Not Forgotten – Magic & Mayhem | X-COM Creator’s Hidden Masterpiece

CHAOS… was a 1985 wizard-dueling turn-based
strategy game that challenged the type of games a computer could do as well if not better
than on a tabletop. Inspired by a card game British designer Julian
Gollop penned years earlier, and Warlock, an early Games Workshop card game, it was
one of the great strategy classics of the dawn of the computer gaming age. Julian’s desire to revisit his original
spell-slinging battle game never ceased. Its most obvious revival was Chaos Reborn,
successfully crowdfunded in 2014. It was a true-to-form remake of the original
game, down to the stylized monster designs and spells. But this wasn’t the first time Julian sought
to remake his fantasy classic. In fact, it wasn’t even the second. Five years after making Chaos, Julian and
his team at Mythos Games made Lords of Chaos; a more graphical interpretation of his original
design, with additional role-playing game elements and story. Yet there was another attempt that seems to
have fallen off the pages of gaming history: An underexposed re-imagining of Chaos some
13 years after its original release. Trying new technology, shedding turn-based
combat, and making some sweeping changes to the formula, I present to you, the fantastic
experiment known as Magic & Mayhem. Julian Gollop was an avid tabletop strategy
game fan. Making video games as early as high school,
and after moving from a small town in Essex to London to learn economics at a university,
he spent more time devoted to his game-making passion than to schooling. Julian wrote Chaos: The Battle of Wizards
for the ZX Spectrum, a UK-centric rival of the Commodore 64. The game was first published by Games Workshop,
and this title single-handedly set the course of events that would put down Gollop as one
of the masters of strategy computer games. Chaos pitted two or more wizards against eachother
in an empty arena. Each turn began with choosing a spell to cast—either
summoning a creature, or damaging, debuffing or enhancing an existing one—followed by
a movement and attack phase. If you’re familiar with turn-based combat,
you’d probably guess that there are ranged creatures, fast creatures, flying creatures,
etc., but the twist here is how straightforward yet unpredictable this game was designed to
be. Every creature, whether a rat, wizard or mighty
dragon, dies in a single hit. All attacks are a percentage chance to succeed,
improved or lowered based on the strength of the attack versus the target’s defense. This can lead to incredible moments where
you manage to sneak a weaker creature up to an enemy wizard and miraculously defeat them
first try, only to later miss after miss with your massive club-wielding giant. On one hand, taking squares and eliminating
enemies without complicated stat sheets is simple and elegant like a game of Chess. On the other, it’s highly reliant on chance
and calculated risk. Nothing is guaranteed in Chaos, and its addictive
Russian roulette-style combat kept players repeatedly hitting that ‘replay’ button
back in 1985. Playing a game today that is as as old as
myself, I wasn’t expecting much of a looker, and…it isn’t. What it IS though is a tight strategy game
that offers imaginative randomity-heavy combat with a variety of spells that will keep you
guessing. Though Julian Gollop is most known as the
creator of the revered X-COM series, the legendary turn-based strategy games that inspired a
swath of game classics ranging from Fallout to Diablo. Bringing tactics and strategy to a modern
world with gun squads and alien invaders was an instant hit and spawned imitations for
decades to come. MicroProse’s sequel, X-COM: Terror From the
Deep sent players to the depths of the ocean, but otherwise changed relatively little of
the original gameplay. Julian and his team were rehired for the third
entry in the series, X-COM: Apocalypse, which made many sweeping changes like higher resolution
graphics, optional realtime combat and many more levels of elevation; the latter two causing
strain on the series’ formula and tech behind it. After the long and troubled development of
Apocalypse, Julian and his crew at Mythos decided to try a new take on his Chaos game
concept. Lacking the license to the original title,
they set out with a new name, setting and real-time mechanics. Magic & Mayhem was picked up by publisher
Virgin Interactive and the journey through this inspired yet flawed game began. What makes Magic & Mayhem stand out from Chaos’
multiple remakes and iterations is its strong sense of personality; few titles have the
mix of old and new artistry stitched throughout its designs as this game does. You are immediately treated to a cinematic
story introduction of a wizard’s apprentice, who returns to his master’s tower only to
find it hastily abandoned. This intro showcases exceptional Ray Harryhausen-esque
claymation, like something out of Jason and the Argonauts or Clash of the Titans—likely
inspirations. This deliberate art direction made it one
of the few games to use claymation models for the game’s units. This gives Magic & Mayhem an unmistakable
look and feel. The game’s world and story is told over three
fantasized versions of historic Europe. Albion, with Druids wandering through gentle
rivers dividing Celtic plains. Ancient Greece, with mythological figures
like Jason and the Golden Fleece. And eventually to the conflicts of Merlin,
