Syndicate (1993 Video Game)
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Syndicate (1993 Video Game)
''Syndicate'' is an isometric real-time tactical and strategic game from Bullfrog Productions created in 1993, and released for a variety of platforms beginning with the PC and Commodore Amiga. It is the first title in the ''Syndicate'' series. Set in a dystopian future in which corporations have replaced governments, ''Syndicate'' puts the player in control of a corporation vying for global dominance. The game consists of a series of missions, in which the player controls a team of cybernetically modified agents attempting to take control of a particular country. The agents must frequently overcome local police forces and heavily armed agents from rival syndicates to achieve mission objectives, which range from assassinations to capture or rescue of personnel. Agent armaments, cybernetic modifications and behavioral attributes can be controlled by the player to make them more suited for particular tasks. The player corporation makes money through taxes gathered from occupie ...
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Bullfrog Productions
Bullfrog Productions Limited was a British video game developer based in Guildford, England. Founded in 1987 by Peter Molyneux and Les Edgar, the company gained recognition in 1989 for their third release, ''Populous (video game), Populous'', and is also well known for titles such as ''Theme Park (video game), Theme Park'', ''Magic Carpet (video game), Magic Carpet'', ''Syndicate (1993 video game), Syndicate'' and ''Dungeon Keeper''. Bullfrog's name was derived from an ornament in the offices of Edgar's and Molyneux's other enterprise, Taurus Impact Systems, Bullfrog's precursor where Molyneux and Edgar were developing business software. Bullfrog Productions was founded as a separate entity after Commodore International, Commodore mistook Taurus for a similarly named company. Electronic Arts, Bullfrog's video game publisher, publisher, List of acquisitions by Electronic Arts, acquired the studio in January 1995. Molyneux had become an Electronic Arts vice-president and consulta ...
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Atari Jaguar
The Atari Jaguar is a home video game console developed by Atari Corporation and released in North America in November 1993. Part of the fifth generation of video game consoles, it competed with the 16-bit Sega Genesis, the Super NES and the 32-bit 3DO Interactive Multiplayer that launched the same year. Powered by two custom 32-bit Tom and in addition to a Motorola 68000, Atari marketed it as the world's first 64-bit game system, emphasizing its 64-bit bus used by the blitter. The Jaguar launched with '' Cybermorph'' as the pack-in game, which received divisive reviews. The system's library ultimately comprised only 50 licensed games. Development of the Atari Jaguar started in the early 1990s by Flare Technology, which focused on the system after cancellation of the Atari Panther console. The multi-chip architecture, hardware bugs, and poor tools made writing games for the Jaguar difficult. Underwhelming sales further eroded the console's third-party support. Atari atte ...
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American Revolt
American(s) may refer to: * American, something of, from, or related to the United States of America, commonly known as the "United States" or "America" ** Americans, citizens and nationals of the United States of America ** American ancestry, people who self-identify their ancestry as "American" ** American English, the set of varieties of the English language native to the United States ** Native Americans in the United States, indigenous peoples of the United States * American, something of, from, or related to the Americas, also known as "America" ** Indigenous peoples of the Americas * American (word), for analysis and history of the meanings in various contexts Organizations * American Airlines, U.S.-based airline headquartered in Fort Worth, Texas * American Athletic Conference, an American college athletic conference * American Recordings (record label), a record label previously known as Def American * American University, in Washington, D.C. Sports teams Soccer * Ba ...
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Powermonger
''Powermonger'' is a real-time strategy game developed by Bullfrog in 1990 for Amiga and Atari ST, derived from the '' Populous'' engine but presented using a 3-dimensional game map. Gameplay The game features a 3-dimensional game map, although camera movement is limited to rotating the map by 90 degrees or small discrete intervals and 8 pre-defined levels of zoom. Only the map topography itself is 3-dimensional; people, trees and other game objects are 2-dimensional sprites. The game features a fairly advanced (for its time) "artificial life" engine. Each person seems to have a mind of their own and will go about his or her job, fishing, farming, shepherding, collecting wood or making items without any input from the player. The player can also use a query tool to view the name, sex, age, allegiance, vital stats, hometown and equipment of any given individual. This aspect of the game has some clear resemblances (though less advanced) with the later '' Black & White'' game als ...
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Populous (series)
''Populous'' is a series of video games developed by Bullfrog Productions and published by Electronic Arts. The first game in the series, '' Populous'', was released in 1989. At the time, it was hailed as revolutionary, and it coined the term "god game". Gameplay The games involved the player taking on the role of a deity and leading followers into battle against opposing deities, and intervene by using a variety of "divine intervention" that affect the world and indirectly, the people. The first two games were similar. In '' Populous'' and '' Populous II: Trials of the Olympian Gods'', much emphasis was spent on flattening the terrain. The view of the game-world was isometric. '' Populous: The Beginning'' was more like a conventional war-game than a god-game and uses true 3D instead of isometric 3D. In ''Populous: The Beginning'', the player is set in the role of a shaman instead of a god, but at the end of the game attains godhood. In an interview, the series creator Pete ...
