CuteFloor
Wolfenstein 3D
updated
With the Eternal Patch, the game receives a significant overhaul, adding new weapons, enemies, levels, and gameplay features that mirror DOOM Eternal’s mechanics. You now have access to the brutal glory kills, flame belch, and the meat hook, making combat even faster and more aggressive. The patch also enhances enemy AI and adds more complex level designs, ensuring you stay on your toes throughout each stage.
As in the original, the soundtrack is packed with adrenaline-pumping metal, perfectly complementing the chaotic action on screen.
In Lemmings, you control a group of small, green-haired creatures, each moving forward without regard for their surroundings. Your task is to guide them safely through increasingly complex levels by assigning them various abilities, such as digging, building bridges, or blocking others from danger. Each level is a race against time, and your strategic decisions determine whether the Lemmings survive or fall to their doom. The game features over 100 levels, each more challenging than the last, with obstacles like traps, cliffs, and tight spaces.
While it initially gained fame on platforms like the Amiga and DOS, Lemmings for Windows brought the game to a broader audience with improved sound and accessibility for modern PCs of the time. The game’s charm lies in its unique blend of strategy and puzzle-solving, requiring both quick thinking and careful planning. Whether you’re dealing with towering cliffs, perilous drops, or hazardous machines, the game keeps you engaged with its quirky humor and iconic soundtrack.
Although the core mechanics remain faithful to the original games, Lemmings Revolution pushes the formula forward by emphasizing new strategies for managing the Lemmings' safety. The villains, Weasels, have trapped the Lemmings in these rotating environments, forcing you to plan more meticulously. The real-time decision-making and unique environments make for a challenging, but rewarding experience for fans of the series and newcomers alike.
While the graphics and sound were considered basic, the gameplay was praised for being addictive and challenging, offering an enjoyable arcade experience despite its simplicity.
The game became widely known through the Microsoft Entertainment Pack 4. Its legacy includes numerous clones and remakes, despite Microsoft discontinuing support in 1996.
The Build Engine on Ken Silverman's website:
http://advsys.net/ken/build.htm
You will navigate through a variety of challenging tracks set in diverse environments, from dusty desert trails to snow-covered mountain paths. The game offers a dynamic driving experience. With multiple vehicles to choose from, each with its unique handling and performance characteristics, Screamer Rally tests your driving skills.
Whether you are competing in single-player mode or challenging your friends in multiplayer races, Screamer Rally delivers an adrenaline-fueled journey through some demanding rally courses.
This video shows Phase 2 of Freedoom in action, which is not arranged in episodes like Phase 1, but the maps follow a linear progression similar to DOOM II instead. Freedoom is actually three games in one, consisting of two single-player campaigns as well as a set of levels intended for multiplayer deathmatch.
Overall, the Freedoom project aims to create a complete free and open-source first-person shooter game that is compatible with the vast library of custom content created by the DOOM community over the decades.
The Freedoom project is still in active development and is always looking for contributors. If you're interested or just want to give it a try, take a look:
freedoom.github.io
The Freedoom project was initiated in 1999 after id Software released the source code for the original DOOM game under the GNU General Public License. While the program code that powers DOOM is now free, the actual content of the game, including graphics, audio, levels, setting, and characters, remains proprietary. Freedoom seeks to fill this gap and create a fully free and open-source first-person shooter game.
The latest version of Freedoom, 0.13.0, was released on January 29, 2024, and includes a range of improvements and new content. These include enhanced vanilla compatibility, the removal of Boom features, fixes for various issues, and the addition of several new levels and music tracks.
Overall, Freedoom represents a significant effort by the DOOM community to create a fully free and open-source first-person shooter game that captures the essence of the original DOOM experience. The project's ongoing development and the positive reception from the DOOM community suggest that Freedoom will continue to be a popular choice for those seeking a classic DOOM-style gameplay experience without the constraints of proprietary content.
The Freedoom project is still in active development and is always looking for contributors. If you're interested or just want to give it a try, take a look:
freedoom.github.io
The gameplay of WinTrek is similar to the earlier EGATrek, with the player tasked with stopping an enemy armada from invading the United Federation of Planets and attacking Earth. Players must manage the Enterprise's systems, including setting course, speed, and coordinating phaser fire and photon torpedoes, while also carefully monitoring the ship's dilithium fuel reserves.
