Uploaded October 2021 | Updated September 2026, 2 weeks ago
Alone in the Dark is a survival horror video game designed by Frédérick Raynal and developed and published by Infogrames for the PC. It came out in 1992.
Players choose between a male or female protagonist (Edward Carnby or Emily Hartwood respectively), and are then trapped inside the haunted mansion of Derceto. The player character starts in the attic, having ascended to the top of the mansion without incident, and is tasked with finding a way out of the mansion while avoiding, outsmarting or defeating various supernatural enemies including slave zombies and giant bipedal rat-like creatures. Though able to kill most enemies with simply fists and feet, the player character can also find and utilize various weapons.
Many opponents can be beaten by solving a particular puzzle rather than a straight fight—indeed, a significant number of opponents cannot be killed at all. Much of the game involves exploration and puzzle-solving, and optionally searching the house for clues as to what occurred before the player's arrival.
The player character can search any area, open and close doors, push certain objects, and pick up some items. Items in inventory can be used, opened, read, thrown, or put down, though not all of these options are offered for every item. Inventory is highly limited, and the player must often discard items to make room. It is possible to discard items that are needed to complete the game, but discarded items remain in play and can be retrieved later, even if the player character leaves the room. Available space in inventory is determined by weight, not number of items; for example, a player may discard a book and two knives yet still not be able to pick up the heavy statuette.
Unlike its sequels, and much of the survival horror genre, the game is partially non-linear. The player character is initially restricted to the attic and third floor, whose rooms are arranged such that they must be traversed in a linear order. Completing the puzzle at the end of the third floor grants the player character access to the first and second floors. The player can explore the rooms in this area in any order, and can also revisit the attic and third floor if desired. Upon completing a specific puzzle, the player gains access to the caverns beneath the mansion. The caverns are completely linear, and each challenge must be overcome as it is encountered.
The story is heavily influenced by the works of Edgar Allan Poe and H. P. Lovecraft. The setting for the story is inspired by Poe's "The Fall of the House of Usher". Grimoires found in the mansion's library include the Necronomicon and De Vermis Mysteriis, both taken from Lovecraft's Cthulhu Mythos. Other Mythos references include books that feature the narrated history of Lord Boleskine, a direct reference to another Infogrames Cthulhu Mythos-based game, Shadow of the Comet, and the last name of player character Edward Carnby, a reference to John Carnby, a character in the mythos tale The Return of the Sorcerer by Clark Ashton Smith. Several of the supernatural opponents are recognizable creatures from the Mythos, including Deep Ones, Nightgaunts and a Chthonian.
Alone in the Dark received critical acclaim upon its release, and is considered a breakthrough and influential title, as it was the first 3D survival horror game. Among the accolades which followed its release, Alone in the Dark received the European Computer Trade Show awards for Best Graphics and Most Original Game in 1993. In 2009, Empire included Alone in the Dark on their list of 100 greatest video games of all time.
Alone in the Dark is considered a forefather of the survival horror genre, and its influence can be seen in the Resident Evil franchise. Alone in the Dark has also spawned four follow-up games as part of the series, as well as two films loosely based on them.
Source: Wikipedia
Alone in the Dark is a survival horror video game designed by Frédérick Raynal and developed and published by Infogrames for the PC. It came out in 1992.
Players choose between a male or female protagonist (Edward Carnby or Emily Hartwood respectively), and are then trapped inside the haunted mansion of Derceto. The player character starts in the attic, having ascended to the top of the mansion without incident, and is tasked with finding a way out of the mansion while avoiding, outsmarting or defeating various supernatural enemies including slave zombies and giant bipedal rat-like creatures. Though able to kill most enemies with simply fists and feet, the player character can also find and utilize various weapons.
Many opponents can be beaten by solving a particular puzzle rather than a straight fight—indeed, a significant number of opponents cannot be killed at all. Much of the game involves exploration and puzzle-solving, and optionally searching the house for clues as to what occurred before the player's arrival.
The player character can search any area, open and close doors, push certain objects, and pick up some items. Items in inventory can be used, opened, read, thrown, or put down, though not all of these options are offered for every item. Inventory is highly limited, and the player must often discard items to make room. It is possible to discard items that are needed to complete the game, but discarded items remain in play and can be retrieved later, even if the player character leaves the room. Available space in inventory is determined by weight, not number of items; for example, a player may discard a book and two knives yet still not be able to pick up the heavy statuette.