Morded and King Arthur in the realm of Avalon. Each have their own architecture, style and
use of musical instruments, with Irish folk inspiration for Albion, stringed instruments
for Greece, and more synth and modern music for the Medieval world. And the music, oh, the music. Even from its more negative reviews, critics
praised the game’s unforgettable soundtrack. Mythos hired the Afro Celt Sound System to
imagine the game’s unique soundscapes. Mixing bagpipes, pennywhistles, West African
influences, and even electronic accompaniment, it was truly a marvel. Each track was tuned to the three worlds,
Albion, Greece and Avalon, and were executed to such musical precision that I catch myself
humming them even today. The core of the gameplay is combat, with brief
dialogue interludes. You begin with a wizard as your starting unit,
and should they perish, the game ends. The casting chance mechanic of Chaos has been
replaced with a traditional mana bar. You can pick up consumable items and even
one-off spells throughout your adventure, but the bulk of the action will be ordering
units around like a realtime strategy game and casting spells. Each spell has unique characteristics and
uses. There are simple attack spells like fireball,
and the more powerful lightning. Summoning creatures is vital, but is balanced
by your unit cap. A dozen elves have the same mana cost as a
single griffin, but it would consume much of your unit cap, so what you summon and when
comes into play. Mana is both a resource and a balancing act,
and managing a posse of creatures is important as your mana does not regenerate. The search for Mana Sprites to consume and
Places of Power to hold are a must. How you defend and position yourself and your
army to guard your mana sources is one of the key strategies to the game. You have a diversity of tactics and effects
you can create: cast Lightning Storm around a thatched village to burn them out of shelter;
grow a Tangle Vine between you and another wizard to escape their reach; devour multiple
enemies in an ever-growing Gooey Blob; craft healing or attack totems to protect your units
and Places of Power, or just destroy a chunk of the world with the awesome Apocalypse spell. Flammability is so addictive in Magic & Mayhem. Start a brush fire and watch it engulf an
army. Call lightning down on a tree and see it spread
to a nearby shack. Or flush out defenders by burning down their
walls and defenses. You can create cheaper illusions of creatures
that intelligent units have a chance to disbelieve, summon magic wings to take yourself or your
army to the skies, or perhaps drop a field of magic mist to disrupt and confuse your
pursuers. The game featured impressive physics to back
up your awesome magic powers. Damaging a rooftop can cause tiles to fall
and hit creatures under its protection; levitating an enemy into the air will eventually drop
it from the sky and crush it based on weight and fall distance, and area of effect spells
can burst into a sphere rather than simply a flat circle. The game balances spell loadouts and ensures
every match is different via the unique portmanteau system. You can assign spell ingredients to either
Law, Neutral, or Chaos talismans, with one of three spell options per ingredient. Choosing between summoning a powerful creature,
an enchantment or a form of healing makes for interesting and challenging loadout building. Magic & Mayhem features a sizable campaign
with multiple difficulty levels, PVP multiplayer over LAN and the internet, plus an offline
bot mode, which pits the player against one or more AI wizards. Bots were my mainstay mode, jumping into one
of the dozens of maps, trying new techniques, spells and creatures. The cliche idea that no two matches are alike
is absolutely true here with such a wild and powerful arsenal of abilities. And as with many games by Mythos, the AI would
recalibrate after each match and would try to mix up its strategies to outwit your own. It was these sorts of personal touches that
made concept-before-product games so special. It was from an era of inspiration, before
game design settled into the comfortable normalcy of standard genres. After playing a demo back in 1999, I was ecstatic
to try the final game, but then the delays and confusing localization emerged. First was the unusual decision for Virgin
Interactive US to rename the game to Duel: The Mage Wars for the States, but when that
same company was liquidated after Viacom sold Virgin Interactive proper, the American publishing
rights went to Bethesda Softworks, who decided to retain the original title, Magic & Mayhem. Their weak marketing, confusing title changes
and delays likely influenced the underwhelming sales for one of the most interesting strategy
games that year, despite strong competition in the likes of Alpha Centauri, Homeworld
and Age of Empires II. The translation of the precise, turn-based
tactics of Chaos into a realtime RPG/strategy hybrid was a risky move, but I think they
rethought the rules and gameplay as well as you could expect, though the game did suffer
technologically. Compared to the 3D-accelerated marvel Unreal,
released a year prior, Magic & Mayhem’s archaic engine buckled at the seams with every move. With gameplay locked at a glacial 10 frames
per second, it can feel slow, clunky and unresponsive. When a large area-of-effect spell with many
