Uploaded August 2014 | Updated September 2026, 3 weeks ago
Mission Critical was developed and released in 1995 by Legend Entertainment known for Star Control 3, Gateway II and other first person adventure games. Full motion video combined with scifi setting is always interesting enough combination to try a game.
Atmosphere and music are nice. Story progression is interesting enough and actor performances have good standards. No poor attempts at humor is a huge plus in my book. On the downside, item puzzles would make the gods weep without a walkthrough. There's very little interaction with characters in the game. Granted, the setting is set into an abandoned spacecraft, but IMO the interaction with characters is an important part of an adventure game unless (item) puzzles is your thing. Lack of interaction and NPC progression increases the static feel of the game world. There are full motion videos and audio logs to be triggered at certain points. These are sparsely spread across the game and often very long. In few places you can select from dialogue options. Essentially these conversations have same purpose as full motion videos: to progress the story and to offer clues.
I didn't look many objects as there should be enough stuff to read anyways. Documents and such are browsed quickly and the video can be paused in these points if desired. There's an RTS minigame where you can control drones to attack enemy vessels. It didn't seem very interesting to play and controls are bad so I let the computer do the combat. It still takes a long time to get through all battles that are required to be completed. I think interface could be optimized. For example you can't use keyboard shortcuts for commands as in many other point&clicks. Often it's sufficient to just double click to execute a command, but sometimes you need to drag the mouse to up/left corner of the screen to select a command you wish to use. Then there's this huge black block at the bottom of the screen where text appears and few screens fill the screen completely. Audio mastering is also lacking. Sometimes music and cutscenes get loud while some FMV scenes are more quiter than others. I find it awesome however that it's possible to separately control voice, music and SFX volumes, but there should be separate control for cutscenes as well.
00:11:57 Hull damage
00:25:40 Radiation leak
00:37:40 Antimatter bomb
00:48:32 Repair communications (FMV)
00:52:13 VR system (nonessential Lexington orientation and background info about the war)
01:01:54 Lengthy inquiries with ship's computer (nonessential)
01:25:56 Contact admiral Decker (FMV)
01:40:26 Prepare departure from Lexington
01:52:40 Hype/Telecon minigame
02:04:24 Departure from Lexington and alien planet
02:18:04 Earth
02:25:00 Life forms
02:49:50 Time travel
02:59:23 Ending + Credits
mobygames.com/game/mission-critical
Mission Critical was developed and released in 1995 by Legend Entertainment known for Star Control 3, Gateway II and other first person adventure games. Full motion video combined with scifi setting is always interesting enough combination to try a game.
Atmosphere and music are nice. Story progression is interesting enough and actor performances have good standards. No poor attempts at humor is a huge plus in my book. On the downside, item puzzles would make the gods weep without a walkthrough. There's very little interaction with characters in the game. Granted, the setting is set into an abandoned spacecraft, but IMO the interaction with characters is an important part of an adventure game unless (item) puzzles is your thing. Lack of interaction and NPC progression increases the static feel of the game world. There are full motion videos and audio logs to be triggered at certain points. These are sparsely spread across the game and often very long. In few places you can select from dialogue options. Essentially these conversations have same purpose as full motion videos: to progress the story and to offer clues.
I didn't look many objects as there should be enough stuff to read anyways. Documents and such are browsed quickly and the video can be paused in these points if desired. There's an RTS minigame where you can control drones to attack enemy vessels. It didn't seem very interesting to play and controls are bad so I let the computer do the combat. It still takes a long time to get through all battles that are required to be completed. I think interface could be optimized. For example you can't use keyboard shortcuts for commands as in many other point&clicks. Often it's sufficient to just double click to execute a command, but sometimes you need to drag the mouse to up/left corner of the screen to select a command you wish to use. Then there's this huge black block at the bottom of the screen where text appears and few screens fill the screen completely. Audio mastering is also lacking. Sometimes music and cutscenes get loud while some FMV scenes are more quiter than others. I find it awesome however that it's possible to separately control voice, music and SFX volumes, but there should be separate control for cutscenes as well.
00:11:57 Hull damage
00:25:40 Radiation leak
00:37:40 Antimatter bomb
00:48:32 Repair communications (FMV)
00:52:13 VR system (nonessential Lexington orientation and background info about the war)
01:01:54 Lengthy inquiries with ship's computer (nonessential)
01:25:56 Contact admiral Decker (FMV)
01:40:26 Prepare departure from Lexington
01:52:40 Hype/Telecon minigame
02:04:24 Departure from Lexington and alien planet
02:18:04 Earth
02:25:00 Life forms
02:49:50 Time travel
02:59:23 Ending + Credits
mobygames.com/game/mission-critical



![Ilyad (Amiga) 50FPS longplay
Tool-assisted longplay using saves between levels.