According to the game's creator, Joe Jaworski, WinTrek was likely one of the first shareware games to take advantage of the new multimedia capabilities introduced with Windows 3.1, providing audio and color graphics that were not previously possible on the Windows platform. While the graphics and special effects may appear primitive by today's standards, the game is still considered a fun and engaging Star Trek simulation experience from the early days of PC gaming.
With its innovative concept, Johnny Castaway remains a beloved classic among screensavers, offering a delightful blend of relaxation and entertainment for users of all ages.
00:00:00 SOS, help me!
00:05:39 That looks tasty
00:10:38 What should I do?
00:17:14 No plane in sight
00:23:29 A ship came to see me
00:27:06 Let's try again
00:32:42 Who are those guys?
00:37:12 Mermaid or no mermaid
00:42:50 Eating and sleeping
00:49:53 Let's try one more time
00:54:41 Did she come back?
01:01:35 The fish didn't like me
01:09:25 She came back, didn't she?
01:14:41 I can hear it, but I can't see anything
01:20:30 I swear I heard something!
01:26:00 I don't want to swim with that shark
01:34:51 I must be imagining things
01:42:30 Just another day
01:47:52 What is that noise?
01:55:44 Can I do a rain dance?
01:59:55 Let's get some rest
02:04:24 Save me!
02:11:20 Those guys again
02:16:44 That's not what I wanted to catch
02:21:51 There must be an airplane somewhere
02:27:57 Let's have a party!
02:34:13 Nothing new, nothing old
02:41:50 Doing sports now and then
02:47:02 No, not those guys again!
02:53:11 That bottle always comes back
03:00:51 Somehow it didn't work out
03:05:46 This ship is really big
03:09:28 Let's have a look
03:16:28 This seagull is annoying
03:21:11 Who tied me up?
03:26:22 Oh no, they brought me back!
03:31:14 I still can't see anything
03:36:34 They conquered my sand castle
03:42:31 Was that a fish?
03:51:54 I have an idea
03:56:56 I should have asked them to save me
04:04:13 Fishing is best at night
04:11:03 It's a noisy night
04:16:50 Nothing special
04:23:20 I could eat all day long
04:31:09 This shark is really strong
The game was designed for personal computers with the MS-DOS operating system. It is an action game that combines arcade, shooter, platform, and puzzle elements. Merry Christmas!
This game does not have any music, so the following music was used:
"Up on a Housetop" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0
"Wish Background" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0
As a prototype, the April 13, 1995 build shown in this video has certain limitations and technical issues. For example, it always starts with a 320x200 window size, and while it allows you to select a larger size during gameplay, it only scales up the screen without rendering at a higher resolution. In addition, the fullscreen option only results in a black border around the screen. The sound effects may either not work or be noticeably delayed. Despite these drawbacks, the prototype already offers a robust gaming experience.
It is worth noting that WinDoom was never officially released and was eventually superseded by DOOM 95, which was one of the first games to use DirectX. Microsoft used DOOM 95 to promote Windows 95 as a gaming platform.
In this video, you see DOOM 95, which is an official port of the original DOOM to the Microsoft Windows operating system. Developed by a team at Microsoft, led by Alex St. John, the creator of the DirectX specification, DOOM 95 was released as a preview on the Games for Windows 95 CD in November 1995, with a full release following in August 1996. This port supports four screen resolutions (320x200, 320x240, 640x400, and 640x480) in both windowed and fullscreen modes. It also features a slightly higher visplane limit than the original DOOM, allowing for more complex maps, and exclusive cheat codes, such as the ability to kill all monsters in a level. Additionally, it supports a larger amount of sound channels, has a launcher to configure options for external PWADs, player controls, and multiplayer settings. However, most of DOOM 95's video modes do not work with modern video cards and Windows versions, and the multiplayer mode is broken in later Windows versions. Gabe Newell, co-founder of Valve, was also involved in the development of DOOM 95.
