Top 20 Bullfrog Productions Games
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.
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Dungeon Keeper is a strategy video game in which the player attempts to build and manage a dungeon or lair while protecting it from invading 'hero' characters intent on stealing the player's accumulated treasures and killing various monsters. This was Peter Molyneux's final project with Bullfrog before he left the company in August 1997 to form Lionhead Studios.
The player uses a mouse, represented in-game as a hand, to interact with a bar on the left-hand side of the screen, allowing them to select which rooms to build and which spells to cast. The player can also use the hand to pick up creatures and objects in the dungeon and carry them around, allowing for tactics such as gathering an assault force and dropping off the creatures en masse once a foothold has been established. The hand also allows the player to "slap" objects and thereby interact with them: creatures will hurry up when slapped, some traps will be triggered and prisoners in the Torture Chamber can be tortured.
The main game view is in isometric perspective; this view can be zoomed and rotated. The player also has the option of possessing one of their creatures, and seeing the dungeon from that creature's first-person perspective, as well as using their attacks and abilities. The map is divided into a grid of rectangles, most of which are invisible. A smaller part of the map is shown as a minimap in the top left corner of the screen.
A world map is also available, and at the beginning of the game the player is allocated one of the 20 regions of a fictional, idyllic country to destroy. As the player progresses through these regions, each of which represents a level of the game, the areas previously conquered will appear ransacked, twisted, and evil. Before starting a new level, the Mentor will tell the player about the current region and its attributes. After completing a level, the Mentor will talk about the "improvement" of the destroyed region: "The streets run with the blood of the slain. Screams of pain and howls of anguish rip the night air like a vengeful siren's song. This really is somewhere you can take the kids for the weekend."
The Dungeon Heart represents the Dungeon Keeper's own link to the world. If it is destroyed, the player loses the level, and must restart. Along with the heart, the player begins with a small number of imps, the generic work force for all dungeon activities: they can dig tunnels into the surrounding soil, capture enemy rooms and Portals, mine gold and gems, set traps, and even attack when desperate or threatened. Slapping creatures forces them to work faster for a while, but removes some of their health and happiness.
Once the Imps are busily working, the player must then set up a basic infrastructure: Lairs for monsters, a Hatchery (where chickens, which serve as food for the minions, are bred), and a Treasury for storing gold. After connecting the dungeon to a "Portal", monsters will arrive. As the game progresses, the player moves along a technology tree, unlocking further rooms.
The dungeon has a fleshed-out ecology: some creatures are natural enemies. Flies and Spiders are often found at odds with one another, while a Horned Reaper, if it has gone berserk, will attack all creatures in its path. The goals for each level are fairly straightforward: they generally fall along the lines of eliminating the heroic force or destroying all other Dungeon Keepers on the level.
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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.
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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.
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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.
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The aim of the game is to spread the dark stain of your syndicates colour across the entire surface of the globe. The world map is divided into various territories. From your home base in europe you invade adjacent territories and, through the violent subterfuge of your agents, wrestle them from rival syndicates. Having done so, raise taxes on the locals to increase your profits and punish them for serving the wrong syndicate.
But raising taxes can make you very unpopular.and furious natives leading popular rebellions can eat into syndicate profits. So keep an eye on foreign interests and pick off troublemakers with your teams of agents. And while you're busy expanding your syndicates empire abroad, rival agents are working in your own back yard to de-stabilise your syndicate. Ensure agents are briefed to weed out traitors whose actions might bring about your downfall.
By meeting all challenges, destroying all targets and gaining control of all the territories, your syndicate triumphs.
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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."
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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!
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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.
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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!