Originally scheduled for 1989 release; not commercially published until 1992 by UbiSoft. Amiga Action released it first in 1991. [Hall of Light].
http://www.lemonamiga.com/games/details.php?id=554
http://hol.abime.net/2614 Ilyad (Amiga) 50FPS longplay](https://i.ytimg.com/vi/LPkQHJzH9nc/mqdefault.jpg)

![c64 games sid music compilation 2
I was surprised how popular my previous c64 compilation got even though it was hastily put together so I made one more. Thanks to everyone for your nice comments! :)
I put a bit more effort into this one, trying to avoid unnecessary looping on my previous selection and meanwhile, almost doubling the previous length. Volume levels were manually adjusted, but some tracks might still be louder or quieter than others. Most of the tracks selected are well known and many easily belong to my top10 favorite c64 game tunes, but some less popular tunes were also included. Still so many good tunes I had to skip. For this compilation recordings from real c64 hardware were downloaded from SOASC= (mostly 6581R2), but there are few emulated tunes also. See if you can find those few emulated tracks :)
Even though SOASC= is awesome there are few problems: 1. Some tunes are cut prematurely, 2. Occasional overamplification causing distortion, 3. Downloads are compressed to 128kbps MP3.
Composer pictures found with Google were used as video stream. Many pictures are unfortunately in poor, low resolution JPG quality. For three composers I couldnt find even a single picture. I tried to select pictures by quality and not by the most ridiculous expressions ;)
00:00 [Track 01] Martin Galway - Green Beret (Ingame) (1986 Imagine/Konami)
00:17 [Track 02] Martin Galway - Green Beret (Title)
02:54 [Track 03] Matt Gray - Last Ninja 2 (Central Park) (1988 System 3)
08:31 [Track 04] Johannes Bjerregaard - Tiger Mission (1987 Kele Line)
10:03 [Track 05] Neil Brennan - Fist II: The Legend Continues (Inside Cave) (1986 Melbourne House)
11:21 [Track 06] Richard Joseph - Barbarian: The Ultimate Warrior (1987 Palace Software)
17:49 [Track 07] Jonathan Dunn - Rambo III - The Rescue (Stage 1) (1989 Ocean)
20:19 [Track 08] Jonathan Dunn - Rambo III - The Rescue (Stage 2)
23:06 [Track 09] Ben Daglish - Deathwish III (1987 Gremlin)
25:58 [Track 10] Jeroen Tel - Out Run Europa (Stage 1) (1992 US Gold/SEGA)
27:14 [Track 11] Jeroen Tel - Out Run Europa (Stage 2)
28:27 [Track 12] Jeroen Tel - Out Run Europa (Stage 3)
29:59 [Track 13] Jeroen Tel - Out Run Europa (Stage 6)
31:21 [Track 14] Martin Walker - Dragon Breed (Stage 5) (1990 Activision) (arcade ost by Masahiko Ishida)
32:18 [Track 15] Martin Walker - Dragon Breed (Stage 2)
33:23 [Track 16] Rob Hubbard - Monty on the Run (1985 Gremlin)
39:13 [Track 17] Martin Galway - Ocean Loader 2 (1985 Ocean)
43:18 [Track 18] Thomas Detert - Clystron (Ingame) (1993 CP Verlag/Game On)
49:06 [Track 19] Chris Hülsbeck - GemX (Title) (1991 Demonware)
53:08 [Track 20] Charles Deenen - Zamzara (Title) (1989 Rack It [Hewson])
58:22 [Track 21] Martin Galway - Rambo - First Blood Part II (Title) (1986 Ocean)
1:01:19 [Track 22] Lasse Öörni (Cadaver) - Metal Warrior IV - Agents of Metal (Title) (2003 Covert BitOps)
1:03:12 [Track 23] Lasse Öörni - Metal Warrior IV - Agents of Metal (Agent HQ)
1:06:05 [Track 24] David Whittaker - Panther (1986 Mastertronic)
1:08:58 [Track 25] Peter Clarke - Ocean Loader 3 (1987 Ocean)
1:11:46 [Track 26] Gary Biasillo - Target Renegade (Level 3) (1988 Imagine)
1:14:00 [Track 27] Gary Biasillo - Target Renegade (Title)
1:16:10 [Track 28] Mark Cooksey - Ghostsn Goblins (1986 Elite)
1:19:39 [Track 29] Thomas Detert - Parsec (Title) (1993 CP Verlag/Game On)
1:20:41 [Track 30] Thomas Detert - Parsec (Ingame)
1:24:56 [Track 31] Chris Hülsbeck - Danger Freak (Menu) (1988 Rainbow Arts)
1:27:12 [Track 32] Jonathan Dunn - Ocean Loader 4 (1988 Ocean)
1:30:21 [Track 33] Matt Gray - Last Ninja 2 (The Sewers Loader) (1988 System 3)
REMOVED DUE TO COPYRIGHT CLAIM BY THE ORHARCD MUSIC 1:34:15 [Track 34] Rob Hubbard - International Karate (1986 System 3)
NOTE: Several musicians worked on Metal Warrior 4, I dont know exact details who did what tracks. I credited Cadaver since hes the main composer and father of the series.
SOASC= http://www.6581-8580.com/
Thanks for listening! :) c64 games sid music compilation 2](https://i.ytimg.com/vi/M0Ja0UzAtRE/mqdefault.jpg)




