remixed (2006) for the PlayStation Portable.[22][23][24] A version of Megamania developed by the South American group Ivolgamus appeared in Arcade Zone (2009) for the Wii. Their version of the game game features altered play control and new graphics.[25]

Reception

[edit]

Critical response to the game was split. Critics who enjoyed the game complimented the graphics and variation on the genre. In JoyStik, an anonymous reviewer called it "one of the most original variations of the bottom-shooter concept ever created exclusively for home console" and said that "even the best Invaders players will find surprising new challenges".[26] The reviewer gave the game high ratings for game play, longevity and graphics.[26] The Video Game Update declared the game a "dazzling and relentless action game" praising the challenge and sound effects.[27] Bill Kunkel and Arnie Katz of Electronic Games described it as "an example of Activision at its whimsical best" and praised the varied gameplay, graphics and sound effects, declaring that it was one of the most addicting games they had played in a long time.[5][28] Lou Hudson writing in the Fort Worth Star-Telegram gave the game a mixed-review, finding it too derivative of Space Invaders and that the graphic and theme was better than the game itself, while also describing it as "Space Invaders with a vengeance", noting the more complicated patterns that enemies use to approach the player in Megamania. Hudson concluded that "It's a nightmare all right, and in terms of color, detail, variety and toughness, it's a very good nightmare. I just can't get all that excited over [Space Invaders] games any more."[20]

Video magazine reviewed the Atari 8-bit version in 1984, describing it "hardly different" in terms of gameplay from the original Atari 2600 version, but emphasizing its "visually enhanced" graphics that allow players "to clearly distinguish what each wave of attacking objects is supposed to represent".[29] Reviewing the Atari 8-bit Computer version of the game, Computer Entertainer stated that it was even better than the Atari 2600 version of the game, noting challenging gameplay, fast-paced action, high quality sound effects and the graphic and humor, specifically noting details like treads on the tire enemies as they spin. The review concluded "the variations on the invasion game are many, but few have the graphic excellence and superb challenge of Megamania."[4] Michael Blanchet gave a negative review of the Atari computer and 5200 versions of the game, writing that the game was not significantly better than the Atari 2600 version. While praising the graphics, Blanchet stated that the claims of the game being a parody of shoot-'em ups was weak, writing that "at first the idea of fighting off hamburgers might solicit a nervous giggle or two. But any amusement quickly fades. Facades and hype aside, Megamania is just another shoot-'em-up."[30]

The Atari 2600 version of Megamania received an award for "Most Humorous Home Arcade Game" at the 4th annual Arkie Awards in 1983.[31] The editors and writers of the magazine Video and Computer Gaming Illustrated listed Megamania as the best Atari 2600 game in March 1984, specifically highlighting the game's various enemy designs, attack patterns, and sound effects.[32][33] It was also the runner-up as the "Best Game for Consoles", only beaten by Centipede.[34]

From retrospective reviews, Computer and Video Games reviewed the game in 1989, stating the gameplay was slick and fast, and Megamania remained a simple and addictive shoot 'em up.[35] Scott Alan Marriott of AllGame echoed earlier favorable reviews that what set Megamania apart was the variety of patterns the enemies had, and declared it "one of the most enjoyable games in Activision's impressive library" for the Atari 2600.[1] Brett Weiss in his book The 100 Greatest Console Video Games 1977-1987 (2014) did not include the game in his top 100, finding that it did not rank up with other console games such as Space Invaders (1980) or Communist Mutants from Space (1982). Weiss described the Atari 5200 version as superior, as its graphics let you recognize the objects you were shooting at.[36]

Legacy

[edit]

Following the release of Megamania, Cartwright continued to work at Activision, making games such as Plaque Attack (1983), Frostbite (1983), Hacker (1985) and Aliens: The Computer Game (1986).[37] Like Megamania, his other games such as Seaquest (1983) and Frostbite had roots in arcade games, such as Defender (1981) and Frogger (1981) respectively.[38][39] Cartwright re-used the code for Megamania for Plaque Attack.[40] He later worked on other series for other companies such as the Les Manley series for Accolade and the PGA Tour for Electronic Arts.[37]

Cartwright later reflected on his Atari 2600 games in 2016, saying that "Many people consider Megamania, Seaquest and Frostbite to be the three best fast action games ever done for the Atari 2600. I certainly would never argue with that."[41]

