Dungeon KeepermeetsJames Bond. You are the eponymous evil genius, and it is your job to construct a villainous lair in an active Volcano, recruit henchmen, steal priceless treasures, hold the world for ransom, and fight off pesky super agents. Also, you need to keep your minions well-trained and happy, because the looting and ransoming won't take care of itself.Notable for a quirky sense of humor mixed with classically over-the-top megalomanical villainy. Everything has a '60s vibe to it, and the forces of justice are just as stereotypical as your own minions.There's also a great deal of freedom and a wide range of methods you can use to complete your overarching goal. Want to run a fortress island with massive numbers of armed guards, machinegun emplacements, and horrifying freaks of nature, all emphasizing firepower? Perfectly reasonable. Want a deadly secluded island filled with martial arts disciples? Feel free! Want to beguile your enemies with squads of elite deceptive social minions who will leave their heads spinning and questioning their loyalty? That's also perfectly viable. Want to set a thousand deadly traps and twisty, mystifying corridors that will leave the forces of justice lost, confused, and very very dead? Nothing's stopping you. You're allowed to either discard the Villain Ball with prejudice or wrap both hands around it and run straight for the end zone.Developed by Elixir Studios in 2004. Rebellion have announced a sequel. For Facebook.This Game Provides Examples Of:
The Ahnold: Dirk Masters provides the over-the-top Stallone style gunplay, while Red Ivan provides the physical presence and exaggerated accent of Schwarzenegger (despite being Russian instead of Austrian.)
Amazon Chaser: Mariana Mamba's special power is to woo your minions away from your service.
You can use this to your advantage; there's a "bug" that allows you to stop a minion from leaving due to Loyalty zeroing: if you tag them for capture, then repeatedly zoom in to view their stat panel, they stop to salute you every time, giving your minions or henchmen time to catch up. Cue "re-education" via "Loyalty Restoration".
Only valets can use fire extinguishers. No one else can, including higher level social units (who apparently forget how). On top of that, valets have a distressing tendency to run right into the path of veteran kill teams, trying to pick up all the money and items dropped by your construction workers to fight off said kill teams. Which leads to them all being dead by the time the veterans start setting your base on fire blowing things up. And valets aren't very smart in extinguishing fires themselves:
If a fire breaks out, the closest valet will not simply grab the nearest extinguisher and put it out. Instead, seemingly random valets all over your base will grab the extinguishers nearest them, and run to the fire, no matter how far it may be. Then, when they get there, they will put out one burning object (in a room after an explosion there can be over half a dozen objects on fire) and walk, with the extinguisher, past the other fires and put the extinguisher back. 
Same with technicians when they earn their science degree. Apparently, they forget basic mechanics and won't repair your stuff anymore. Cue generators blowing up.
This one may be intentional: Henchmen have the clearance to open level 3 and 4 doors just like the Evil Genius, but their AI believes they don't, so they'll only actually go through one if the player specifically orders them to. This can be useful or annoying, depending on what you put high-security doors on in the first place.
Awesome, but Impractical: Red Ivan, who can be as much a danger to your base and your minions as to the forces of justice due to his preferred weapon being a bazooka. If you absolutely must use Ivan in game, it's best to keep him confined to a Topside Shack until he's needed. He can be quite useful in the right situations, but he needs to be kept on a tight leash and carefully micromanaged, which might push him into Difficult, But Awesome territory.
The Bad Guy Wins: Your goal, of course. If you beat the game, you're treated to a scene of your evil genius taking leadership of the Forces of Justice, with its former head bowing down to him as banners of the evil empire are unfurled.
Those that insist on using him unmodded take advantage of the fact that henchmen won't pass through level 3 or 4 doors unless specifically ordered to, and lock him in a topside shack until they need him.
Sentry turrets are also very large and very shooty.
Been There, Shaped History: According to his backstory, Lord Kane has had a role in every major crime of the twentieth century, from the fire that destroyed the Hindenburg to assassinating Archduke Franz Ferdinand. He insists that sinking the Titanic was purely an accident, though.