00:00 September 1993 Prototype
09:25 November 1993 Prototype
12:55 July 1994 Prototype
🔺 September 1993 Prototype:
The September 1993 prototype uses a slightly modified engine from the GT Interactive Wolfenstein 3D v1.4 release, which results in the omission of some features, such as the "this is registered software" screen and the "Read This!" menu option. The ANSI end screen has also been truncated to a simple message saying "Thank you for playing!". Moreover, in-game storytelling and cutscenes are replaced with blank, white screens. Nevertheless, the engine now supports ceiling and floor graphics, a feature not found in the original release.
The maps appear largely similar, but some graphics have been updated. Sound-blocking appears to have been changed in certain maps, causing guards to react to gunfire in closed-off areas. New test maps for Floors 2-4 of Episode 1 have been added, with the original maps now located at the end of the file. Three inaccessible maps exist, including a blank map at Map 61 and two experimental maps at Map 62 and 66.
🔺 November 1993 Prototype:
The November 1993 prototype runs at a very high framerate, which may require you to limit the speed in your emulator. The second map in this video is a custom map created solely for showcase purposes and is not included in the prototype. Please note that there is no audio in this prototype, the music heard in the video was added afterwards.
Notable features include masked and animated walls, as well as animated sprites with shifted pixel patterns, similar to Blake Stone. Shading affects only floors and walls, not sprites, and there are floor and ceiling textures. You only have basic movement physics and can't open doors, while guards can, but walk through them before they fully open.
Occasional glitches include sprite and wall column issues and clipping problems. There are also max sprite drawing and distance drawing issues, and potential freezing and crashing during gameplay.
🔺 July 1994 Prototype:
In July 1994, six months prior to its official release, the game was in a significantly raw state. Many of the features and finer details had not yet been developed or even considered.
The Apogee logo animation zooms in and out instead of spinning in place. The game menus use a distinct font to highlight the active menu. Credits display static imagery rather than scrolling. Comm-Bat mode is unavailable, but levels can be accessed using debugging cheats. The Battle Menu in Comm-Bat Mode differs from the final version.
The game does not have episode cinematics, but a placeholder screen with a text box. The Loading Screen displays debugging statistics and no titles for levels. The character names on the HUD appear in all-caps. There is no visual feedback for your damage, and gunfire and environmental hazards can easily lock you down. You cannot manually switch between a single pistol, dual pistols, or the MP-40, and the levels differ from the final version, even though the level progression/ order is mostly the same.
Moreover, life items appear as mystical orbs instead of ankhs. In God Mode, your height increases significantly, with a downward camera angle, while Dog Mode is not invincible, acting more like a "power-down." Additionally, the pistol operates faster than in later versions, and missile weapons have a maximum capacity of five shots, except for the Excalibat. The Split Missile lacks its "dumb-seek" capability. The Drunk Missile's trajectory is both more and less linear than the final version. Enemies with bullet weapons deal more damage, while robot guards shoot faster, using a small electrical projectile.
The Rise of the Triads engine surpasses DOOM in some ways, but falls short due to Wolf3D's limitations. Tom Hall later admitted that sticking with Wolf3D instead of using the superior Build engine (used by the team working on Duke Nukem 3D) was a major mistake. Hall believes that if ROTT had used the Build engine, it would have resulted in a much more advanced game.
More information:
- tcrf.net/Proto:Rise_of_the_Triad_(1994)?
Joe Siegler posted some capture session videos a while ago:
- youtu.be/zUbuFR6tVrc
- youtu.be/QPyeeSKlnWY
- youtu.be/DCqWSo6jtnk
- youtu.be/cJZ4udNVQtY
There are nine mission levels and the game features remade music and sound effects specifically for the PICO-8. There are 19 building types, 21 unit types, and all Palace Weapons. You'll get to encounter sandworms, multiple terrain types, spice blooms, fog of war, and a low/high-res radar. The game features multiple AI opponents and auto-saving after each level.
UnDUNE II is not just mouse, keyboard, or gamepad-friendly, it's mobile-friendly too, meaning you can play it on-the-go! With many hours of gameplay, you'll find yourself fascinated by this game for hours on end.
