Uploaded May 2014 | Updated September 2026, 1 week ago
Kirby's Dream Land (星のカービィ Hoshi no Kābī?, "Kirby of the Stars"), is a 1992 third party developed platforming video game developed by HAL Laboratory and published by Nintendo for the Game Boy handheld video game console. It was first released in Japan, and was later released in North America. It is both the first video game in the Kirby series and the debut of the Kirby character. Kirby's Dream Land was designed by Masahiro Sakurai, at HAL Laboratory who intended for Kirby's Dream Land to be a simple game that could be played by beginning gamers. As the inaugural Kirby title, Kirby's Dream Land created many conventions that would appear in later games in the series, including Kirby's basic moves. However, Kirby's trademark "copy" ability would not appear until Kirby's Adventure, released less than one year later. Kirby's Dream Land was re-released for the 3DS's Virtual Console service in 2011. It is also one of the games included in Kirby's Dream Collection, which was released to celebrate Kirby's 20th anniversary.
Kirby's Dream Land (星のカービィ Hoshi no Kābī?, "Kirby of the Stars"), is a 1992 third party developed platforming video game developed by HAL Laboratory and published by Nintendo for the Game Boy handheld video game console. It was first released in Japan, and was later released in North America. It is both the first video game in the Kirby series and the debut of the Kirby character. Kirby's Dream Land was designed by Masahiro Sakurai, at HAL Laboratory who intended for Kirby's Dream Land to be a simple game that could be played by beginning gamers. As the inaugural Kirby title, Kirby's Dream Land created many conventions that would appear in later games in the series, including Kirby's basic moves. However, Kirby's trademark "copy" ability would not appear until Kirby's Adventure, released less than one year later. Kirby's Dream Land was re-released for the 3DS's Virtual Console service in 2011. It is also one of the games included in Kirby's Dream Collection, which was released to celebrate Kirby's 20th anniversary.
![Robin Hood: Defender of the Crown (2003) Good Ending [WINDOWS]
Robin Hood: Defender of the Crown is a video game made by Cinemaware and Capcom. It is loosely based on the legend of Robin Hood and remake of Cinemawares previous very successful game, Defender of the Crown. It is for PlayStation 2, Xbox and Microsoft Windows.
It is a time of great unrest in England. With King Richard the Lionheart held for ransom, the evil Prince John, seizes the throne, and declares himself the King of England. The entire nation soon falls into civil war as greedy nobles war amongst themselves and Prince John sends forth armies to shackle the country under his unjust rule.
In this time of lawlessness, only an outlaw can lead the people to freedom. One man, the embodiment of true honor, vows to save his people and restore peace to the land. This man is known as Robin Hood. From the small-scale skirmishes with the Sheriff of Nottingham in Sherwood Forest, Robin finds himself drawn into the larger the battlefields of England, and the hero of the poor must become the savior of an entire nation.
Robin Hood is a blend of role-playing and turn-based strategy combined with action sequences.
As Robin Hood, the player must:
Fund the war effort by lightening the purses of traveling merchants in archery ambushes.
Lay siege to castles using mighty siege engines and Greek Fire.
Joust in tournaments for fame, fortune and land.
Conquer Englands 38 territories by commanding troops on the battlefield and manage Robins growing armies.
Swordfight through battlements, catacombs and towers in search of treasure - or to rescue a damsel-in-distress.
The game also features:
Special events, multiple goals and non-linear gameplay.
A story of action, drama, romance and adventure.
Twenty minutes of rendered cutscenes and a full hour of recorded voice acting.
8 different alternate game endings depending on the players actions through the game. Robin Hood: Defender of the Crown (2003) Good Ending [WINDOWS]](https://i.ytimg.com/vi/mjdp2PgjAAI/mqdefault.jpg)
![Ben Jordan - Case 8: A Happy Ending [MUSIC]
Following the tragic events in Rome, things are not looking good for Ben Jordan. However, as bleak as things seem to be, all is not lost.