physics and terrain interactions occurs, the game stalls while it catches up. The unfortunate drawback of 2-dimensional
games is that common quality of life features like rotating the camera and easily navigating
verticality are problems. Even with a layer-toggling button, it’s difficult
to track units inside buildings, second floors or on rooftops. A real shame since it has so many interactions
with the Z-axis, hard-coded into the engine. The game itself is pretty stable and I encountered
few bugs and issues. My biggest complaint with the game is at its
core—the slow-turning 2D engine that struggles to push out the dismal frame rate, and imperfect
handling of elevation and building cutaways—issues that would likely require a complete rewrite
of the game’s engine. THE ART OF MAGIC
To many’s surprise, UK and US publishers Virgin and Bethesda, respectively, rolled
out a sequel to Magic & Mayhem in 2001—not with a bang, but with a whimper. Mythos Games did not return as developer of
the sequel, and they canceled their unofficial X-COM successor and shuttered their doors
that same year. Magic & Mayhem: The Art of Magic was given
to newcomer Charybdis Limited, another UK developer. Regrettably, it’s often a painful transition
when a project moves from the minds behind an idea to inheritors of the project. In the case of The Art of Magic, despite receiving
slightly more critical praise than the original, it didn’t transition as well as it could have. This prequel was set in the same world as
the original, though most characters do not make an appearance. In some ways it’s a remake—with many of
the same spell concepts and ideas—yet they are noticeably different. Though returning with a charming soundtrack,
you’ll still feel dismayed by its unpolished look and feel. Screens like the portmanteau seem stitched
together and are considerably less intuitive. Much of the user interface seems almost temporary,
as if they intended to improve it later. Creature animations were lackluster and the
style and flavor of the original’s beautiful claymation fantasy world is gone. In one of the most jarring cases of “Early
3D Sequel Syndrome” I’ve ever witnessed, the uninspired art style treats you to bland,
blurry textures and blocky trees cut off at the stump. A new engine was built from the ground up
which had an unfixed camera and a smoother framerate, yet the game mechanics suffered. In spite of a true 3D game world, combat was
flatter than ever. Hills and elevation seem cosmetic, you can
no longer order flying creatures to levitate in place, and the complex environmental physics
interactions are all but gone. Terrain doesn’t ignite, buildings don’t disintegrate
under stress, and even monster battles—though smoother and more responsive—feel like random
clusters of conflict, sometimes with little danger or consequence if you outsmart the
dull AI. This new iteration failed to implement the
same tactical layer of depth purported by the original. But more conspicuously, its heart and soul
had faded away. Magic & Mayhem’s two-dimensional rendering
engine was already dated at launch, yet its code bordered on simulation. The Art of Magic brought modern graphics,
but limited development stripped the game of its advanced gravity, material flammability
and elevation mechanics. Ironically, in upgrading the graphics technology
and using a much more advanced engine, this sequel devolved to a simpler, less innovative
game, missing much of its personality and what made the original so addictive. The game’s development scars were conspicuous. If giving a complete engine rewrite to a new
developer wasn’t enough, Charybdis folded mid-development, with much of the staff moving
to Climax Nottingham, who completed the project. Portrait art that looked like crude placeholders,
an awful and cluttered user interface, missing animations, and weak art direction made this
game seem like it was led out to die. In the early 2000’s, when the real-time
strategy bubble had popped and the genre was on the ropes, Art of Magic at times seems
like an unenthusiastic cash-in on brand recognition (what there was of it anyway) by the publishers. With Julian going back to the original turn-based
Chaos design in the more recent Chaos Reborn—a great strategy game which I enjoy quite a
lot, yet is missing the unique voice and formulaic experimentation that Magic & Mayhem attempted,
with some success. Magic & Mayhem is a flawed masterpiece, uncomfortably
wedged between slow and methodical strategy, and firmly in the technological canyon of
2D and 3D games. A remake with a tighter engine, smoother gameplay,
and an easier way to view and manipulate the 3-dimensional world, could be a modern-day
classic. It plays a lot like the massively successful
Multiplayer Online Battle Arena games like League of Legends, but with a lot more fun,
environmental interaction and minion control. It was rough at times, but its ideas still
ring as sound as they did almost 20 whole years ago. Will these ideas be renewed in some form in
the future? We can hope. But until then, let’s do our best to ensure
Magic & Mayhem’s brilliance and promise is not forgotten. I hope you enjoyed this page from gaming history. Likes and subscribes are always appreciated
and do help to spread this message further! A huge thanks from the bottom of my heart
for all the support from my amazing Patrons. And, as always, thank you for watching!