Board to Death: The second objective in the game is to summon the crime lords of the world to a presentation where you present your evil plan, then zap the one that gave you lip with a shrink ray hidden in a model volcano.
Body Guard Babes: You can get up to two (or Bodyguard Hunks if you play as Alexis).
Brown Note: Several henchmen can do this. For example, Lord Kane's presence can cause people to cower in fear or flee in panic, while Eli Barracuda plays a boombox with hypnotic suggestion that causes people around him to uncontrollably break out into dance.
Cloning Blues: The doppelgangers sent out to fool the specialists.
Color-Coded for Your Convenience: Your minions. Construction workers wear yellow, social minions wear red (except for the Spindoctor), military minions wear orange and science minions wear white.
The territories controlled by the Forces of Justice are also color coded: P.A.T.R.I.O.T.'s territories are blue, S.A.B.R.E.'s are green, H.A.M.M.E.R.'s are red, S.M.A.S.H.'s are yellow, and A.N.V.I.L.'s are orange.
Comedic Sociopathy: By the boatload. The different torture devices are just asking for it. Hell, why are you playing this game if not for that ?
Contractual Boss Immunity - The Super Agents cannot be killed through any amount of minions, traps, gunfire, or interrogation. Only specific methods that don't become available until the second half can deal with them.
Mariana Mamba is made fat via reverse liposuction, losing her looks and thus rendering her main weapon null.
Jet Chan is challenged to a one-on-one karate battle, given drugged food beforehand, and in the ensuing match is utterly humiliated. He leaves in shame and never returns.
Katerina Frostonova is forced to watch you beat up and chop up the only object she ever showed any affection for, her teddy bear. The resulting BSOD leaves her unable to operate any more.
Dirk Masters is dipped in your bio-tanks. The chemicals react with the numerous illegal steroids in his body, morphing him into a dumb freak under your command.
John Steele cannot be defeated during the game, but if you have him locked in your jail cell when you press the button to launch the rocket and thus win the game, the ending cinematic will show him strapped to the rocket and launched into space with it.
Death Trap: Part of the fun in the game is designing a convoluted, Goldbergesque series of them. Ironically, the most valuable traps are non-lethal. Lethal traps generate too much heat, and non-lethal traps can be made to sweep up enemies in endless loops of money-making combos.
Decapitated Army: You lose automatically if your Evil Genius is killed. Justified if your Evil Genius was kept deep in the base, meaning the good guys would have to fight their way through your traps and minions to get to you, but particularly annoying when your Evil Genius is watching an agent get tortured in the middle of an otherwise airtight base, and he escapes and kills the player while the guards were all elsewhere. All justified though, the Evil Genius is the Player Avatar, and if they die the player is out of the game.
Denial of Diagonal Attack: Sentry turrets have very narrow firing arcs, and can only be placed on a grid facing one of four directions. This provides diagonal blindspots from which agents can attack any tightly grouped cluster of them. Thus, some staggering in their positions are needed so that they can cover each other.
Do Not Adjust Your Set: The penultimate objective is to hijack the airwaves with broadcast towers and deliver your ultimatum to the world.
The Dragon: Whichever Henchman the player favours most. Each Evil Genius starts with their own.
Industrialist Maximilian has the young Samurai Jubei.
Narcissistic Socialite Alexis has New York gangster Eli Barracuda.
Chinese Mastermind Shan Yu has the sinister Lord Kane, the man (accidentally) responsible for sinking the Titanic, amongst other things.
Dumb Muscle: Freaks do a lot of damage and can take a lot of punishment before going down, but have one of the lowest maximum smarts statistics in the game. The value is so low in fact, that they will constantly be triggering the player's own traps when they pass by the trigger mechanism, even if their smarts are at full value. Some players take full advantage of this by installing a Freak-trigger.
Enemy Civil War: Late in the game, you capture diplomats from each Force of Justice and replace them with your own. Ultimately, this makes the Forces of Justice fight each other when they see each other... sometimes.