Unlike its sequels, and much of the survival horror genre, the game is partially non-linear. The player character is initially restricted to the attic and third floor, whose rooms are arranged such that they must be traversed in a linear order. Completing the puzzle at the end of the third floor grants the player character access to the first and second floors. The player can explore the rooms in this area in any order, and can also revisit the attic and third floor if desired. Upon completing a specific puzzle, the player gains access to the caverns beneath the mansion. The caverns are completely linear, and each challenge must be overcome as it is encountered.
The story is heavily influenced by the works of Edgar Allan Poe and H. P. Lovecraft. The setting for the story is inspired by Poe's "The Fall of the House of Usher". Grimoires found in the mansion's library include the Necronomicon and De Vermis Mysteriis, both taken from Lovecraft's Cthulhu Mythos. Other Mythos references include books that feature the narrated history of Lord Boleskine, a direct reference to another Infogrames Cthulhu Mythos-based game, Shadow of the Comet, and the last name of player character Edward Carnby, a reference to John Carnby, a character in the mythos tale The Return of the Sorcerer by Clark Ashton Smith. Several of the supernatural opponents are recognizable creatures from the Mythos, including Deep Ones, Nightgaunts and a Chthonian.
Alone in the Dark received critical acclaim upon its release, and is considered a breakthrough and influential title, as it was the first 3D survival horror game. Among the accolades which followed its release, Alone in the Dark received the European Computer Trade Show awards for Best Graphics and Most Original Game in 1993. In 2009, Empire included Alone in the Dark on their list of 100 greatest video games of all time.
Alone in the Dark is considered a forefather of the survival horror genre, and its influence can be seen in the Resident Evil franchise. Alone in the Dark has also spawned four follow-up games as part of the series, as well as two films loosely based on them.
Source: Wikipedia

![Lego Island - Gameplay [HD]
Lego Island is an open world adventure / sandbox game made and published by Mindscape. It was released in 1997.
Lego Island was the first video game developed after the Lego Group began efforts to gain a foothold in the video game industry. The player is able to freely roam around the eponymous Lego Island, interact with non-player characters, build and drive vehicles, or complete several different missions.
The game features five playable characters: police officers Laura and Nick Brick; pizzeria proprietors Mama and Papa Brickolini; and their adopted son Pepper Roni, a pizza delivery boy who serves as the protagonist. Each playable character possesses their own unique abilities and interactions modeled after different intelligence types listed in Howard Gardners theory of multiple intelligences. The game showcases two additional intelligence types via non-player characters the Infomaniac, the islands founder who serves as a tour guide, and the Brickster, a criminal incarcerated in Lego Islands jail.
Each character can perform a different action to customize non-player characters and vegetation on the island, such as changing their colors or giving them different hats. The game also includes numerous Easter eggs spread across the island. The player can also construct a race car, jet ski, dune buggy, or police helicopter with the help of mechanic Bill Ding, which can be customized and used in missions or to explore the island.
There are five missions that the player can perform as any of the playable characters: a motor race at the race track; a jet ski race at the beach; a pizza delivery for Brickolinis Pizzeria; a towing job for the Octan gas station; and ambulance driving for the hospital. The player will be awarded a red, blue, or yellow brick per character for each mission depending on how they place in the race or how quickly they complete the mission, which can be viewed on the Score Cube at the Information Center.
Lego Island has inspired a number of preservationists and other enthusiasts. Among other things, fans of the game have distributed archives of old production material obtained from the developers, produced documentaries and podcasts, and developed unofficial patches to allow the game to run on newer computers. A fan-made sequel, Project Island, was initiated as a solo project by Floris Thoonen in the mid-2010s. The game was formally announced around Lego Islands twentieth anniversary in 2017. As of 2020, around 50 people are working on Project Island with varying degrees of activity, with all of them contributing during their spare time. The project team irregularly publishes update videos and intends to release a demo entitled Port Pizza, featuring a small island with a limited scope.
On July 11, 2023, YouTuber Matthew MattKC Wong announced that he had started decompiling Lego Island. The project was hosted on GitHub, allowing virtual volunteering. In December 2024, the project was considered 100% complete with only minor accuracy issues. A fork was later created, aiming to alter the code to make porting to other systems easier. Following the projects completion, Wong was connected with a Lego Group employee and helped them locate additional Lego Island development material for their archives. This led to the rediscovery of the original source code, though the Lego Group does not intend to publicly release it. In June 2025, the first decompilation-based port was launched, allowing users to play the game in a web browser.
