Uploaded February 2023 | Updated September 2026, 2 weeks ago
Showing 2 missions from the Survivors campaign.
KKND aka Krush Kill 'n' Destroy is a real-time strategy game made by Beam Software and published by Melbourne House. It was released in 1997.
After a nuclear war humanity is divided up into two groups: the survivors and the mutes. The survivors lived under the surface of Earth for years. After they crawled up to the light again, the whole world has changed. The most important resource is oil and now a war between the Evolved (mutants) and the Survivors begins. The Evolved use mutant animals as units, while the Survivors use their high-tech vehicles.
KKnD: Xtreme, which came a little later that year, was a revised version of KKnD released on October 14, 1997. Extreme featured new content, including twenty new missions and a 'skirmish mode' ('KAOS') allowing the player to play against the computer on custom maps. It also featured technical improvements, including an improved user interface, expanded network support and tweaks to the AI.
Source: Mobygames and Wikipedia
00:00 New Game and Briefing
00:35 Mission 1
05:00 Briefing for Mission 2
05:33 Mission 2
12:31 Briefing for Mission 3
Showing 2 missions from the Survivors campaign.
KKND aka Krush Kill 'n' Destroy is a real-time strategy game made by Beam Software and published by Melbourne House. It was released in 1997.
After a nuclear war humanity is divided up into two groups: the survivors and the mutes. The survivors lived under the surface of Earth for years. After they crawled up to the light again, the whole world has changed. The most important resource is oil and now a war between the Evolved (mutants) and the Survivors begins. The Evolved use mutant animals as units, while the Survivors use their high-tech vehicles.
KKnD: Xtreme, which came a little later that year, was a revised version of KKnD released on October 14, 1997. Extreme featured new content, including twenty new missions and a 'skirmish mode' ('KAOS') allowing the player to play against the computer on custom maps. It also featured technical improvements, including an improved user interface, expanded network support and tweaks to the AI.
Source: Mobygames and Wikipedia
00:00 New Game and Briefing
00:35 Mission 1
05:00 Briefing for Mission 2
05:33 Mission 2
12:31 Briefing for Mission 3

![Battle Bugs - Gameplay [HD]
Battle Bugs is a real-time strategytactics video game developed by Epyx and published by Sierra On-Line. It was released in 1994.
The game details a war of one group of insects battling against another. The battlefields are common household places such as the kitchen floor or the backyard. The player must navigate their bugs, each with special skills, and engage the enemies’ bugs.
The main objective of each battle is to either eradicate all of the enemy bugs or capture every piece of food on the battlefield. This is achieved by positioning your bugs on the food long enough to raise a flag. When all pieces of food bear your teams flag, the battle is won. However, the enemy bugs will attempt to do the same thing and can reclaim captured food.
The game develops the logical skills of the player. Different bugs are stronger and weaker versus other types of bugs so the player must combine different strategies to go to the next mission.
There is also a multiplayer mode that can be played. It involves hot-seating between two players by pressing pause on a virtual stopwatch, similar to the way that competitive chess is played.
Source: Wikipedia Battle Bugs - Gameplay [HD]](https://i.ytimg.com/vi/LlCasNsVZgM/mqdefault.jpg)
![Total Annihilation - Arm Gameplay [HD]
Showing a bunch of missions from the Arm 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 - Arm Gameplay [HD]](https://i.ytimg.com/vi/Lo-ci6-oHqg/mqdefault.jpg)


![Zak McKracken and the Alien Mindbenders - Gameplay [HD]
Zak McKracken and the Alien Mindbenders is a point & click adventure game made and published by Lucasfilm Games. It was released in 1988.
Zak McKracken is a tabloid reporter (and not a very good one at that). After having a psychedelic dream one day, Zak realizes that something is wrong space aliens are dumbifying the general public through the telephone system. Zak must stop this, but he cant do it alone. After finding a strange crystal, Zak manages to get the help of the anthropologist Annie and her friends, Melissa and Leslie. The four unlikely heroes must now figure out a way to destroy the dumbifying devices and save the Earth.
Zak McKracken and the Alien Mindbenders is similar in gameplay to Maniac Mansion. The player chooses verb commands (Open, Pick Up, Give, etc.; there are no Look or Talk commands) to interact with the game world. The game features up to four controllable protagonists; it is possible to switch between them at any time after they have been introduced, and also exchange inventory items if the characters are in the same location. The game can be described as a globe-trotting adventure, since the heroes are required to travel to different exotic countries and even leave the Earth for a while in order to complete it. Some of the puzzles are optional or can be solved in different ways.
