Uploaded April 2025 | Updated September 2026, 2 weeks ago
Commandos: Behind Enemy Lines is a real-time tactics game made by Pyro Studios and published by Eidos Interactive. It was released in 1998.
The player assumes the role of an allied officer, who has been entrusted to command a group of commandos on twenty missions. A briefing given before a mission begins is divided into two parts - the first, focuses on the background of the mission and where it takes place, and the second, using the mission's map, details the objectives the commandos must complete, any important information they need to know, and what they must use to escape the area. The game features six commandos that the player can control, though each mission gives a specific subset of commandos that the player can use to complete objectives, though a mission is failed if any of the commandos are killed in action.
Each commando that the player gets to control has a different set of abilities and equipment that they can use to deal with enemies and help them complete their missions
- The Green Beret is able to move barrels, climb rough surfaces, use a lure to distract enemies, and can kill soldiers with a knife.
-The Marine can dive underwater, use a harpoon gun, can kill enemies with a knife, and can pilot ships and boats.
-The Driver can drive vehicles and operate tanks and mounted guns, and is one of two commandos who can treat the injuries of his comrades.
-The Sapper is capable of using grenades and handling explosives, can cut through wire fences and set up traps.
-The Sniper can use a sniper rifle to take out targets, and the second commando who can treat his comrades injuries with a first aid kit.
-The Spy can wear enemy uniforms, distract soldiers when disguised as an officer, and can kill enemies with a lethal injection.
In addition to their abilities, all commandos carry a handgun that they can use as a last resort to defend themselves. The game's emphasis is towards stealth and carefully planned tactics rather than gun battles, as the commandos will not survive for long if shot at.
The game was a commercial success, with global sales above 1 million units. GameSpot Spain declared it Spain's biggest game hit of all time by 2001. The game was followed by the Commandos series that used the same system of game mechanics, beginning with the expansion pack Commandos: Beyond the Call of Duty in 1999, and later with three sequels - Commandos 2: Men of Courage in 2001, Commandos 3: Destination Berlin in 2003 and Commandos: Strike Force in 2006.
Source: Wikipedia
00:00 Prologue
01:18 Mission 1 Briefing
03:06 Mission 1 Gameplay
06:47 Mission 2 Briefing
08:23 Mission 2 Gameplay
Commandos: Behind Enemy Lines is a real-time tactics game made by Pyro Studios and published by Eidos Interactive. It was released in 1998.
The player assumes the role of an allied officer, who has been entrusted to command a group of commandos on twenty missions. A briefing given before a mission begins is divided into two parts - the first, focuses on the background of the mission and where it takes place, and the second, using the mission's map, details the objectives the commandos must complete, any important information they need to know, and what they must use to escape the area. The game features six commandos that the player can control, though each mission gives a specific subset of commandos that the player can use to complete objectives, though a mission is failed if any of the commandos are killed in action.
Each commando that the player gets to control has a different set of abilities and equipment that they can use to deal with enemies and help them complete their missions
- The Green Beret is able to move barrels, climb rough surfaces, use a lure to distract enemies, and can kill soldiers with a knife.
-The Marine can dive underwater, use a harpoon gun, can kill enemies with a knife, and can pilot ships and boats.
-The Driver can drive vehicles and operate tanks and mounted guns, and is one of two commandos who can treat the injuries of his comrades.
-The Sapper is capable of using grenades and handling explosives, can cut through wire fences and set up traps.
-The Sniper can use a sniper rifle to take out targets, and the second commando who can treat his comrades injuries with a first aid kit.
-The Spy can wear enemy uniforms, distract soldiers when disguised as an officer, and can kill enemies with a lethal injection.
In addition to their abilities, all commandos carry a handgun that they can use as a last resort to defend themselves. The game's emphasis is towards stealth and carefully planned tactics rather than gun battles, as the commandos will not survive for long if shot at.
The game was a commercial success, with global sales above 1 million units. GameSpot Spain declared it Spain's biggest game hit of all time by 2001. The game was followed by the Commandos series that used the same system of game mechanics, beginning with the expansion pack Commandos: Beyond the Call of Duty in 1999, and later with three sequels - Commandos 2: Men of Courage in 2001, Commandos 3: Destination Berlin in 2003 and Commandos: Strike Force in 2006.
Source: Wikipedia
00:00 Prologue
01:18 Mission 1 Briefing
03:06 Mission 1 Gameplay
06:47 Mission 2 Briefing
08:23 Mission 2 Gameplay

![Screamer Bleifuss - Gameplay [HD]
Screamer (aka Bleifuss in germany) is an arcade style racing game made by Graffiti and published by Virgin Interactive Entertainment. It was released in 1995.