Source: Wikipedia
00:00 Whoops
00:05 Infomaniac intro
01:32 Nick Brick intro
02:27 Towing mission as Nick
06:35 Laura Brick intro
07:25 Hospital mission as Laura
13:29 Pepper Roni intro
14:22 Pizzeria shenanigans
15:22 Going to the beach
16:13 Bill Ding the jet ski ;)
18:55 Jet ski race
21:08 Leaving Lego Island Lego Island - Gameplay [HD]](https://i.ytimg.com/vi/92vXt9Y96Vo/mqdefault.jpg)


![In Pursuit of Greed / Assassinators - Gameplay [HD]
In Pursuit of Greed (also known as Assassinators) is a first-person shooter made by Mind Shear Software and published by Softdisk. It was released in 1996.
It is the year 15432, and criminal organizations are flourishing. Scavenging has become increasing profitable, since the criminal elite is willing to pay big money for their shady undertakings. A mysterious group known as A.V.C. contacts the acquisition squad Red Hunter to perform missions for them in particularly dangerous environments. The team departs on its needling ship, hoping to gain fame and riches in this perilous endeavor.
In Pursuit of Greed is a shareware raycasting 3D (2.5D) first-person shooter. The player can choose between five different playable characters, though the differences between them are mostly cosmetic. The protagonists can use melee weapons (such as daggers), but mostly rely on firearms. It is also possible to pick up and throw grenades. Ammunition and power-ups are randomly generated.
After Mind Shear Softwares release of Ironseed in 1994, Softdisk Publishing reached out to them with the suggestion that they take advantage of the pre-alpha Doom code that Softdisk had access to in order to create a shooter, in the hopes of capitalizing on the popularity of Doom. This was Ids Raven engine, licensed to Raven Software for their 1993 game ShadowCaster. Mind Shear agreed enthusiastically, expecting that they would be working on a nearly complete Doom engine. Only after contracts were signed and development was underway did they discover just how buggy and incomplete the codebase was. Problems with lag, jerky animation, and slow rendering plagued the project right up until a significantly delayed release.
The game was re-released under the name Assassinators by Memorex Software in 1998.
The game and its source code were released as non-commercial freeware by the programmer around 2014.
Source: Mobygames & Wikipedia In Pursuit of Greed / Assassinators - Gameplay [HD]](https://i.ytimg.com/vi/9vYAfDcBidE/mqdefault.jpg)

![Maniac Mansion - Gameplay [HD]
Maniac Mansion is a point & click adventure game made and published by Lucasfilm Games. It was released in 1987.
The player uses a point-and-click interface to guide Dave and two of his six playable friends through the scientists mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the players choice of characters. Initially released for the Commodore 64 and Apple II, Maniac Mansion was Lucasfilm Games first self-published product.
The game was conceived in 1985 by Ron Gilbert and Gary Winnick, who sought to tell a comedic story based on horror film and B-movie clichés. They mapped out the project as a paper-and-pencil game before coding commenced. While earlier adventure titles had relied on command lines, Gilbert disliked such systems, and he developed Maniac Mansions simpler point-and-click interface as a replacement. To speed up production, he created a game engine called SCUMM, which was used in many later LucasArts titles. After its release, Maniac Mansion was ported to several platforms. A port for the Nintendo Entertainment System had to be reworked heavily, in response to Nintendo of America’s concerns that the game was inappropriate for children.
Maniac Mansion was critically acclaimed: reviewers lauded its graphics, cutscenes, animation, and humor. Writer Orson Scott Card praised it as a step toward computer games [becoming] a valid storytelling art. It influenced numerous graphic adventure titles, and its point-and-click interface became a standard feature in the genre. The games success solidified Lucasfilm as a serious rival to adventure game studios such as Sierra On-Line. In 1990, Maniac Mansion was adapted into a three-season television series of the same name, written by Eugene Levy and starring Joe Flaherty. A sequel to the game, Day of the Tentacle, was released in 1993.
Source: Wikipedia Maniac Mansion - Gameplay [HD]](https://i.ytimg.com/vi/ABOJ8dQ_XXU/mqdefault.jpg)
![Beasts & Bumpkins - Gameplay [HD]
Beasts & Bumpkins is a Real-time strategy game made by Worldweaver Prdouctions Ltd and published by EA. It was released in 1997.
In the games storyline, the players alter ego Lord Mildew was exiled by the king. They begin with limited resources and a few peasants to control. After building an empire and increasing their resources, the player can challenge Dark Lord Sabellian, who attacks the surrounding area.
The game is a standard isometric god style game. The players goal is to complete one or more specific tasks on each level. This can be to collect a certain item, to kill a certain enemy or village, earn a certain amount of gold or survive for a specific duration of time.
In each level the player will have to build up their village and grow the economy and population. This involves using villagers to construct buildings and creating a village where they can reproduce. The player must provide a sufficient number of houses and resources before villagers will take it upon themselves to reproduce and create more units. There are specific levels where you already have a specific village and unit count to start with and are given the specific tasks such as protecting it for a set amount of time as waves of enemies close in on the village or defeating an enemy village before time runs out.