Epic Flail: The Matron's morning star. "Time for their medicine!"
Equal-Opportunity Evil: Although the minion's sprites are mostly all white, their names show a wide varity of origins. The Henchmen are a straighter example.
Even the Evil Genius abhors country music, which is why you can blow up Nashville.
Your scientists grudgingly admit that you're doing the world a favour, but they really need somewhere to test their new toy on, and it has to be somewhere big... so they might as well kill two birds with one stone.
Everything's Better with Monkeys: The second island has native monkeys ambling around, and Col. Blackheart, bonus henchman, can sic his pet monkey on enemies as a special ability. You can also get a trap that sics a mind-controlled monkey on foes, but a glitch prevents you from researching what you need to get this.
Explosive Stupidity: Enemy units who are armed with explosives aren't always so careful when using them. More than a few soldiers and saboteurs have literally had their own bombs blow up in their faces, leading to hilarious moments where they are running around on fire. Jet Chan, Dirk Masters, and John Steele will also start planting explosives upon escaping one of your security cells, even if said cell is in a closed, confined space; serving themselves a steaming bowl of instant karma in the process.
Failed a Spot Check: Minions and foreign agents are both more likely to set off traps when their attention stat is low. Less skilled agents can also miss the bodies, hencemen and other incredibly conspicious objects. Reducing enemy's attention with distractions and social minions is a big part of both keeping an operation quiet and ensuring traps are deadlier.
Final Death: While normally Henchmen can only be knocked out, Super Agents are capable of actually finally killing them. They get three "lives" after which they are gone for good.
Five-Bad Band: Most players will wind up with one of these. It's almost always the same group, too, since the three starting Henchmen are all forced choices, and everyone takes The Matron anyway for being hilarious:
Half the Acts of Infamy you can perform in the game are done solely to be a dick to Agencies, such as ruining S.A.B.R.E's tea supply or ruining a S.M.A.S.H. attempt at bringing down ivory smugglers by replacing the stash of ivory with thousands of squeaky toy elephants. There are few legitimate evil acts, such as you publicly executing The Orsons, a family of pop singers.
Game-Breaking Bug: Sadly, quite a few, more in the vein of Bugs That Will Make You Want To Break The Game CD variety:
Service minions escorting brainwashed Agents outside of the base have a habit of 'dropping off' the Mind Raped person right in front of the base. Bonus points if the drop-off zone is located inside a Camouflaged Door, meaning the door will stay open constantly.
Some people have reported that both two Super Agents' Karmic Deaths have caused crashes. The only fix? Don't look at them. Hope you weren't excited about acting seeing your enemies defeated...
After a late-game mission, the Forces of Justice have been convinced that each other is the problem. The game tells you that they'll fight against each other while on your island, freeing you from both worrying about Good Guy retaliation levels. For every one time this actually happens, there's a handful of times when the massively-armed soldiers drop the Idiot Ball and work together to deal with you.
Game Mod: The possibilities are limited, but it can be done to a certain extent. Ever wanted your own ninja henchman, for example? It can be done. Other mods include replacing every view screen with porn and changing the values of said viewscreens so they increase minions' loyalty stat.
The game does actually give you reasons to act Genre Blind. Letting the Mooks deal with Super Agents instead of dogpiling them with henchmen will prevent the possibility of you losing the henchmen at the hands of the Super Agent. Taking enemies alive instead of killing them prevents damage to your troops' morale with all the dead bodies everywhere, and they can be tortured with the right devices to make them lose all memory of what they saw and then be released to lower your heat rating. Sending minions to beguile and mislead the enemy instead of killing them prevents heat buildup, which prevents the alliances from sending squads of heavily-armed soldiers to the island.
Good Is Not Nice: In addition to attacking each other during global chaos, higher-ranking Soldiers and most Super Agents will attack minions on sight, even Social or Science minions who aren't aggressive. They'll also blow up your hotel, even killing tourists in the process.