Author Since: Mar 11, 2019

  1. dude i love this one, i have it installed to this day and playing it from time to time, those sub 30 gameplay fps are so goddamn good

  2. Thanks so much for highlighting this game, it's one of my top favorites of all time. While "art of war" was a poor sequel I always hoped we could get an HD version of the original, the claymation is amazing even in pixelized form.

  3. I love your thumbnails dude. Amazing. I'm subscribed to you for 2 things: Amazing obscure content and your thumbnails. And you never disappoint on those two things.

  4. Man! This game was driving me crazy, back in the days, but I've still kept playing it, the music was so damn good.

  5. Wow! I dunno at what point you decided to make a change, but you removed this sound effect you used to play during transitions, that made your videos physically unwatchable for me. This popped up in my recommended feed, and I decided to give your videos another try, to see if things changed, and they did. I'm really happy about this. I didn't have a dislike of your content, it was just this sound effect you added at one point. It stretched on for I dunno how many videos, but apparently now it's gone, and I can resubscribe and enjoy your new content now. Of course the earlier videos that had that sound effect are still unwatchable for me, which is disappointing, but I at least get to enjoy newer stuff.

    For those that are wondering what this sound effect did, it made me feel physically ill, as well as immediately entering a negative emotional state(i.e. anger, disgust, irritation, annoyance, and so on, regardless of prior emotional state). I don't understand it, and have no memories of a similar sound effect being associated with a negative experience, but such is life.

  6. The installer for this game doesn't seem to run on my PC, probably because it's such an old game.

    Anyone have any luck getting it to work?

  7. this needs to be on GOG, sometimes I buy a game that did something different and interesting, if I can afford it, just to make a point.

  8. Sacrifice's lead programmer confirmed that his main inspiration was Chaos: The Battle of Wizards from 1985. . Tho this game looks like the source of spell ideas and graphical execution.