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Megamania is a fixed shooter developed by Steve Cartwright and published by in 1982 for the home console. In the game, players control a mobile blaster positioned at the bottom of the screen, firing missiles upward to destroy successive waves of descending, bizarre household objects—including hamburgers (20 points), cookies (30 points), bugs (40 points), radial tires (50 points), diamonds (60 points), steam irons (70 points), bow ties (80 points), and space dice (90 points)—before they reach the blaster or the energy bar depletes completely. The gameplay emphasizes strategic positioning and rapid shooting, as enemies move in varied patterns across the screen and reappear from opposite sides after orbiting off-screen. Four game variations are available: the first two feature guided missiles that automatically track enemies, while the latter two use straight-firing missiles, with difficulty switches allowing for slower or faster projectile speeds. Clearing a wave replenishes the energy bar, awarding bonus points based on remaining energy units (e.g., 600 points for 30 remaining units in the initial wave), and cycles repeat with increased speed and evasive maneuvers after the eighth wave. Megamania was ported to the Atari 5200 console in 1983 and the Atari 8-bit family of computers in 1984, expanding its availability on Atari platforms. The title received positive reception for its innovative and humorous enemy designs, as well as its addictive, fast-paced action, achieving an aggregate critic score of 81% based on 11 ratings (as of 2025). As an incentive, Activision offered a collectible "Megamaniacs" patch to players who submitted proof of scoring 45,000 points or higher.

Gameplay

Core Mechanics

In Megamania, the player controls a mobile blaster positioned at the bottom of the screen, maneuvering it left and right using the while firing missiles upward by pressing the controller's red button. The primary objective is to defend against waves of household objects—such as hamburgers, cookies, and radial tires—by destroying them with missiles to avoid collision with the blaster (which causes immediate loss) or the energy bar reaching zero before the wave is cleared (which also causes blaster loss). The game features an that begins each wave at 80 units and gradually depletes over time; blaster loss occurs either on collision with an enemy or if the bar reaches zero before the wave is cleared, with the game ending when all reserves are exhausted. Players start with three in reserve. Completing an entire wave fully restores the bar and awards bonus points based on remaining energy units multiplied by the value of a single enemy from that wave (for example, 20 points per unit in the first wave). Enemy objects exhibit varied orbital patterns, requiring precise aiming. Scoring is achieved by destroying enemies, with base point values varying by object type in the initial cycle—such as 20 points for hamburgers, 50 for radial tires, and 90 for space dice—before all objects award 90 points in subsequent cycles. Points accumulate with wave progression, and an extra blaster is awarded every 10,000 points, up to a maximum of six reserves. The game supports single-player modes (Games 1 and 3) or two-player alternating turns (Games 2 and 4), with behavior differing by mode: guided missiles in Games 1 and 2 allow steering after firing for continuous shots, while straight-firing missiles in Games 3 and 4 limit shots to one on screen at a time.

Waves and Progression

Megamania features eight distinct waves in its initial cycle, each introducing a unique set of enemy objects that the player must defend against using their fleet of . The waves progress in the following order: hamburgers (valued at 20 points each), cookies (30 points), bugs (40 points), radial tires (50 points), diamonds (60 points), steam irons (70 points), bow ties (80 points), and space dice (90 points). These objects travel in orbital paths across the screen, disappearing off the bottom or right edges and reappearing at the top or left, respectively, creating a continuous threat as they attempt to collide with the player's . As the player clears each wave by destroying all objects, the screen provides a brief rest period during which the recharges, signaling the transition to the next challenge. Enemy behaviors remain consistent within the first cycle, with objects maintaining steady orbital movements, but the game's structure builds tension through the increasing point values and variety of shapes, requiring the player to adapt to different visual profiles while managing depleting energy. Bonus points are awarded based on the remaining energy units when the last object in a wave is destroyed, encouraging efficient play. Upon completing the eighth wave, the game enters a repeating "MegaCycle" where the sequence of enemy shapes restarts from hamburgers, but all objects are now worth 90 points each and appear in different colors with more sophisticated motion patterns and evasive actions. Difficulty escalates with each subsequent cycle through enhanced enemy behaviors, such as more complex orbital paths, while the core mechanics of destruction and persist to heighten the challenge. This looping progression continues indefinitely, allowing for extended play sessions and high-score pursuits until the player's final blaster is lost.