Screamer is a traditional arcade racing game. The player can drive many different cars such as a Corvette, a Porsche 911, and others. The game has varied tracks, all of which are available in backwards mode. Players can take on the Bullet car for the ultimate championship race.
The game shares some graphical and gameplay style with Namcos Ridge Racer.
Software rendering is used in the game, due to the games release before the widespread adoption of 3D graphics cards, unlike Screamers three sequels Screamer 2, Screamer Rally and Screamer 4x4, that all utilized 3D hardware. As a result, Screamer was one of the early games to really require a Pentium processor to run at full speed, particularly in SVGA mode.
The games music was composed by Allister Brimble.
Source: Mobygames and Wikipedia Screamer Bleifuss - Gameplay [HD]](https://i.ytimg.com/vi/DkghRN2BJEk/mqdefault.jpg)

![Ignition / Bleifuss Fun - Gameplay [HD]
Ignition is a top-down fun racing made by UDS and published by Virgin Interactive. It was released in 1997.
Ignition (in germany also known as Bleifuss Fun) is an action packed racing game viewed from above and slightly behind the player. The cars on offer range from police car and VW Beetle to school bus and truck, each of which has its own strengths and weaknesses - trying to win with the bus, which involves blocking everyone behind the hideously slow vehicle for 3 laps, is perhaps the ultimate challenge.
Initially there are 5 tracks available, with practice and single race modes as well as full championship at 3 levels - winning each of the first 2 levels unlocks an extra track. They all have hazards running through them, and sections where you must make a split-second choice between the safer route and the risky but potentially rewarding one. Multiplayer can be done via network or by split-screen - in a break with convention the screen is split vertically rather than horizontally.
The soundtrack and sound effects were produced by Christian Björklund.
Ignition received generally favourable reviews. Many highlighted the games entertainment value, a very good first impression and detailed graphics. Some mentioned its similarity to Micro Machines 2 also featuring small cars, and the games simplicity was both seen positively and negatively (lacking content) in comparison.
Source: Mobygames and Wikipedia
00:00 Intro
00:37 Main Menu
1:03 Moosejaw Falls
3:38 Snake Island
6:33 Lost Ruins
9:49 Yodel Peaks
13:07 Gold Rush
15:31 Glitching out Ignition / Bleifuss Fun - Gameplay [HD]](https://i.ytimg.com/vi/F8FHyKK3MkY/mqdefault.jpg)
![Road Rash - Gameplay [HD]
Road Rash is a motorcycle racing and combat game originally published by Electronic Arts (EA) for the 3DO Interactive Multiplayer. It was released in 1994.
A version for the Sega CD was developed simultaneously and released in 1995 to act as a bridge between the 3DO version and the Sega Genesis title Road Rash 3, and the game was subsequently ported to the PlayStation, Sega Saturn and Microsoft Windows in 1996. The game is the third installment in the Road Rash series, and is centered around a series of motorcycle races throughout California that the player must win to advance to higher-difficulty races, while engaging in unarmed and armed combat to hinder the other racers.
You are competing against thirteen other Road Rashers who will stop at nothing to win. During the race, you have two options available: you can either do your best to cross the finish line or use your weapon to bring the Rashers to the ground if they give you trouble. Do the latter, and your opponents will do the same to you during the next race.
There are five circuits to race: The City, The Peninsula, Pacific Highway, Sierra Nevada, and Napa Valley. Some of these circuits are dangerous. In addition to the obstacles and traffic you encounter along the way, there are also police motorcycle units that will arrest you if you happen to crash or stop near them. Get caught, and youll have to pay a fine to get in any more races. If you crash too often, your bike will be wrecked, forcing you to pay for damages. The amount you have to pay depends on the bike you are riding. Once you have completed the first five circuits, you have to race them again another four times - but at a much higher difficulty. Manage to win all five circuits on all levels, and you win the Road Rash cup!
There are about five bikes to choose from, divided into three groups; Rat, Sport, and Super. You start the first level with a Rat bike. As you progress through the levels it will become increasingly important to pick bikes from different classes.
If you have no plans to win the Road Rash cup, you can choose the games Thrash mode. The difference between this and the other mode is that there is no money involved (i.e., you are not allowed to buy bikes), and youre competing against fourteen opponents. And if you wreck your bike or get busted, you have to start all over again. Regardless of the mode you pick, you will always start in the last place.
The game also contains FMV movies that usually depict the outcome of the races, as well as limited songs performed by various recording artists, including Soundgarden, Monster Magnet, and Swervedriver. These songs can be changed on-the-fly via the games options menu.