The FM Towns version has VGA graphics with 256 colors and higher-quality music and sound effects.
GOG release comes with two versions of the game that install simultaneously. One is FM Towns version with updated graphics, while the other is marked as Floppy version which is the old DOS version of a game.
Source: Mobygames Zak McKracken and the Alien Mindbenders - Gameplay [HD]](https://i.ytimg.com/vi/MFgmxgnnp4k/mqdefault.jpg)

![Ultima Underworld: The Stygian Abyss - Gameplay [HD]
Ultima Underworld: The Stygian Abyss is a first-person rpg / dungeon crawler game with immersive sim elements made by Blue Sky Productions and published by Origin Systems. It was released in 1992.
Ultima Underworld has been cited as the first role-playing game to feature first-person action in a 2.5D environment. Its design combines simulation elements with concepts from earlier role-playing video games, including Wizardry and Dungeon Master, which led the games designers to call it a dungeon simulation. As such, the game is non-linear and allows for emergent gameplay.
The game is set in the fantasy world of the Ultima series. It takes place inside the Great Stygian Abyss: a large cave system that contains the remnants of a failed utopian civilization. The player assumes the role of the Avatar—the Ultima seriess protagonist—and attempts to find and rescue a barons kidnapped daughter.
The player uses a freely movable mouse cursor to interact with the games world, and with the icon-based interface on the heads-up display (HUD). Each icon has a specific effect; for example, the player uses the Look icon to examine objects closely, while the Fight icon causes the player character to ready their weapon. The players progression through the game is non-linear: areas may be explored, and puzzles and quests finished, in any order. An automatically filling map, to which the player may add notes, records what the player has seen above a minimum level of brightness. The player character may carry light sources to extend the line of sight in varying amounts. Exploratory actions include looking up and down, jumping, and swimming.
Combat occurs in real-time, and the player character may use both melee and ranged weapons. The player attacks by holding the cursor over the game screen and clicking, depressing the button longer to inflict greater damage. Some weapons allow for different types of attacks depending on where the cursor is held; for example, clicking near the bottom of the screen may result in a jab, while clicking in the middle produces a slash. Simulated dice rolls occur behind the scenes to determine weapon accuracy. Enemies sometimes try to escape when near death, and the games stealth mechanics may occasionally be used to avoid combat altogether. The player may cast spells by selecting an appropriate combination of runestones. Like mantras, runestones must be found in the game world before use. There are over forty spells, some undocumented; their effects range from causing earthquakes to flight.
The developers intended Ultima Underworld to be a realistic and interactive dungeon simulation, rather than a straightforward role-playing video game. For example, many objects in the game have no actual use, while a lit torch may be used on corn to create popcorn. Weapons deteriorate with use, and the player character must eat and rest; light sources burn out unless extinguished before sleeping. A physics system allows, among other things, for items to bounce when thrown against surfaces. The game contains non-player characters (NPCs) with whom the player may interact by selecting dialogue choices from a menu. Most NPCs have possessions, and are willing to trade them. The game was designed to give players a palette of strategies with which to approach situations, and its simulation systems allow for emergent gameplay.
Ultima Underworld was conceived in 1989 by Origin Systems employee Paul Neurath. He had just completed work on Space Rogue, a hybrid title that features sequences both of 2D tile-based role-playing and of 3D space flight simulation. According to Neurath, Space Rogue took the first, tentative steps in exploring a blend of RPG and simulation elements, and this seemed to me a promising direction. He felt that the way it combined the elements was jarring, however, and believed that he could create a more immersive experience.
Source: Wikipedia Ultima Underworld: The Stygian Abyss - Gameplay [HD]](https://i.ytimg.com/vi/NFDx8o-Pk4Q/mqdefault.jpg)

![Discworld - Gameplay [HD]
Discworld is a point & click adventure game made by Teeny Weeny Games and Perfect 10 Productions and published by Psygnosis. It was released in 1995.
The game is based on Terry Pratchetts novels of the same name. Players assume the role of Rincewind the wizzard, voiced by Eric Idle, as he becomes involved in exploring the Discworld for the means to prevent a dragon terrorising the city of Ankh-Morpork. The games story borrows elements from several Discworld novels, with its central plot loosely based on the events in Guards! Guards!