In this final chapter of the series, Ben will learn the truths hidden in the past and the present, which he will use to finally confront the mad man threatening his future. Ben Jordan - Case 8: A Happy Ending [MUSIC]](https://i.ytimg.com/vi/mphBbT3xNhw/mqdefault.jpg)



![Ben Jordan - Case 6: Credits [MUSIC]
Ben, Simon, and Alice take a vacation in Greece, finding themselves in the remote fishing village of Agia Anna. However, they soon learn that ancient creatures of legend known as the Sea People have been emerging from the ocean at night and dragging villagers down to the depths to eat them.
Ben Jordan: Paranormal Investigator is the main title of a planned series of eight amateur adventure games made by Francisco Grundislav Gonzalez with freeware adventure game engine Adventure Game Studio. To date, there have been seven games released in the series, each game being a separate case investigated by Ben Jordan, the protagonist and player character. Each game features the main title and a subtitle, usually relating to the plot of the case. The series distinguishes itself from other games about paranormal investigation in that many of the paranormal phenomena are taken from real-life legends and folklore.
There were originally nine games planned, but one was dropped because of a weak plot. Ben Jordan - Case 6: Credits [MUSIC]](https://i.ytimg.com/vi/nYqsK5hiKn0/mqdefault.jpg)
![James Peris (2005) Ending [WINDOWS]
El final del juego.
Tienes que ayudar al patoso James Peris en sus ridículas misiones de agente secreto, parodiando al clásico estilo de James Bond. James Peris (2005) Ending [WINDOWS]](https://i.ytimg.com/vi/nZCXL8n0rzY/mqdefault.jpg)

![King Of Fighters Maximum Impact 1 - Trailer (2004) [PS2]
The King of Fighters: Maximum Impact is a fighting game for the PlayStation 2, produced by SNK subsidiary Noise Factory and published by SNK Playmore in 2004-2005. An enhanced version was released for Xbox and PlayStation 2 under the title KOF: Maximum Impact — Maniax. The King of Fighters: Maximum Impact Regulation A was released for Taito Type X2 on July 14, 2007 and for PlayStation 2 on July 26, 2007 and only in Japan.[1]
Marketed as a spinoff of SNKs major fighting series The King of Fighters, whence many of its characters originate, KOF: Maximum Impact also contains elements of the Fatal Fury and Art of Fighting series. KOF: Maximum Impact is the first 3D fighter made by SNK since 1999s Samurai Shodown: Warriors Rage for the PlayStation.[2] The game was followed by KOF: Maximum Impact 2.
While the version released in the U.S. featured an English dub that was met with much derision (with IGNs Jeremy Dunham going so far as to label it piss poor[3]), further releases for the Xbox and European PS2 add a choice of English and Japanese language options. The Xbox version also includes an online match mode where matches can be fought between players via Xbox Live. King Of Fighters Maximum Impact 1 - Trailer (2004) [PS2]](https://i.ytimg.com/vi/og0iEAVtj5o/mqdefault.jpg)
![Blood & Magic (1996) Tartyrons Ending
Tartyrons ending for the Tartyron Unbound campaign.
Blood & Magic is a computer game released by Interplay in 1996. It was the first real-time strategy game to use the Dungeons & Dragons license.
The basic units of the game are the Basal Golems, which are created at the Bloodforge. They provide mana for the production of new units and can be turned into buildings or monsters. When four are placed on a foundation, they may transform into a mystical site dedicated to the kind of magic the players choosing. Placing a Basal Golem adjacent to a friendly mystical site will allow them to change into a different creature, based on the type of mystical site. The player automatically is only able to use the weakest transformation, and can unlock more by researching. Researching costs experience, which is gained by creating or transforming Basal Golems, creating or destroying structures, casting spells and slaying enemies.