Check it out:
liquidream.itch.io/undune2
Get ready to experience the old-school gameplay of God of Thunder, which features charming pixelated graphics and an engaging, catchy soundtrack. Equipped with his trusty hammer Mjolnir and lightning-based attacks, you must help Thor navigate through tricky paths and defeat enemies to progress further in the game.
In this video you can see a playable demo version, available for Windows, macOS and Linux on:
hadrosoft.itch.io/acronia
At first, development started in 1995. Prey was envisioned by 3D Realms as the first of a number of games based on cutting edge in-house game engine technology, in the same role as Unreal did for Epic Games. In the first development period Prey went through different designs outlined by Tom Hall before he left the company to form Ion Storm with John Romero.
Prey was supposed to feature movable portals along with heavily destructible environments. The idea was to permit player to move through its universe via gateways, a concept that Valve used ten years after with Portal. Private behind-closed-doors demos were shown at the 1997 and 1998 E3 exhibitions, receiving very positive feedback. The engine was thought to be used for Duke Nukem 5, a never realized successor to Duke Nukem Forever.
However, numerous technical problems, especially with portals as a core feature, caused the game to languish in development hell for years. After some further attempts, the title was put on indefinite hold in 2000.
In 2001, 3D Realms revived a fresh start on a new version. This time, the necessary portal technology was a stable component on all modern engines. 3D Realms chose the id Tech 4 engine, known for its use in Doom 3, and commissioned Human Head Studios to finish the game. Its development was not confirmed until 2005.
In this video, you can see a very early prototype of Prey, built on November 9, 1995. It's an engine test build with one single map, probably to showcase their progress to the prospective publisher GT Interactive. The engine appears to be similar to Quake and features some basic collision detection and gravity.
The warehouse acts similar to the headquarters of Settlers II and seems to maintain the borders of the initial settlement. All settlers are moving at all times, even when idle, and all military units have their weapons holstered.
The demo ends abruptly after a few minutes. Since it was shipped with another, official demo and there is no readme file or installer, it was probably not intended for distribution.
In this video, you can see an early pre-release demo published a few months before its buggy first release on Christmas 1994.
You can get the Enhanced Resource Pack there:
moddb.com/mods/enhanced-resource-pack-for-duke-nukem-3d
In this video, you can see the shareware episode played in EDuke32 using the Polymost renderer. The Polymer renderer is not supported by this mod.
Even though the developers didn't make any active attempts to promote the game, news spread by word of mouth and Beats of Rage quickly gained popularity. They just made this game for fun and didn't think that more than 10 people would ever play it. In 2006, more than a million copies of the game were downloaded. It was originally done for MS-DOS and has been ported to several platforms.
The source code of Beats of Rage has been released and the underlying engine later went on to become the Open Beats of Rage (OpenBOR) project.
Senile Team also planned a spiritual successor, Age of the Beast, but it got cancelled later.
In this video, you can see a recent beta version of Extermination Day, a map pack done by the same author as an add-on for Brutal Doom. It features remakes of DOOM and DOOM II level design in a Build Engine style.
Apogee started development in 1996, just before they knew how successful Duke Nukem 3D and how much of an impact a 3D first-person shooter would be. In the late 90s, everyone looked for 3D games. So, they scrapped the idea of another 2D platform game and started over to make Duke Nukem Forever stuck in development hell forever ... or at least for 12 years or so.
In late December 2022, four prototype builds of Duke Nukem 4 got leaked to the public. Coming from rendering 3D models as 2D sprites, the look resembles more the style of Donkey Kong Country on the SNES than classic pixel art of the previous games. Since you aim with the mouse, the gameplay reminds a bit of Abuse.
The prototypes don't have any music. The idea was to allow the players to listen to their own audio CD while they kick some butts. In this video, the game music of Duke Nukem II was used instead.