Development

Concept and Inspiration

Megamania was developed by Steve Cartwright as a fixed shooter in the style of , but reimagined as a "space nightmare" where waves of everyday household objects attack the player's cruiser instead of traditional alien invaders. The game's core concept centered on defending against descending and maneuvering foes, such as hamburgers, bow ties, and steam irons, to create a surreal, dreamlike conflict that diverged from the saturated sci-fi shooter of the early 1980s. The shooter mechanics drew direct inspiration from the 1979 arcade game Astro Blaster, which featured zigzagging enemy patterns and ramming threats that Cartwright adapted to fit the Atari 2600's capabilities. This influence was combined with Activision's strategic emphasis on distinctive visuals to help the title stand out among competitors, encouraging innovative enemy designs over generic spacecraft. The whimsical theme of household items originated from input by 's marketing team, who reviewed early sprite designs and humorously interpreted the abstract shapes as familiar objects like and tires, suggesting this approach to enhance memorability and inject levity while avoiding overused extraterrestrial clichés.

Programming and Design

Steve Cartwright, a senior designer at , single-handedly programmed Megamania over approximately nine months, with six months dedicated to initial development and three months to fine-tuning. He coded the game in 6502 , the low-level programming standard for the 2600's MOS 6507 processor running at 1.19 MHz. The imposed severe hardware limitations, including just 4 KB of ROM capacity in the cartridge and 128 bytes of RAM for all logic, , and . To accommodate multiple simultaneous enemies in each wave—a key gameplay element—Cartwright employed optimized sprite , a technique that rapidly repositions the console's limited five sprites (two players, two missiles, and one ball) across scanlines to simulate more objects without visible flicker, a common optimization in advanced 2600 titles. Cartwright's design incorporated reusable code modules for enemy AI, handling movement patterns and in an efficient manner that could be adapted for future projects; notably, elements of this codebase were reused in his subsequent title, Plaque Attack. The fine-tuning phase involved iterative playtesting to refine difficulty progression, with specific adjustments to enemy speeds informed by tester feedback to ensure balanced escalation across waves.

Release

Initial Publication

Megamania was published by in September 1982 for the , released as a standard cartridge in a full-color box featuring artwork depicting a chaotic invasion of everyday objects like hamburgers, diamonds, steam irons, bow ties, and space dice descending toward a spaceship. The game retailed for around $24.95 and was distributed through major retailers during the peak of the early console market boom, marketed as a lighthearted twist on conventional shooter games with its absurd enemy designs. Promotional efforts emphasized the tagline "A Space Nightmare," portraying the gameplay as a where a pilot's battles waves of household items; the included instruction manual elaborated on this backstory, detailing the pilot's frantic defense against the bizarre attackers while offering tips on scoring and bonus mechanics. This release formed part of Activision's aggressive third-party expansion against Atari's console dominance, contributing to the publisher's strong holiday season performance in 1982.

Ports and Compilations

Megamania was ported to the console in November 1983 by developer Glyn Anderson and published by , featuring improved graphics and sound effects compared to the original version while preserving the core gameplay mechanics of dodging and shooting descending objects. In 1984, Anderson also adapted the game for the Atari 8-bit family of computers, introducing smoother animations, optional keyboard controls alongside joystick support, and an identical wave structure to the 2600 original. This version leveraged the Atari 8-bit's superior hardware for enhanced visual fluidity without altering the fundamental challenge of surviving escalating enemy waves. Plans for a ColecoVision port were announced but ultimately canceled amid the 1983 video game market crash, which led to widespread industry contractions; no official releases occurred for other contemporary systems such as the Intellivision. The game appeared in modern compilations starting with Activision Anthology in 2002, which included the Atari 2600 version alongside other Activision classics for platforms including Windows, PlayStation 2, and Game Boy Advance, offering emulation and bonus features like trivia. As of 2025, Megamania remains accessible through emulation on Atari Flashback plug-and-play devices and various digital distribution platforms.