Heroic BSOD: You defeat Jet Chan and Katerina Frostanova by causing them to experience these. Jet Chan by having a minion defeat him in a rigged martial arts duel, Frostanova by destroying her beloved teddy bear before her very eyes.
Highly Conspicuous Uniform: Almost everyone wears brightly colored uniforms. Your neon yellow workers and the orange military minions are particularly obvious. Enemy spies and agents also come in full dress uniforms, some of them more glaring than others.
Highly-Visible Ninja: A.N.V.I.L.'s Infiltrator agents are ninjas dressed in various bright colors. Minions will happily ignore them unless they are tagged.
Hold the Line: Your final objective is to guard the rocket against increasing waves of soldiers as you prepare for launch.
Laser-Guided Amnesia: Most non-lethal traps and social minions all exist to keep enemy agents from remembering and reporting anything they see about your base. Super Agents can be mind-wiped and temporarily gotten rid of through what would normally be lethal torture too.
Laughably Evil: Half the acts of infamy in this game, really. Hell, the entire game!
Leitmotif: Each of the Super Agents has their own theme music that will play when they arrive on the island.
Literal Metaphor: The brainwasher, which sucks out and washes the brain of the person strapped to it with chemicals.
Made of Explodium: Everything — from beds to fire extinguisher cases to doors. Worse, when something explodes, it sets nearby items on fire, which will eventually explode themselves unless someone puts it out. Also leads to Man on Fire.
Zigzagged in that body bags attract the attention of agents, and should one of them fade while "out in the open", the world heat level will rise. That's what the freezers are for.
Additionally, the presence of bodybags lying about your base gives your minions second thoughts about being part of your Nebulous Evil Organisation, sapping their loyalty as long as they remain present. Stuffing Them In The Freezer keeps those bodies out of the minions' sight and minds.
For what it's worth, your minions just fade away upon death.
Noodle Implements: One of the Acts of Infamy concerns toppling a pointless monarchy with "Some spiked beverages, fluorescent duct tape, a set of inflatable farm animals and a crowd of paparazzi".
Obvious Beta: There are some bugs that really, really should not have slipped through. Examples include the persian rug being a barrier instead of a tile and science-related henchmen actually making your schemes take longer. Egregious in that many of these bugs can be fixed by an edit of text files.
Offscreen Moment of Awesome: Some Acts of Infamy are heists of gigantic proportions, but you will only ever hear a short radio broadcast about them.
100% Completion: Sadly made impossible by certain mutually-exclusive Acts of Infamy, preventing you from filling the Region Completion bar of each area. There is no reward nor indication of completion, though.
The Only One Allowed to Defeat You: While any agent will attack you if they get close enough, the Specialist agents are specifically sent to assassinate you. While you can dispose of them like any other agent, the proper way would be to send out a clone to get shot instead.
Organ Autonomy: The Butcher was once a medical aid-worker until an emergency forced him to transplant a cannibal's cursed pancreas into himself.
Public Domain Artifact: Excalibur and The Ark of The Covenant are two possibilities when doing a Type A Gotta Catch Them All for special items, except you only "need" four out of six, rather than all of them. Players may opt to steal all six anyway, because let's face it, you might as well complete the set and rub it in the faces of the Forces of Justice, eh?
Redshirt Army: Your heroic opponents, and they come in different varieties, depending on the agency, function, and level of annoyance with the Evil Genius. They can come as regular inspectors, to ninja-like saboteurs, to outright invading with the military. Incidentally, there is a literal redshirt army in a brief Enemy Civil War you engage in; a rival sics red jumpsuit-clad minions to try and take you out.
Reward from Nowhere: Traps give you money for combos with no attempt to explain where the money is coming from.
Rube Goldberg Hates Your Guts: As mentioned above you get rewarded with cash through using elaborate traps to dispose of enemy agents. The more elaborate it is the bigger the payout.
Rule of Cool: You can steal the Eiffel Tower. With helicopters. And a shrink ray.