0:00 Duke Nukem Forever
0:15 October 8, 1996
5:33 October 21, 1996
8:40 October 24, 1996
9:56 November 8, 1996
10:51 Windows 95 Test
11:55 Duke Nukem Editor
There have been several attempts to bring voxel models to DOOM in the past, but Voxel Doom is a GZDoom mod done by Cheello, which replaces *all* characters, weapons, items and props with a 3D voxel representation of the original artwork. It's so faithfully done that you won't even notice a difference from the distance.
You may get it on (GZDoom required):
moddb.com/mods/doom-voxel-project/addons/voxel-doom
By the way, what you see here is a custom map that we created just for this video. It's not part of the mod. You may get it there:
drive.google.com/file/d/1ddMukS3vMWDV9uk19BSnoGy3W84rSvyX/view
This game was originally released for Atari Jaguar, Sony PlayStation, Sega Saturn, and in 1996, for PC MS-DOS. In later years, it has been ported to Game Boy Color, Game Boy Advance, Nintendo DSi, as well as Apple iOS and Android. Versions for 3DO, Sega 32X and Super Nintendo Entertainment System were planned but never released.
In this video, you see the PC MS-DOS demo version.
Using the same name as one of Bobby Prince's songs, Nobody Told Me About id is a GZDoom mod done by CantSleep in 2020. It attempts to create the spirit of the BUILD games in DOOM. So, you'll find things like non-centered weapons, excessive gore, changes to monster behaviors and other stuff that you might see in a BUILD game. It also comes with a less slippery movement, higher resolution monster graphics and additional weapons. Some weapons have unique alt-fires that require different ammo and some items can be used through an inventory.
You may get it on (GZDoom required):
github.com/LocalInsomniac/NTMAi/releases
They started to work on this game in December 1999. A few months later, they presented an early tech demo on the E3 trade show. Unfortunately, the company didn't have the resources to fund another 6 to 12 months of development and they couldn't find a publisher to invest in the game. So, it eventually got cancelled in mid-2000. Most of Impale's other projects suffered the same fate.
Zamolxe is set in the ancient world and mainly inspired by the history of Romania. It was planned to play on multiple territories simultaneously with a unitary army and shared resources, especially in multiplayer mode. So, if a fortress is under siege, you could come with reinforcements from other regions. You also would have been able to use siege tools like ladders, boiling oil and siege towers. The E3 demo was already packed with unique features like the 180 degree view and the formation system, as well as original music by the Romanian band Phoenix, to show a sample of what Zamolxe would be like. Impale Ent intended to release the game by the end of the year 2000.
In this video, you can see the very last build. Lead programmer Ionut Matasaru originally provided it to the now defunct pcGTW website, dedicated to PC games that weren't. This build is about 30% completed. It is playable as a single-player demo and includes two nations, Romans and Dacians. However, there are no campaign missions and no computer AI either, apart from basic unit behavior.
Watch the full gameplay video:
youtube.com/watch?v=r6aRsbG97yY
In this video, you can see a playable demo version.
Jack T. Ladd, a notorious thief, was caught by Ysanne Andropath – not only a stunning red-head, but also a cop. Jailed aboard the spaceship Relentless, Jack escapes his cell and destroys the hyperdrive. Forced to land on a mining planet, the real disaster is Ysanne having to work together with him.
In this game, you may choose one of these protagonists to experience either side of the story. An Amiga version was planned, but never done.
This game takes place in London, 1888. The world's most famous private investigator Sherlock Holmes and his companion Dr. Watson were called to a crime scene in an alley behind a theater. Inspector Lestrade of Scotland Yard is clueless and need their help.
This game was released for CD-i, MS-DOS and Amiga CD32. Versions for Sega Genesis / Mega Drive and Atari Jaguar CD were planned, but never released. Several years later, Litil Divil has been ported to Microsoft Windows, Mac OS X and Linux.
In this video, you can see a pre-release demo of the MS-DOS version, done about a year before release.
25th Anniversary refers to the 1991 celebration of the Star Trek franchise, which began with the TV series in 1966.
On May 8, 2022, never-before seen screenshots and video clips of the 2001 version got posted on 4chan's board, announcing to leak the actual files in June. However, they were published on the very next day instead. They include the assets, full source code, the game editor and binaries for two builds, August 21 and October 26, 2001.