Reception

Critical Response

Upon its release in 1982, Megamania received positive coverage in gaming magazines for its innovative enemy designs and engaging mechanics. Electronic Games described the Atari 2600 version as a "highly habit-forming invasion game" featuring an defending against waves of whimsical household objects like hamburgers, swiss cheeses, , and , praising its varied play mechanics, wacky graphics, and amusing audio that contribute to compulsive play value and a delightful, whimsical concept, awarding it a four-star rating. Critics in the early 1980s often noted Megamania's similarities to , viewing it as a fixed shooter lacking significant beyond its enemy variety. The game's core loop of defending against descending foes with erratic movements was seen as a familiar formula, though the substitution of everyday items for aliens added a layer of humor that some found insufficient to elevate it beyond a clone. Positive aspects highlighted in contemporary reviews included the diversity of sprite behaviors and the escalating difficulty, which kept fresh across waves. The enemies' unique attack patterns, such as guided descents or lateral shifts, combined with the player's mechanic, created tense, strategic sessions that demanded quick reflexes. analyses up to the mid-2010s have appreciated Megamania's factor and its role as an accessible entry in the genre, but often critiqued its dated mechanics for limited variety and repetition as waves cycle with only speed increases. Modern reviewers like those at Atari Gaming Headquarters lauded the detailed, colorful sprites and addictive challenge suitable for veterans, rating it 8/10 overall for its replayability despite frustrations like enemies pinning the ship to screen edges. The Video Game Critic assigned a C grade in 2013, commending the novel enemy types like cookies and tires but noting the quick, unpredictable movements reduce lasting appeal, while HonestGamers emphasized its hilarious originality in a 9/10 assessment, though acknowledging slower ship controls hinder later waves. The game holds an aggregate score of 77% on based on 12 critic ratings.

Awards and Recognition

Megamania earned recognition for its humorous take on the fixed shooter genre shortly after its release. In 1983, the version won the "Most Humorous Home Arcade Game" category at the 4th annual Arkie Awards, presented by magazine. The following year, it received further acclaim when Videogaming Illustrated named it the top game in their First Annual Vista Awards, highlighting its innovative enemy designs and engaging gameplay ahead of titles like Pitfall! and . Activision bolstered the game's prestige through promotional campaigns, including the "Megamaniacs Club," where players submitting proof of scores exceeding 45,000 points received official embroidered patches as a mark of achievement. In retrospective honors, has been celebrated in -focused events, underscoring its role in the publisher's legacy. While it has not garnered major modern awards, its inclusion in such preservation initiatives affirms its enduring status among classics.

Legacy

Influence on Gaming

Megamania's use of everyday household objects as enemies—such as hamburgers, bow ties, and steam irons—provided a humorous twist to the fixed shooter genre, diverging from the prevalent space invader tropes of the early . The game's success significantly advanced the career of its designer, Steve Cartwright, who had previously worked on (1982) and went on to create other acclaimed titles like Seaquest (1983) and (1983). Megamania's technical achievements, including its complex kernel for handling multiple enemy types under the Atari 2600's constraints, solidified Cartwright's reputation as a key innovator at , contributing to his long-term influence in the industry. As one of 's flagship releases, Megamania exemplified the third-party publisher's role in driving innovation during the Atari era, where challenged 's monopoly by producing high-quality, original titles that expanded the 2600's library and sustained market growth leading up to the 1983 video game crash. This period of third-party creativity, highlighted by Megamania's commercial success, helped establish as a leader in elevating console gaming standards through diverse and polished software. In retro gaming communities, Megamania's absurd enemy concepts have endured as a cultural touchstone, frequently referenced in discussions of 1980s arcade-style clones for their clever subversion of shooter conventions and lasting appeal in analyses of early home console experimentation.

Modern Availability

Megamania remains accessible through various digital re-releases and compilations. The game is included in the Activision Anthology, a collection of classic Atari 2600 titles originally released in 2002 for platforms including PC and PlayStation 2, with mobile versions for iOS and Android issued around 2012 featuring updated compatibility. It is also available via Xbox Game Pass Retro Classics, launched in May 2025 with 60 Activision Atari 2600 titles. Although not directly available as a standalone download on major PC platforms like Steam or GOG as of November 2025, it appears in retro gaming emulators and online archives that support legal ROM usage. Emulation provides a primary method for modern play, with fully supported on open-source emulators such as Stella, which offers cross-platform compatibility for Windows, macOS, and . Official hardware options include Atari Flashback consoles; the Flashback 8 Gold Edition and the 2023 Flashback 12 Gold both pre-load Megamania among their built-in libraries of over 100 classic games, connecting via for HD televisions. Original physical cartridges serve as collectibles in retro markets, typically fetching $10–$15 for loose copies on sites like in 2025, with complete-in-box versions commanding higher prices up to $30 or more depending on condition. Preservation efforts ensure long-term access, with multiple versions of Megamania archived on the , including ROM files, manuals, and emulation-ready dumps from its original 1982 release and later ports. While no official VR or HD remakes exist, the homebrew community has produced fan hacks such as Hackmania, which modify elements while retaining the core mechanics.

References

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