Rule of Funny: Everything everywhere in this game. Why do beds blow up ? Why are the ninjas brightly colored ? Why do you dispose of Mariana Mamba by making her incredibly obese ? Why do you go out in the world mostly to troll the enemy agencies, instead on actually crippling/disabling them ? Because it's hilarious, and you, as a classic Evil Overlord, are a case of Contractual Genre Blindness.
Schmuck Bait: Some of the traps are quite obvious. Plus using stolen loot.
Setting a door to security level four draws in agents like bees to honey - even when the door is guarded by two giant henchmen. And has absolutely nothing of value behind it.
One trap is literally a Big Red Button in the middle of a bullseye with arrows pointing at it, saying "DO NOT PRESS THIS BUTTON" in lights.
Screw This, I'm Outta Here: Any minion whose loyalty drops too low will hightail it out of your base. Some of them will even steal gold from your safe before fleeing.
Stealth Pun: The Michael Jackson dance routine minions do while performing an interrogation? It's from the video for Smooth Criminal.
Stuffed into the Fridge: Literally what one does with Agents one kills, putting them into a large meat locker. However, this is a subversion, since the point of doing so is so that forces of justice do not find the bodies. If they do manage to get into the freezer, expect their horror to be quite genuine, and your heat rating to go up appropriately if they escape.
Too Smart for Strangers: Apparently averted in America, since the radio announcement when you successfully kidnap someone in the Mid-West includes advice that people take "basic self preservation" steps like "not taking candy from strangers."
The Bookcase's sole purpose is hilarious cartoony smashing.
You can even imprison, torture, and execute your own minions at a whim. Not to mention that the Super Agents can't die unless you use their own weakness on them, meaning you can torture your most hated enemy endlessly.
Come on, who hasn't put Jet Chan through a few rounds with the laser as revenge for all the times he's blown up part of your base?
One of the most extremely cruel examples is the way you can finish off Frostonova. You cut up her teddy bear right in front of her.You Bastard.
Villain Cred: "Notoriety", which represents how widely your misdeeds are known to the world. Increasing it is neccesary to progress in the main storyline, and is the main reason to perform side missions. It also makes sense in-story as increasing your notoriety is how you interest new henchmen in joining your organization, and as it gets higher more alliances get nervous and assign their top people to dealing with you.
We Have Reserves: Your minions are very disposable. And you will go through them. A lot.
So disposable, in fact, that the basic construction worker minions are free. Or you can pay out the nose to recruit as many as you need in mere seconds. Not to mention the game actually rewards you for summarily executing or torturing your minions in front of others.
You can, however, just shoot the regular agents and soldiers you capture, though why you'd do that when you went to all the trouble to capture them first is a good question. Usually it boils down to simple convenience.
The main reason to just shoot them is because being around bodybags causes the loyalty of minions to drop, so its usually more efficient to have them shot in the jail, and then take them 10 feet away to the freezer, so that you dont have to have them carry it all through your base lowering everyones loyalty.
You Call That A Wound: Henchmen reduced to zero health by combat against regular agents will only knock them out for a period, after which they will get back up again and recover their stats. Henchmen taken out during missions will disappear for a while, then finally make their way back to your island from the wilderness. The only exception to their Contractual Boss Immunity is if they are killed by one of the Super Agents, in which case they have three lives. After losing their last life to a Super Agent, they are Killed Off for Real.
You Have Outlived Your Usefulness: You can make your evil genius execute any minion at any time, and you don't need any excuse to do so. Each evil genius has their own method of execution, and doing so gives a large loyalty boost to all other minions in the area.
More specifically, this is done as a Dog-KickingEstablishing Character Moment by the Evil Genius at the end of the tutorial mission to the lady who has been guiding you to this point, after she says that she has committed all her other lessons to video tapes. Her desperate protests that she can still be useful are ignored as the Evil Genius gleefully chuckles an Evil Laugh as a Henchmen executes her.