â¤ī¸ Populous | DOS | 1989 | đŸ•šī¸ | INTRO + GAMEPLAY | â¤ī¸

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Published on ● Video Link: https://www.youtube.com/watch?v=FCAwFcKpq0A



Game:
Populous (1989)
Duration: 11:01
85 views
24


Populous is a video game developed by Bullfrog Productions and published by Electronic Arts, released originally for the Amiga in 1989, and is regarded by many as the first God game.[2][3][4][5] With over four million copies sold, Populous is one of the best-selling PC games of all time.

The player assumes the role of a deity, who must lead followers through direction, manipulation, and divine intervention, with the goal of eliminating the followers led by the opposite deity. Played from an isometric perspective, the game consists of more than 500 levels, with each level being a piece of land which contains the player's followers and the enemy's followers. The player is tasked with defeating the enemy followers and increasing their own followers' population using a series of divine powers before moving on to the next level. The game was designed by Peter Molyneux, and Bullfrog developed a gameplay prototype via a board game they invented using Lego.[6]


The game received critical acclaim upon release, with critics praising the game's graphics, design, sounds and replay value. It was nominated for multiple year-end accolades, including Game of the Year from several gaming publications. The game was ported to many other computer systems and was later supported with multiple expansion packs. It is the first game in the Populous series, preceding Populous II: Trials of the Olympian Gods and Populous: The Beginning


Peter Molyneux led development, inspired by Bullfrog's artist Glenn Corpes having drawn isometric blocks after playing David Braben's Virus.[8][9]

Initially Molyneux developed an isometric landscape, then populated it with little people that he called "peeps", but there was no game; all that happened was that the peeps wandered around the landscape until they reached a barrier such as water. He developed the raise/lower terrain gameplay mechanic simply as a way of helping the peeps to move around. Then, as a way of reducing the number of peeps on the screen, he decided that if a peep encountered a piece of blank, flat land, it would build a house, and that a larger area of land would enable a peep to build a larger house. Thus the core mechanics – god-like intervention and the desire for peeps to expand – were created.[8][9]

The endgame – of creating a final battle to force the two sides to enter a final conflict – developed as a result of the developmental games going on for hours and having no firm end.[8][9]

Bullfrog attempted to prototype the gameplay via a board game they invented using Lego, and Molyneux admits that whilst it didn't help the developers to balance the game at all, it provided a useful media angle to help publicise the game.[8][10]

During the test phase the testers requested a cheat code to skip the end of the game, as there was insufficient time to play through all 500 levels, and it was only at this point that Bullfrog realised that they had not included any kind of ending to the game. The team quickly repurposed an interstitial page from between levels and used it as the final screen.[8]

After demoing the game to over a dozen publishers, Bullfrog eventually gained the interest of Electronic Arts, who had a gap in their spring release schedule and was willing to take a chance on the game. Bullfrog accepted their offer, although Molyneux later described the contract as "pretty atrocious:" 10% royalties on units sold, rising to 12% after one million units sold, with only a small up-front payment.[8]


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Other Statistics

Populous Statistics For RETRO

Currently, RETRO has 85 views for Populous across 1 video. His channel published less than an hour of Populous content, roughly 1.19% of the content that RETRO has uploaded to YouTube.