Like its predecessor, players take the role of a dungeon keeper, building and defending an underground dungeon from the would-be heroes that invade it, as well as from other keepers. In the game's campaign mode, the player is charged with recovering the portal gems from each area in order to open a portal to the surface.
Magic Carpet is a video game released by Bullfrog Productions in 1994. Its graphics and gameplay were considered innovative and technically impressive at the time. A revised edition, Magic Carpet Plus, included the Hidden Worlds expansion pack which added 25 levels and a winter-themed tileset. The title also had a sequel released in 1995, Magic Carpet 2. Magic Carpet was considered by critics to be a revolutionary game for its time.
Magic Carpet 2: The Netherworlds was the follow-up of the successful yet underrated game, Magic Carpet. It fixed many of the design complaints present in the first Magic Carpet. The basic concept of the game remains the same as Magic Carpet, with the player being able to build a castle, collect mana, destroy creatures for their mana and battle rival sorcerers.
It featured the addition of night-time levels, and underground levels, which not only helped alleviate the repetitiveness of the preceding game, but also accompanied the storyline progression, which was mapped out before each level. Underground levels, however, do not have rival wizards. There are also several secret entrances to reach hidden levels, where the player can gain more spells and experience.
Also unlike its predecessor, the game proceeded by completing various missions such as reaching checkpoints and destroying specific buildings/monsters, rather than just simple accumulation of mana.
Miracles are child's play. Earthquakes are serious fun. The all-powerful can perform miracles in their sleep. But omnipotence isn't what it used to be. These days, it takes awesome natural disasters to dominate a world. You give them good land. You tell them when to farm and when to fight. You make them content beyond their wildest dreams. But then they become raging arsonists. What's a deity to do? Disasters are your divine prerogative - volcanoes, quakes, swamps. For stubborn non-believers, nothing beats a flood for spring cleaning. Cruel ice, lush grassland, parched desert... With 500 worlds, a deity's work is never done.
Populous is the original god-game, a strategy title that lets you shape the isometric isometric world and the fates of its inhabitants. Be sure to check out one of Bullfrog's earliest classics, from the mind of Peter Molyneux!
Populous: The Beginning is a strategy and god-style video game. It is the third entry in the Populous video game series, developed by Bullfrog Productions in 1998. The PC version of the game was released November 30, 1998 and a PlayStation version was later developed and released on April 2, 1999.
Unlike earlier games in the series, which cast the player in the role of a god influencing loyal followers, The Beginning took a radical departure and placed the player in the role of a shaman, who directly leads her tribe against opponents. Throughout the twenty-five missions of the campaign, the player leads their tribe across a solar system, dominating enemy tribes and tapping new sources of magic, with the ultimate goal of the shaman attaining godhood herself.
Populous: The Beginning was the first entry in the series to use true 3D computer graphics; Bullfrog waited four years after Populous II: Trials of the Olympian Gods so that the graphics technology could catch up to their vision for a new and different game in the series. The developers considered the addition of terrain deformation and manipulation, combined with "smart" villagers who automatically attended to tasks, to add an entirely new dimension to the series. The game's original title was Populous: The Third Coming before being changed prior to the beta release.
Populous: The Beginning plays very differently from earlier titles and received mixed reviews. Reviewers positively noted the excellent graphics, while complaints were directed at the artificial intelligence and the indecision in game design between being a real time strategy title and a god game. GamePro's Peter Olafson wrote that Populous: The Beginning was not a bad game, in fact a good one; "but it's a different game—one without a quintessential quality that defined Populous."
Welcome to the Arena, where high-ranking warriors are transformed into spineless mush. Abandoning every ounce of common sense and any trace of doubt, you lunge onto a stage of harrowing landscapes and veiled abysses. Your new environment rejects you with lava pits and atmospheric hazards as legions of foes surround you, testing the gut reaction that brought you here in the first place. Your new mantra: Fight or be finished.
Welcome to an urban hell of ultra-violent mayhem. Welcome to Syndicate Wars where you’ll take control of a squad of cybernetically enhanced Agents and wreak havoc on the enemy. Funnel money towards research that will allow you to upgrade your team and make them into more efficient killing machines. Use the environment to assassinate, destroy, and eliminate your targets all from a classic isometric perspective. If you need cannon fodder, why not set your Agents loose armed with Persuadertrons to control huge crowds, or even enemy agents, and get them to do the dirty work for you? So whether you’re keeping EuroCorp in the black or burning infidels for the New Epoch, Syndicate Wars will have you giddily carving a path to victory. Welcome to the merciless future of violent squad-based real-time tactics!
Theme Hospital is a business simulation game developed by Bullfrog Productions and published by Electronic Arts in 1997, in which the player designs and operates a hospital. Like most of Bullfrog's games, Theme Hospital is permeated by an eccentric sense of humour. The game is the thematic successor to Theme Park, a game also produced by Bullfrog. The game was a massive commercial success, selling over 4 million copies worldwide.
You have inherited a fortune from an eccentric aunt and her will states the money can be spend building the world largest and most profitable theme park.
Create a wonderful theme part full of thrilling rides and greasy - but delicious - food and start to make the loads of money. You are a lucky one who can create the best theme park ever made plus make a fortune.
Your park will be compared to 40 rivals all over the world every year. Your goal is to become the best park in all categories.
Like the previous title, Theme Park World tasks players with managing a series of amusement parks. To do this, the player must choose how to spend their available funds, finding a way to expand the number and scope of their parks while remaining profitable. Income from the park can be used to purchase new rides or attractions, hire staff to maintain the park, and other similar functions. Various elements can be controlled by the player, such as the name of the park, the price of admission, the layout of the roller-coaster tracks, and the quality of food in the park restaurants. An ant-like announcer by the name of Buzzy, voiced by Terry McGovern in the American-tailored Sim Theme Park and Lewis MacLeod in UK release Theme Park World, helps the player with advice during gameplay.