While this approach is original compared to the usual Dune-like system where the player had to harvest or mine resources, it brings its own set of problems. There are no limits on Basal Golem and almost no limits mana production (the only one being that a player can not have more than 300 mana at one time) and the stationary Golems are much easier to protect than moving harvesting units meaning that unhindered exponential growth can easily occur. Also, not having to protect supply routes means less opportunities for strategic thinking, as does the lack of any defensive structures (with the exception of passive walls).
The most egregious deviation from normal RTS gameplay is the extreme micromanagement required for the collection of the games resources.[1] The golems charge mana individually, and collecting the mana requires a continuous cycle of selecting individual golems and clicking a transfer button (or, alternatively, the right mouse button). Golems will eventually transfer mana on their own if they reach their maximum capacity and are left unattended for a long period of time, but this severely impacts their efficiency.
The games pacing is similar to that of vintage RTS games like Dune 2 and Warcraft: Orcs & Humans. By comparison, the gameplay is very slow compared to Warcraft 2 which came out the year prior.
The game single player game consists of five regular campaigns of increasing difficulty followed by a world conquest (a long campaign during which the player conquers all 15 maps and then challenges the gods themselves). In all regular campaigns the player can choose one of two sides of conflict. To unlock the next campaign, the player has to finish the current campaign at least once. The storylines of all campaigns are typical fantasy tales (without any explicit AD&D references), although each campaign has its own take on the genre. The stories are told between battles by a narrator voice (often in verse) and illustrated by gradually uncovered pictures.
(From Wikipedia) Blood & Magic (1996) Tartyrons Ending](https://i.ytimg.com/vi/pLpyo-4xztY/mqdefault.jpg)
![Blood & Magic (1996) Bryans Ending
s ending for the Matchmaker Mayhem campaign.
Blood & Magic is a computer game released by Interplay in 1996. It was the first real-time strategy game to use the Dungeons & Dragons license.
The basic units of the game are the Basal Golems, which are created at the Bloodforge. They provide mana for the production of new units and can be turned into buildings or monsters. When four are placed on a foundation, they may transform into a mystical site dedicated to the kind of magic the players choosing. Placing a Basal Golem adjacent to a friendly mystical site will allow them to change into a different creature, based on the type of mystical site. The player automatically is only able to use the weakest transformation, and can unlock more by researching. Researching costs experience, which is gained by creating or transforming Basal Golems, creating or destroying structures, casting spells and slaying enemies.
While this approach is original compared to the usual Dune-like system where the player had to harvest or mine resources, it brings its own set of problems. There are no limits on Basal Golem and almost no limits mana production (the only one being that a player can not have more than 300 mana at one time) and the stationary Golems are much easier to protect than moving harvesting units meaning that unhindered exponential growth can easily occur. Also, not having to protect supply routes means less opportunities for strategic thinking, as does the lack of any defensive structures (with the exception of passive walls).
The most egregious deviation from normal RTS gameplay is the extreme micromanagement required for the collection of the games resources.[1] The golems charge mana individually, and collecting the mana requires a continuous cycle of selecting individual golems and clicking a transfer button (or, alternatively, the right mouse button). Golems will eventually transfer mana on their own if they reach their maximum capacity and are left unattended for a long period of time, but this severely impacts their efficiency.
The games pacing is similar to that of vintage RTS games like Dune 2 and Warcraft: Orcs & Humans. By comparison, the gameplay is very slow compared to Warcraft 2 which came out the year prior.
The game single player game consists of five regular campaigns of increasing difficulty followed by a world conquest (a long campaign during which the player conquers all 15 maps and then challenges the gods themselves). In all regular campaigns the player can choose one of two sides of conflict. To unlock the next campaign, the player has to finish the current campaign at least once. The storylines of all campaigns are typical fantasy tales (without any explicit AD&D references), although each campaign has its own take on the genre. The stories are told between battles by a narrator voice (often in verse) and illustrated by gradually uncovered pictures.
(From Wikipedia) Blood & Magic (1996) Bryans Ending](https://i.ytimg.com/vi/pMMU5dCzxNw/mqdefault.jpg)