Source: Wikipedia and Mobygames.
00:00 - Getting started
01:06 - Racing in the city
05:14 - Preparing for the next race
05:44 - Racing in Sierra Nevada Road Rash - Gameplay [HD]](https://i.ytimg.com/vi/FLYldU1z6P0/mqdefault.jpg)
![Total Annihilation - Core Gameplay [HD]
Showing the first 2 missions from the Core campaign.
Total Annihilation is a real-time strategy game made and published by Cavedog Entertainment released in 1997. Two expansion packs were released in 1998, The Core Contingency on April 29 and Battle Tactics on July 20, while a medieval-themed spin-off called Total Annihilation: Kingdoms was released on June 25, 1999.
When starting a new game, the player normally begins with a lone Commander. The Commander is a powerful and irreplaceable unit that has a number of unique abilities such as a desintegrator gun ( or short D-Gun) that vaporizes anything it hits, the ability to use cloaking and become invisible, and the ability to travel through bodies of water. Construction is governed by the possession of the games two unlimited resources, Metal and Energy, and can be undertaken by factories or mobile construction units. Every unit belongs to a level of technology (tech level); the higher the level, the more advanced the unit and the more resources and thus time required to construct it. A feature of the game is the ability to easily queue the many commands for a unit or group of units, with types of commands including patrolling a route, constructing a defensive group of structures and attacking enemy units. Once given its commands, the unit will go about them automatically thus minimizing the need for the players attention to small, repetitive tasks. The victory conditions of a multiplayer game generally involve the elimination of all enemy units, but the aim of single player campaign missions can be more specialized.
Resources in Total Annihilation are handled in a manner different from other real-time strategy games of the day: they are streaming, meaning that they are accumulated at a constant rate rather than in small batches; and they are limitless. In addition, all units and structures have a fixed cost, but they build at varying rates depending on the unit constructing them. A Commander, for example, will build a structure three times faster than a construction vehicle, but at a higher cost in energy. If the rate at which resources are used exceeds the rate at which resources are acquired, then the players reserves will begin to be depleted. If a players reserves are entirely depleted, the players production across the board will slow to a rate proportional to the amount by which outflow exceeds income, this is known as nanostalling. In addition, if the player runs out of energy, power-dependent structures such as radar towers, metal extractors, and laser towers will cease to function. This adds an element of economic complexity unparalleled in most RTS games of the time period. When a unit or structure is destroyed, it leaves behind wreckage that may be reclaimed for a lump sum of metal. Many terrain structures may also be reclaimed for their metal. Some maps also have plants or other organic structures that can be reclaimed for energy.
The game features a physics engine which governs projectiles, explosions and wreckage. The terrain is displayed as a 2D raster image but contains height values that allow it to act as a 3D surface. Hills obstruct artillery fire, and, depending on the line-of-sight setting, height enhances units visual and firing ranges. If terrain is steep and jagged, units tilt and turn to meet the face of the ground, slowing down or speeding up in accordance with gravity. Structures can be built on steep terrain to protect them from artillery fire and to create choke points. The wind, tides, and gravity on different maps also vary; some maps have strong wind gusts and are more suited for gathering energy via windmills. Plant life is often flammable and can be set on fire by shooting it.
Source: Wikipedia Total Annihilation - Core Gameplay [HD]](https://i.ytimg.com/vi/FPHh8FaPbF8/mqdefault.jpg)

![Jazz Jackrabbit 3 ( Unfinished 1999 Prototype ) - Gameplay [HD]
Jazz Jackrabbit 3 aka Jazz Jackrabbit 3D is a 3d platformer / action-adventure game made by Epic Games and World tree Games. It was never finished.
Jazz Jackrabbit 3 (alternatively called Jazz Jackrabbit 3D or simply Jazz3D, subtitled Adventures of a Mean Green Hare) is the unreleased third installment in the Jazz Jackrabbit series. Spearheaded by Dean Noogy Dodrill (an animator for Jazz Jackrabbit 2) and coded by World Tree Games, it was developed for the original Unreal Engine technology in 1999. Like many other mascot characters of the late 90s, Jazz would venture into the realm of 3D for the first time.
The game was originally slated to be released in 2000, but since Epic was unable to find a publisher the game was ultimately cancelled. Gathering of Developers, which published Jazz Jackrabbit 2, refused to publish this game due to reportedly low sales of Jazz 2.