During each level the player controls units called peasants. They have a stage based life cycle; from birth they go to childhood to a working adult after which comes their retirement and then eventually death. There are some special tasks that can be performed by all the villagers, including children, adults and old age people of both genders.
There are also certain skills or tasks that can only be done by adults. The working women are limitted to farm work including milking cows, cutting the wheat for making bread and picking apples from the orchard for cider making. The working males can be given manual labour such as building structures and repairing damaged buildings. They are also the only unit that can be trained at the various guilds available in the game.
Depending on the level, you will start you with a set of villagers and a few starter buildings. The player must build structures to advance their village, including farms, guilds and houses so that they may train special units and grow their economy and population. Deploying the villagers to perform various tasks, such as collecting water, farming and constructing the players buildings help further with building a strong economy and healthy village.
As well as the gold resource gained from selling the produce your villages create, the player must manage the health and happiness of their village.
The health of the village is affected by the availability of food as well as how clean the village is; the more dead bodies left around from old aged villages dying - the more likely the village will catch the plague and so become an unhealthy place to live.
Happiness is affected by several factors including the prices the player sets for certain produce, the tax set for when the village has trained a tax collector and the punishments set for when villagers are caught doing certain crimes. If a village is happier this affects the life span of villages meaning they age slower and take longer to go through their full life cycle.
Beasts and Bumpkins had a generally positive reception among reviewers. Some rated the game as low as 40/100 whilst the majority rated it as above 70/100.
The game was well known for its humor. All of the characters had a stereotypical English West Country accent. The comedy of the game has been attributed in user reviews to the villagers sound bites, including the Fancy a bit of nookie? and oww, yes please! responses and has attributed to the entertainment value of the game.
Source: Wikipedia Beasts & Bumpkins - Gameplay [HD]](https://i.ytimg.com/vi/AE-WyvhjPJo/mqdefault.jpg)
![Blackthorne Blackhawk - Intro [HD]
The intro sequence for the platformer game Blackthorne aka Blackhawk made by Blizzard in 1994. Blackthorne Blackhawk - Intro [HD]](https://i.ytimg.com/vi/B6qWpTXtm3o/mqdefault.jpg)
![Carmageddon - Gameplay [HD]
Carmageddon is a vehicular combat racing game made by Stainless Games and published by SCi Interplay. It was released in 1997.
In Carmageddon, the player races a vehicle against a number of other computer controlled competitors in various settings, including city, mine and industrial areas. The player has a certain amount of time to complete each race, but more time may be gained by collecting bonuses, damaging the competitors cars, or by running over pedestrians. Unusually for a racing game, checkpoints do not extend the time limit.
Races are completed by either completing the course as one would a normal racing game, wasting (wrecking) all other race cars, or killing all pedestrians on the level. The game includes thirty six race tracks, played across eleven different locations. The game featured three songs (in instrumental format) from Fear Factorys album of 1995, Demanufacture.
The title track and Body Hammer are both included with the song Zero Signal being used in the games intro.
The game that became Carmageddon started out as 3D Destruction Derby, a banger racing sim prototyped by Stainless Software. This was signed by SCi in 1995, but under the condition that it be made into a licensed game in order to guarantee popularity. Initially, SCi wanted to use the Mad Max license, but they were unable to find out who owned the rights to the franchise. They instead secured the Death Race 2000 license, as a sequel to the original film was at that time planned.
According to head programmer Patrick Buckland, the initial concept stemmed from the team getting bored while playing racing games, leading them to ultimately drive in the wrong direction and crash into other cars. They decided it made sense to create a game where this was the objective to begin with. Shortly after, Psygnosis released a game with this same concept, Destruction Derby.
The notion of running over pedestrians was added in an effort to distinguish the game from Destruction Derby and arouse controversy. However, there had been a number of recent games which involved running over pedestrians, such as Quarantine and Die Hard Trilogy. Rob Henderson from SCi suggested that they could increase the potential for controversy by rewarding the player points for the pedestrian kills.
The sequel to Death Race 2000 was later cancelled, but by this point SCi were impressed enough by Stainlesss work on the game that they felt they could try creating their own IP. The name Carmageddon was coined, and development proceeded with the designers allowed unusually free rein with regard to the content of the game.
The game uses the BRender engine, which Stainless Software were already thoroughly familiar with; one of their previous contracts was to port BRender to Macintosh and build the corresponding tools and demos. The PlayStation conversion was subcontracted to developer Elite, with the plan to release the PC and PlayStation versions simultaneously.