Pratchett was originally reluctant to grant a licence for a game based on his novels, after the commercial failure of a video game adaptation of The Colour of Magic in 1986. Gregg Barnett, the games designer, managed to persuade the writer through offering, alongside an initial design concept, to faithfully recreate elements from the novels. As part of his desire for a large adventure for CD-based computer systems and opening up a new potential market for similar video games, he convinced Pratchett to create an original story that would offer a game based on the entire series rather than an adaptation of one book. Development included incorporating a British cast of comedians to voice several of the games characters.
In each location in the game, players can examine and interact with people and objects, picking up and using items to acquire other objects or solve puzzles to remove obstacles. Conversations focus on Rincewind using one of four topics with characters: Greet; Sarcastic or Joking; Question; and Vent Anger. Additional topics may sometimes appear related to a subject that Rincewind learns during the course of the game, with the character interacting with a variety of people during the game, including the Archchancellor, Dibbler, the Librarian, and Death.
Items found in the game can be stored in one of two inventories: Rincewinds pockets, which can store only four items at any one time; or in the Luggage. To progress the story, which is divided into four acts, Rincewind must find key items needed to advance, requiring visiting a multitude of locations; some around Ankh-Morpork, and other outside the city and around the Discworld, all of which are accessed via an overworld map for each region whenever the player leaves a location to visit another (some become accessible when players learn of them).
Source: Wikipedia Discworld - Gameplay [HD]](https://i.ytimg.com/vi/ODNr8TJrE3c/mqdefault.jpg)
![Earth 2140 - ED Gameplay [HD]
Showing 2 missions from the ED Campaign.
Earth 2140 is a real-time strategy game made by Reality Pump Studios and published by TopWare Intractive (later acquired by Zuxxez Entertainment). It was released in 1997. Due to lack of publicity and marketing, the game was virtually unknown in the United States as well as Western Europe. It has two sequels, Earth 2150 and Earth 2160.
As its name suggests, Earth 2140 takes place in the year 2140. Previous wars have left much of the Earth a nuclear wasteland, forcing most of the worlds population into underground cities. Tensions rise between the Earths two major factions, the Eurasian Dynasty (ED) and the United Civilized States (UCS), as both sides vie for the worlds steadily dwindling resources. A UCS raid on an ED base is enough to ignite the rivalry into full-scale war as the ED fails in its bid to control Mexico and the UCS counterattacks Scandinavia, Great Britain, France, and the Iberian Peninsula.
The game basically requires the player to complete various objectives, mostly destroying all opposing units and structures (or capturing them). Failure of missions happens when all the players units are wiped out or a vital objective is not met. Structures are built by deploying mobile vehicles on suitable terrain. Mines used to fund the player with money for purchasing can only be built where ore is available. Materials used to gain funds at 1000 credits a piece are carried from a mine (or material on ground) by a BANTHA truck or Heavy Lifter and placed at the Refinery and converted into credits. Mines eventually finish when all ore is extracted.
Units and vehicles can be recruited from their respective factories. Each faction has four types of units, with an exception to the civils who dont serve any purpose but garrison. The player can create up to 5 queued units and even an infinite queue of the same unit.
Unlike most strategy games, credits cannot be refunded when recruitment is cancelled and structures cannot be sold. In some missions it is possible for the player to call for reinforcements only once. Structures can only be removed with self-destruction. All structures except the Construction Center require power from power plants. Lack of power will cause buildings to operate slowly. Destruction of a power plant leaves a permanent scar on the terrain, which drains vitality of any units nearby. Certain types of buildings must be built to enable the player to build others and to recruit more types of units and vehicles, especially the Research Center. To capture an enemy structure, the player must send in enough units to overwhelm enemy units in garrison. Capturing the opposing factions factories enables the player to make use of otherwise unavailable technology (depending on the research center progress). Guard towers and superweapon launchers cannot be captured.
Most of the units and vehicles just move, attack and escort, but certain ones serve with special tasks such as mine laying, cargo carrying and others. Not every vehicle is land-based; vehicles like submarines are sea-based and vehicles like helicopters are air-based. Air-based vehicles can travel anywhere on the map screen and while they are airborne can only be shot down by rocketry. A unique feature in the game is that a vehicle once disabled (easily accomplished with ion technology) can be reprogrammed to join the player using a HMCR repair vehicle.
Source: Wikipedia Earth 2140 - ED Gameplay [HD]](https://i.ytimg.com/vi/OYZhu998UII/mqdefault.jpg)