  9. One old PC game that I still play that critics and any one who played loved but unfortunately was skipped over by many was M.A.X Mechanized Assault and Exploration. Sadly it had a poor sequel and the series died out.

  10. Heh, I just found this game yesterday on one of the old game websites. Now I realized you made a video about it. Nice, I'd love to learn more about it.

  11. Magic & Mayhem is really a good game! it reminds me that I and my father play this together 20 years ago, all the fun and laugh still in my heart today, thanks, good game video.

  12. I feel like the only person that loved this game, the laggy framerate that the game was made on was annoying but its part of its charm
    what a great game, i had a problem playin past world 1 because the cd was scratched, so i always replayed it and tried diferent things to get past it

  13. A remake with evolved element interaction, similar to Divinity Original Sin/Original Sin 2 would be amazing to me

  14. Unfortunately, this is the way of the game industry. Every company puts too much emphasis on graphics that they forget what made games fun to play. Nowadays, the graphics are used to convince people to buy a game before it is even released. Can't trust any of them anymore, so I just stick to Indie companies that have to make good games to stay in business.

  15. One of my favourite games of all time! Am lucky to also have seen (and hung out with) the Afro Celt Soundsystem at the more 'hippie' music festivals in the UK.

  16. Ah, this is why Condor wanted Diablo to be claymation. Great video though, idk how i missed this one.

  17. Wait , Alpha Centauri was released 99? Holy shit. I thought its UI and controls was bad even for its time, but in fact it was horrible outdated for its time x_X (graphics too, but it isn't really that important for a 4X.. but the controls are..)

  18. Magic & Mayhem is truly an amazing masterpiece. The claymation artwork is amazing, the soundtrack one of the best ones I have ever heard in a game, the concept, story and lore are interesting and fleshed out very well (think of all those beautifully designed and written pages in the in-game grimoire). Each of these elements would make the game worth playing on its own. But the fact that they are tied in with a deep tactics system which allows for endless experimentation is what I think ultimately makes it so great. In many ways it reminds me of the original Dungeon Keeper. DK1 is also a game that screams "the people who came up with this were brilliant" at you every second. It's also a game that had a flawed and frankly ugly successor. And we're still waiting for a new version which can combine the best of both worlds. But at least DK1 is playable in more modern form through KeeperFX.

    Seems to me that in many ways the late 1990s were the epitome of good classic strategy games. Think of Heroes of Might and Magic 3 for example, which basically ended the series (the sequels may look pretty but don't come close in terms of strategic depth).

    Some things about M&M that I think could have been better, other than the choppy engine, is the small size of the maps it supports. Even though the maps actually scroll endlessly (like they are mapped to a globe) so you never reach the edge, which is an implementation I haven't seen in any other RTS so far. The scripting language is also pretty primitive. Events are to some extent programmed sequentially, but they tend to only trigger when you are near a certain other character or in the vicinity of an object. And sometimes they fail to trigger at all. And because most of it is communicated in the form of text balloons coming from the characters, the plot exposition of what is actually quite an intricate story with many mythological and historical references tends to suffer.

    If only they were to make a HD remaster (imagine just taking photos of the clay models again in high resolution) with a better engine and scripting language and a new campaign… one can dream.

  19. If you found this game interesting, vote for Magic & Mayhem on GOG's community wishlist! Hopefully we can bring this game back to the mainstream someday.

  20. After 20 years, this little gem of a game still has no true heir that uses the same, very original, dynamics (save from Magic&Mayhem 2, that was only a worse 3d clone of the original). I still play it today, sometimes it's still infuriatingly frustrating, but it's also a lot of fun.
    Thank you for the beautiful history behind this flawed (and almost forgotten) masterpiece!

  21. It's awesome to see a review for the game. I remember playing it in early 2000 and thinking " why the hell haven't i heard about this game before?". It really does not deserve the little attention it's gotten.