Buckland anticipated that Elite would have problems with the conversion due to Carmageddons open environments.
Source: Wikipedia
00:00 Driving with Max Damage on Maim Street
08:58 Driving with Die Anna on Fridge Racer Carmageddon - Gameplay [HD]](https://i.ytimg.com/vi/BN0bwjsYmhk/mqdefault.jpg)
![Jazz Jackrabbit - Gameplay [HD]
Jazz Jackrabbit is a jump & run / platformer game made and published by Epic Megagames. It was released in 1994.
The game is set in a fantasy world based on Aesops The Tortoise and the Hare, in which the enmity between tortoises and hares continues even after three thousand years. An evil mastermind tortoise named Devan Shell begins conquering planets, suppressing any native confrontation. One of such planets, Carrotus, is home to a peaceful hare kingdom that, once confronted by Shell, is able to provide enough resistance to fend him off. Enraged by his loss, Devan decides to kidnap Carrotus princess Eva Earlong and hide her on a distant airbase of unknown location to use as ransom. In response, the king chooses to send Carrotus hero Jazz Jackrabbit, a green hare with a blue LFG-2000 gun, to various planets conquered by Devan that might contain clues to the location of Evas imprisonment. As Jazz travels through different worlds, he gains new weapons and meets new enemies in his pursuit to rescue the princess and save Carrotus from Devan Shell and his army of Turtle Terrorists.
Gameplay mechanics in Jazz are very similar to Zools, with the exception of not being able to destroy the enemies by simply jumping at them (which was not added until the second game). Jazz will run faster and jump higher the longer he runs, avoiding chasms that might lead to harmful objects. Unlike other platform games, however, there are no abysses and every level bifurcates into subsections that might lead to valuable items (such as weapon pick-ups, score items, etc.) while the direction of general progression is hinted at with occasional arrows.
Jazz has a health bar that changes in colour based on how much health Jazz has remaining. Jazz can withstand a limited number of hits (5 on Easy mode, 4 on Medium mode, 3 on Hard or Turbo mode) from harmful objects before losing a life; one hits worth of health can be restored by picking up a carrot. Lives can also be accumulated to the maximum number of ten. When killed, Jazz starts from the level beginning or at any checkpoint sign that had been reached and shot before.
Items that the player can pick up usually resemble food, computer hardware components or other familiar shapes, and give 100 score points each. There are also several beneficial pick-ups in the game: a force shield that protects Jazz from one or four hits, a Hip Hop ( a bird companion ) that shoots enemies, a hoverboard that allows flight, rapid fire/super jump bonuses, a temporary speed-up and invincibility, as well as extra lives. Weapons also vary in numbers and consistency and include (besides the Blaster) Bouncer, Toaster, RF Missile, and TNT sets. Large sets of ammunition can only be collected by being shot from their enclosure.
The game has a timer that starts a number of minutes at the beginning of each level (9 minutes and 59 seconds on Easy mode, 8 minutes on Medium, 6 minutes on Hard, and 4 minutes on Turbo) and counts down to zero; on Hard and Turbo, another countdown appears at the top of the screen when there is less than a minute left, and if time expires, Jazz loses a life. If Jazz reaches and shoots the finish sign before time runs out, the player is then provided with additional score points awarded for the remaining time and a perfect score if he picks up all items and/or deals with all enemies. If Jazz finishes the area with a big red diamond, he gets to enter the bonus stage. In these stages, animation switches to a pseudo-3D ( third-person camera ) of Jazz as he runs on a speedway with the purpose of gathering as many blue diamonds as requested before time runs out, while obstacles try to stop him or slow him down. If the task is accomplished successfully, the player is provided with an extra life.
Aside from bonuses, Jazz also features secret levels that can be accessed in specific areas of other levels once in every episode. Secret level signs feature the question mark instead of Devans head portrait that must be shot. The current level is then considered completed and the secret level embarks. Levels themselves consist of an enormous grant area with numerous weapons and items to pick up. One level, however, features a mini-boss, while the player assumes control of Jazz in his sidekick bird form. Secret levels also feature a count-up upon completion that provides the player with extra score points.
Source: Wikipedia
00:00 Intro
00:34 Main Menu
00:53 Diamondus Level 1
03:09 Diamondus Level 2
05:51 Diamondus Secret Level
07:29 Tubelectric Level 1
10:51 Tubelectric Level 2
14:19 Bonus Stage Jazz Jackrabbit - Gameplay [HD]](https://i.ytimg.com/vi/BNrFx_OSVh8/mqdefault.jpg)