Following the events of Jazz Jackrabbit 2, Jazz and his wife, Eva Earlong, settle down in Carrotus Castle to rule the planet and have children. The game ties in with Jazz 2, starting with a battle between Jazz and Devan in a 2D environment, either in cutscene form or actual gameplay. (A story board for one such cutscene was drawn, but never animated.) The premise has Jazz and his wife with kids, which Devan comes to kidnap. Devan is successful in snatching the kids away, taking them into an alternate universe using the Time Machine ( converted to a Dimensional Machine ) from Jazz 2. This alternate universe turns out to be the 3rd Dimension, and of course, Jazz must venture into the 360-degree world to rescue his children. During the search, Devan uses the kids dreams against Jazz.
Jazz can jump, sprint, and fire his weapon or charge up for more powerful shots similar to games like later Mega Man and Mega Man X titles. Jazzs arsenal can be expanded using coins collected to purchase new weapons and combine them with Elemental Dream Cells to create various weapon effects. In the alpha, only Fire and Ice Dream Cells can be acquired, and usable with two guns (the standard Blaster and the Gizmo Gun). While only Jazz is playable in the current build, Spaz and Lori were also planned to be playable, as they were in Jazz Jackrabbit 2.
Source: Jazz Jackrabbit fandom site
00:00 Main Menu
00:50 Carrotus Village
02:28 Tutorial in The Mines
04:55 Carrotus Village again
06:20 The Canyon
10:36 Carrotus Castle
16:28 Castle Basement
21:15 End Jazz Jackrabbit 3 ( Unfinished 1999 Prototype ) - Gameplay [HD]](https://i.ytimg.com/vi/H6ohnIHT8VI/mqdefault.jpg)

![Age of Empires - Gameplay [HD]
Age of Empires is a real-time strategy game made by Ensemble Studios and published by Microsoft. It was released in 1997.
Age of Empires requires the player to develop a civilization from a handful of hunter-gatherers to an expansive Iron Age Empire. To assure victory, the player must gather resources in order to pay for new units, buildings, and more advanced technology. Resources must be preserved, as no new resources become available as the game progresses; for example, trees that are cut down will not grow back.
Players choose to play as one of 12 civilizations: the Assyrians, Babylonians, Choson (Koreans), Egyptians, Greeks, Hittites, Minoans, Persians (Iranians), Phoenicians, Shang (Chinese), Sumerians, and Yamato (Japanese). The civilizations are sorted into four distinct architectural styles, based on East Asian, Mesopotamian, Egyptian, and Greek architecture, which determine their in-game appearance. Each civilization has technologies unique to them, so that no civilization possesses all the technologies possible within the game.
A major component of the game is the advancement through four ages. These are the Stone Age (Mesolithic/Nomad/Paleolithic), the Tool Age (Neolithic/Chalcolithic), the Bronze Age, and the Iron Age. Advancement between ages is researched at the Town Center, and each advancement brings the player new technologies, weapons, and units.
The game features four single-player campaigns in which the player is required to complete specific objectives. Campaigns are a collection of scenarios which are completed in a linear fashion. The campaigns follow the history of the Egyptian, Greek, Babylonian, and Yamato civilizations; there is also a complete campaign specially made for the demo version that takes place in the Hittite Empire. Aside from the campaigns, there is a game mode called random map, in which a different map is generated for each new game. Variations of random map, such as the resource-heavy death match, are also available.
Age of Empires facilitated online and network play with up to 8 people simultaneously. Because the network play is less sophisticated than that of modern games, lag and disconnections often occur.
The game was developed in two and a half years by 25 people.
Source: Wikipedia
00:00 Part 1 - Selecting a mission
00:38 Part 2 - WOLOLO and base building
08:12 Part 3 - Conquering the enemy base Age of Empires - Gameplay [HD]](https://i.ytimg.com/vi/IM8uQ3ReH0k/mqdefault.jpg)
![JCs Republic Commando Longplay - Part 8 [Assault Ship]
Republic Commando Playlist:
https://www.youtube.com/playlist?list=PLw9SCDWkfufOrZ3yQXpoFigMJYqgjCB5i
Most of the crew members have been killed and the ship has been taken over by Trandoshans. The team needs to assemble before they can recapture the ship.
-No commentary here, it is a Longplay/Walkthrough.
-Its mostly raw gameplay and I try to not cut anything out.
Mods/Patches used:
RC Graphics fix
-https://www.moddb.com/mods/star-wars-republic-commando-graphics-fix
ReShade
-https://reshade.me/
Direct3d8to9 so ReShade can be used
-https://github.com/crosire/d3d8to9/releases JCs Republic Commando Longplay - Part 8 [Assault Ship]](https://i.ytimg.com/vi/Ii3Ky_eolVk/mqdefault.jpg)