  22. Wow I played this game as an early teen. A friend of mine told me about it and gave me the cd in the mid 2000's.
    I was completely mesmerized by the claymation style and remember thinking "what is this garbage?" when seeing the clunky and slow
    framerate in action.
    But I decided to give it a chance, and boy was that one of the best decisions I have made in my time playing PC games.
    The duels were challenging and creative, and the action was thrilling. I had to keep changing my spells and thinking of new strategies to win each region. No hand holding or pandering down to the player. If you got caught off guard the enemy mages would hit fast and hard and I would just panic seeing my inevitable demise unfold before me.
    I remember the feeling of running off into a new region trying to plan the best way to secure and hold mana sources. Also the absolute dread of stumbling upong the enemy mage early in the match and being totally unprepared for direct combat.
    I once remember spending over half an hour walking around an empty map looking for an enemy and the moron was stuck somewehere inside a building on the upper floor.
    So many good memories.

    Have you done a video on "the legend of sherwood"? That was an asbolute blast as well

  23. Your videos are great man, really hitting that sweet spot and a gap lots of us have been craving for time. Thanks for this mate.

  24. Game looks great, but personal opinion, gahhh, I hate claymation to a degree. Can still enjoy classic works that come of claymation and recognize its merits, but it just creeps me out in a number of ways I can't really fully explain.

  25. Only played the demo as a kid then the full title years latter (couldnt get the music working though, gonna try installing it again), here in venezuela it was called "duelo de hechizeros" that its duel of the mages, had a lot of fun summoning elves then killing them with some green goo.

  26. This game was absolutely awesome. Can't understand why it was such a flop. From the gameplay to the soundtrack or the story, everything was top notch.

  27. now i had recently reinstalled the game (dont ask me where i got it), and here are a few tips, the framerate can be increased by modifing a file called prefs.cfg inside the CFG folder of magic and mayhem by editing this line 'MaxFramesPerSec=20', make that file read only or it will reset itself ingame, sadly going beyond 27 fps makes the game run extremely fast need for speed rivals style, the sounds effects can also be replaced as long as they posses the same name and extension.

  28. Oh, look… I've played the Art of Magic as a kid, and didn't even know about the original. Looking at it through the lens of your review, the Art of Magic seems bad, indeed, but I do remember being awed by it to some degree. I remember "dat" feeling of being able to down a mighty dragon with just one spell, by petrifying it mid-air, so that it'd fall to the ground and shatter into pieces, dying instantly.
    I have to admit, though, that my memory of the game seems way better than the actual game, looking at it now. Sigh… why is it always like that?

  29. Loved this game as a kid and I have still got the original box and cd somewhere. unfortunately for me there was a bug halfway throw the game where if I opened a chest or read a scroll it would throw up a error, so I never got to finish it. They should definitely do a modern version of this game!!!!

  30. Playing Chaos reborn with my brother thanks to this video. Really glad to have learned more on this great game series which I am sure was a main influencer for the greatest game of all time Sacrifice (wink wink do a video on sacrifice ) Also I wish more devs would use the claymation aesthetic.

  31. You have no idea how much you've made my day with this video ! I was unsuccessful for years in trying to remember the name of this random video-game that I got from a friend at the time and now I come across this. Feel like buying it and reliving those childhood memories when I had no idea what I was doing but damn was it satisfying to create a massive army of summons and wreck every being that opposed you. Furthermore , finding out that this game is another creation of Julian Gollop only makes me respect him even further for his contribution to the strategy genre. Can't wait for Phoenix Point !

  32. if they do a remaster, this game will blow up, they are sitting on ons of money, but they do nothing it's incredible

  33. Oh yeah I loved Magic and Mayhem original as a kid. Damn I loved it. So much fun. I remember a friend tell us about the game with enthusiasm as "Magic and my Ham" which we bursted out laughing. So always the game is "Magic and my Ham" for me ^^

    Damn when merlin turned out too be the bad guy I nearly pissed my pants, awesome twist for a kid.

