Uploaded June 2021 | Updated September 2026, 2 weeks ago
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 scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's 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 Mansion's 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 game's 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 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 scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's 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 Mansion's 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 game's 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
![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)
![LEGO Racers - Gameplay [HD]
LEGO Racers is a kart racing game made by High Voltage Software and published by LEGO Media. It was released in 1999.
Set in the fictional Legoland universe, the single-player mode follows various minifigure characters competing in a racing competition created by a fictional racing champion called Rocket Racer. Players control a minifigure, allowing them to drive a variety of cars built out of Lego and race them against other minifigure characters. Items can be used by the player to hinder other racers progress, and the player can create their own cars and characters with unlocked Lego bricks and use them to race. A local multiplayer mode also allows multiple players to race against each other.
Each of the games tracks contain power up bricks, which can be collected by the player and used to gain an advantage over other racers. The power ups are divided into four categories: Projectile, Hazard, Shield and Turbo, with each providing a different use to the player. The player can also collect up to three power plus bricks, which increase the capability of any power ups collected. Most tracks contain one shortcut that players can use to get ahead of opponents, which are usually either found with careful looking, or accessed using power-ups, mainly Projectile power-ups that destroy part of the scenery. During a race, the in-game HUD displays the players position, lap number, lap timers, and a Power Up Icon if the player is carrying any power up or power plus bricks. The player can also choose between viewing the Speedometer, the Course Map or the Close-up Map.
The game contains three single-player modes: Circuit Race, Single Race and Time Race, as well as one multiplayer mode, Versus Race. The Circuit Race mode follows the games main plot, and allows players to race through circuits made up of multiple tracks, gaining points based on where they place, while contending with a highly skilled racer who leads each circuit. In a circuit, the player must earn enough points to move on to the next race, and will win if they finish with the most points. Placing third or above in a circuit unlocks the next circuit for the player. The Single Race mode allows the player to race on a single track unlocked from the Circuit Race mode. The Time Race mode places the player in a race against Veronica Voltage driving a ghost car with the aim of beating her best time around a track chosen by the player. Versus Race allows two players to race against each other in a split screen view without non-player character minifigures on the track.
The concept for Lego Racers was initially created by High Voltage Software founder Kerry J. Ganofsky, with the idea of players being able to build and race cars created with Lego bricks. After a year of development, Lego Media began production of the game, hiring Ganofskys company to develop it. Lego Media and other facilities within The Lego Group collaborated with High Voltage Software during the production of the game.
A large number of character models, documents and pictures from different Lego System characters and models were sent to the developers, who eventually chose to use the Castle, Space, Adventurers and Pirates themes in the game. High Voltage Software chose the characters they liked best from these themes and created character studies for them to capture the mood of each persona. Certain characters would assume the role of bosses, while others were featured as less skilled opponents. The developers also created two original characters, Rocket Racer and Veronica Voltage.
Due to the high number of Lego sets and pieces in the game, a custom mesh code was created to weld the geometry in place and optimize the cars polygon count, creating one solid mesh for each car created by the player. Every element in the game, including bricks and character pieces, had different levels of detail created for use in menu screens and cut scenes, where the models had to be a higher quality due to the player seeing them up close. The developers planned a damage system where bricks would break apart from the car upon crashing, but this presented too many problems to make it a real possibility.
Source: WIkipedia LEGO Racers - Gameplay [HD]](https://i.ytimg.com/vi/CXAKKpTtJZg/mqdefault.jpg)
![H.U.R.L / Slobzone 3D - Gameplay [HD...not really]
H.U.R.L ( aka Slobzone 3D ) is a non-violent first-person shooter made by Millennium Media Group an published by Deep River Publishing. It was released in 1995.
The game takes place in an area called The Slob Zone, which is under the control of Bob the Slob, who controls the Hardcore Union of Radical Litterbugs, the legion of oversized creatures such as frogs and cats that gives the game its name. The game provides a storyline stating that Bob the Slob has stolen the worlds supply of clean underwear and it is up to the player to get it back.
The player navigates through various neighborhoods from which the human population seems to have been chased out, and which are now occupied by the aforementioned sloppy animals, most of whom are armed with trash and ready to dump it on any player attempting to break in and clean up. The heros role involves not only staying clean while navigating through the games ten increasingly messy levels, but also cleaning up after the animals, who have dirtied the landscape with waste items such as banana peels, empty soda bottles, and apple cores. As the players gathers up rubbish, they will find vending machines where it can be dropped off and traded for weapons: soap, water balloons, and deodorant, which they can use to fight back against the animals as they hurl their trash.
If an animal is hit too many times, it will stop attacking and most will allow the player to pass. If the player is hit too many times, the screen displays the message YOUVE BEEN SLOBBED! and the level starts over again with all the trash and animals respawned, and no weapons or trash in the hands of the player. However, the game can be saved at any point, and restoring a saved game will also restore the weapons and money the player had when it was saved.
Lacking violence, the game uses graphical surrealism and potty humor to keep its young audience interested. The player must search each level for bathrooms, which can contain a clean toilet where the player may be healed of grime such as kitty litter. In the final level the player sneaks into a nightclub and then into a house with no bathroom, and meets the games only boss, whose weapon of choice is his own dirty diapers and who emits a brief fart-like sound when hit. As the game earned an RSAC rating suitable for children, no graphic depictions of anything obscene are included.
Source: Wikipedia
00:00 Main Menu & Intro
00:34 Stage 1
02:37 Stage 2
06:06 Stage 3
10:26 Stage 4
13:48 Stage 5 and end H.U.R.L / Slobzone 3D - Gameplay [HD...not really]](https://i.ytimg.com/vi/D5o81M5wibE/mqdefault.jpg)
![Commandos: Behind Enemy Lines - Gameplay [HD]
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 missions 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 games 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 Spains 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 - Gameplay [HD]](https://i.ytimg.com/vi/D7afmKZxg0c/mqdefault.jpg)

![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)