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Cybernetics
Cybernetics is a wide-ranging field concerned with circular causality, such as feedback, in regulatory and purposive systems. Cybernetics is named after an example of circular causal feedback, that of steering a ship, where the helmsperson maintains a steady course in a changing environment by adjusting their steering in continual response to the effect it is observed as having. Cybernetics is concerned with circular causal processes such as steering however they are embodied,Ashby, W. R. (1956). An introduction to cybernetics. London: Chapman & Hall, p. 1. including in ecological, technological, biological, cognitive, and social systems, and in the context of practical activities such as designing, learning, managing, conversation, and the practice of cybernetics itself. Cybernetics' transdisciplinary and "antidisciplinary" character has meant that it intersects with a number of other fields, leading to it having both wide influence and diverse interpretations. Cybernetics ...
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World Domination
World domination (also called global domination or world conquest or cosmocracy) is a hypothetical power structure, either achieved or aspired to, in which a single political authority holds the power over all or virtually all the inhabitants of Earth. Various individuals or regimes have tried to achieve this goal throughout history, without ever attaining it. The theme has been often used in works of fiction, particularly in political fiction, as well as in conspiracy theories (which may posit that some person or group has already secretly achieved this goal), particularly those fearing the development of a " New World Order" involving a world government of a totalitarian nature. History While various empires over the course of history have been able to expand and dominate large parts of the world, none have come close to conquering all the territory on Earth. However, these empires have had a global impact in cultural and economic terms that is still felt today. Some of the ...
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Dystopia
A dystopia (from Ancient Greek δυσ- "bad, hard" and τόπος "place"; alternatively cacotopiaCacotopia (from κακός ''kakos'' "bad") was the term used by Jeremy Bentham in his 1818 Plan of Parliamentary Reform (Works, vol. 3, p. 493). or simply anti-utopia) is a speculated community or society that is undesirable or frightening. It is often treated as an Opposite (semantics), antonym of ''utopia'', a term that was coined by Sir Thomas More and figures as the title of his best known work, published in 1516, which created a blueprint for an ideal society with minimal crime, violence and poverty. The relationship between utopia and dystopia is in actuality not one simple opposition, as many utopian elements and components are found in dystopias as well, and ''vice versa''. Dystopias are often characterized by rampant fear or distress , tyrannical governments, environmental disaster, or other characteristics associated with a cataclysmic decline in society. Distinct th ...
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PC Game
A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-determined gaming hardware and software; and generally greater capacity in input, processing, video and audio output. The uncoordinated nature of the PC game market, and now its lack of physical media, make precisely assessing its size difficult. In 2018, the global PC games market was valued at about $27.7 billion. Home computer games became popular following the video game crash of 1983, leading to the era of the "bedroom coder". In the 1990s, PC games lost mass-market traction to console games, before enjoying a resurgence in the mid-2000s through digital distribution on services such as Steam and GOG.com. Newzoo reports that the ''PC gaming sector'' is the third-largest category (and estimated in decline) across all platforms , with the ' ...
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Strategy Video Game
Strategy is a major video game genre that emphasizes thinking and planning over direct instant action in order to achieve victory. Although many types of video games can contain strategic elements, as a genre, strategy games are most commonly defined as those with a primary focus on high-level strategy, logistics and resource management. They are also usually divided into two main sub-categories: turn-based and real-time, but there are also many strategy cross/sub-genres that feature additional elements such as tactics, diplomacy, economics and exploration. Typical experience A player must plan a series of actions against one or more opponents, and the reduction of enemy forces is usually a goal. Victory is achieved through superior planning, and the element of chance takes a smaller role. In most strategy video games, the player is given a godlike view of the game world, and indirectly controls game units under their command. Thus, most strategy games involve elements of warfare ...
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Real-time Tactics
Real-time tactics (RTT)(Article at IGN discussing their perception of RTS and related genres as of 2006. RTT is discussed as a new and not yet established genre from the publisher's perspective, so currently all RTT possible titles are still considered RTS.) is a subgenre of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the lack of classic resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics. Characteristics Typical real-time strategy titles encourage the player to focus on logistics and production as much as or more than combat, whereas real-time tactics games commonly do not feature resource-gathering, production, base-building or economic management, instead focusing on tactical and operational aspects of warfare such as unit formations or ...
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Isometric Projection
Isometric projection is a method for visually representing three-dimensional objects in two dimensions in technical and engineering drawings. It is an axonometric projection in which the three coordinate axes appear equally foreshortened and the angle between any two of them is 120 degrees. Overview The term "isometric" comes from the Greek for "equal measure", reflecting that the scale along each axis of the projection is the same (unlike some other forms of graphical projection). An isometric view of an object can be obtained by choosing the viewing direction such that the angles between the projections of the ''x'', ''y'', and ''z'' axes are all the same, or 120°. For example, with a cube, this is done by first looking straight towards one face. Next, the cube is rotated ±45° about the vertical axis, followed by a rotation of approximately 35.264° (precisely arcsin or arctan , which is related to the Magic angle) about the horizontal axis. Note that with the cub ...
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