  34. I've done a let's play of both games on my channel. This was nice to see someone reviewing this long forgotten gem of a game that i truly hope get's a remake some day in the near future.

  35. I liked The Art of Magic. Though it's not as intricate as first one and feels unfinished, it was still a go to for me and my friend, since smooth gameplay is still more enjoyable, than music/features when you play with friends.

  36. I wonder if the claymation decision is why it ran at 10fps, claymation is notoriously expensive and slow to make so the framerate might be a budget decision to keep animation cost down, and I wonder if sprites would have let them up the FPS.

    Or it was just up against hardware and couldn't go faster, who knows.

  37. I played art of magic when I was a kid it was really good time … life was much more fun before.Really miss this day :'')
    Edit: If anyone knows how to download art of magic please send me a link I want to play it back.

  38. Cool to see that someone else appreciated that scene in The Darkness. That's never left my young memories, even though I didn't like the trench warfare parts or the attack mechanics in that game. Very average experience other than that one little life sim scene.

  39. Have many good memories of playing this game back in the day. That Dark Crystal vibe hooked me from the beginning!

  40. Absolutely amazing video, on one of my most favourite games at that! I've long thought that everyone has forgotten about this game, but here I find a new (from the last year) video on it. There are 2 things I would like to point out though:
    The game does not have a multiplayer thought internet, only through lan, which is a shame as the player vs player is incredibly interesting and deep. The game's systems really shine the most in there, especially with the spell loadouts system, where everyone have the same reclicks, but can make a different loadout to play in a different style, and to counter the other player. As a fan of RTS games, both casually and competitively, it really offers a style of RTS gameplay that doesn't exist anywhere else.
    The other stuff is the frame rate. The frame rate of the game is tied to the speed of the game. It is 10 frames only when it is played at normal speed, and 20 frames when it is played at "fast" speed selected from the options. Ofc nowadays those frame rates are abysmal. However today RTS games are also usually played at higher speeds as well, and thought many convenient programs (Cheat Engine or DXwnd) the game can be played at an increased speed, and also higher fps. I generally play it at double "fast" speed so 40 fps and I feel it works really well. Even at higher speeds, the campaign already offers the unique pause feature, which is more common to cRPGs, where you can issue commands while in the pause, instead of needing very high apm, to execute such things.
    Thank you for your great video!

  41. I am having this weird main menu issue where the text is all wrong. Everything says "Load Game" or "Quick Battle". Even the preferences. When starting a new game, the difficulty options all say "Experience points" instead of "Apprentice" "Wizard" etc. If I start the game anyway, I am unable to save. It just crashes to desktop when I try. I have the same probem on multiple machines, both Windows 8 and Windows 10. I've tried installing it multiple times from my original 21 year old CD and the download from multiple sites. I can't find any info on this. I remember having this problem about 3 years ago but I somehow fixed it by accident and don't know how I did. Does anybody have any idea what's causing this let alone how to fix it?
    This is what it looks like:
    New Game
    Game Menu

  42. What an amazing video for an amazing game! I rate M&M as one of the all time greatest games! The atmosphere, music, graphics and gameplay all come together for an outstanding gaming experience! Thank you for the video. Now, let me get back to listening to Afro Celt Sounds System. 🙂

  43. huge thanks for making this video. magic & mayhem is one of my alltime favorite games and i got so much nostalgia for its music and art, its not even funny anymore.

  44. I miss this game… Tried to reinstall it allot of times, though, there was a bug relating to modern operatign systems where a certain file connecting to the scrolls just crashed the game constanly.
    I really wish to play this game again… I've yet to see anything like it, it was truly unique.

  45. Shame its sequel art of magic had a worse game design and graphics, the only thing good about it is the story isn't bad and art design on the game box which is amazing!

  46. Risk at it's finest, probably my favourite game ever and absolutely mind-blowing as a child. I check every so often to see if it's found it's way onto console but no joy. I'd keep it visually the same but smoother, more relics and larger levels.

Related Post