00:00 Intro
01:21 The Lady Killer
05:09 Lost Wages
07:15 Leaving Las Vegas
08:35 The Slick Willy
12:05 Stratosfear
15:48 This is not a boating accident!
17:03 Power Struggle
18:02 Countdown to Destruction
18:46 Born to be Wild
20:14 Heat Wave
22:34 Ghost Town
24:32 Ground Zero
30:46 Deja Vu
33:18 Rescue Mission
36:34 Operation Shutdown
41:55 Moon Patrol
42:53 Mother Ship
44:23 Extra Clips
53:45 Character Zoo
55:11 Credits
As the prototype reveals, much of the gameplay the 2001 trailer presented was staged. The game as a whole is very incomplete. Basically, you can roughly play through the chapters "The Lady Killer" to "Countdown to Destruction". The following chapters are barely playable and transitions between most maps don't work. Going further, in "Rescue Mission", "Operation Shutdown", "Moon Patrol" and "Mother Ship", you find yourself in a bunch of empty rooms. As you may notice, the chapter "Deja Vu" resembles the very first map of Duke Nukem 3D, Hollywood Holocaust.
The prototype comes with a completely different menu than the final game. In the prototype, you may freely change the color of its appearance and even change the background image. It comes with several background images ranging from color variations of the default one, gag images, a screenshot of the game Bad Dudes vs. Dragonninja, as well as several images of attractive women from the late 90s. Some backgrounds are not safe for work and would probably have been removed before release.
This game takes place about 20 years after the events of the first game. You take the role of Gordon Freeman again, who has just been awoken from stasis by the G-Man. Earth has been conquered by a huge empire called the Combine, which has implemented a brutal police state. The G-Man put you into a train arriving at City 17 to meet a resistance group and bring down the Combine.
Development of the game started in 1999, about six months after the original Half-Life game has been released. It was originally planned to be demonstrated at E3 2002 and ended up to be unveiled at E3 2003. In September 2003, however, Valve's internal network was compromised by a hacker and the source code of Half-Life 2 got leaked. Fans soon compiled a playable version which revealed how unfinished that game was. The whole incident damaged morale of the development team, so it took another year to get Half-Life 2 done.
For some reasons, the cruise liner SS Lucifer began to sink. It's been said that the captain pulled the plug from his bath and a fountain of water started to flood the ship. In this game, you take the role of the rescue attendant Kevin Codner, who takes his little submarine to rescue as many passengers as possible.
In this video, you can see the MS-DOS demo version.
Some would say there was a DOS version of this game. That's true, but it was from a different team, East Point Software, which came out in 1995. So, what happened?
Well, Francesco Iorio and his high school classmate Matteo Tesser were studying ever since they were teenagers how to develop video games and used to regularly send materials to the Italian magazine The Games Machine. It was through the magazine that Holodream Software, which already released several titles for years, got in contact with those guys. In that time, they were recently signing a publishing agreement with Team 17.
It was the publisher Team 17 who asked Holodream if they know someone who has enough skills to port Overdrive to the MS-DOS platform. So, they gave this idea to Iorio, who then worked on a prototype and sent it to Team 17. They seemed to like it and gave permission to Iorio and Tesser to handle the DOS port. These two guys called themselves Holografix.
However, this didn't last long. Team 17 never provided any source code of the original Amiga version, so Holografix had to write everything from scratch. After sending several beta versions, the publisher decided the project was going too slow and they commissioned East Point Software to do the DOS port.
Unlike the official DOS port, Holografix' version of the game featured four opponents on the track instead of two, completely different AdLib / Sound Blaster music, and it was designed to run smoothly at 60 FPS even on a 386SX.
The story is about a small doll that became alive in a toy factory. But she needs a lot of candy in order to survive. Your goal is to help her through several nice levels to make it to the land where candy grows and the refrigerators never run out.
In this video, you can see a preview demo using Roland MT-32 music. It was done about a year before release. The full CD-ROM version had broken MT-32 support and came with CD audio instead.
In this video, you can see Portal: The First Slice, a special demo version that was originally available to Nvidia users only. Later, Valve made the demo available to all Steam users.