Uploaded August 2022 | Updated September 2026, 2 weeks ago
Rayman is a side-scrolling platformer game made and published by Ubisoft Entertainment as the first installment of the Rayman series. It was released in 1995.
The player character is the titular Rayman, who must travel through six worlds (The Dream Forest, Band Land, Blue Mountains, Picture City, The Caves of Skops and Candy Château) to free all of the caged Electoons, six cages of whom are located somewhere on each level. Only when all the Electoons are freed will Rayman be able to reach and confront Mr Dark at his lair in Candy Château.
The player is given a certain number of lives, which are lost when Rayman takes too many hits or falls into water or a pit. If all lives are lost at any point, the "Game Over" screen will appear, and the player can continue or quit. Scattered around each level are small, sparkling blue spheres called Tings. The player gains an extra life for every 100 Tings picked up (50 in the DSi version). If the player loses a life, any Tings collected are lost. Tings can also be used to pay the Magician, a character found in certain levels, to enter a bonus stage, where Rayman can win an extra life.
Each level is divided into several maps, each of which is completed when Rayman reaches the "!" sign at the end. In early stages of the game, Rayman has the ability to walk, crawl and make silly faces. He obtains additional powers during the game (telescopic punching, holding onto ledges, grappling flying rings, using his hair as helicopter blades to glide, and running) from Betilla the Fairy, while others are given temporarily from his friends that are used for a specific levels only. At the end of each world, Rayman must defeat a boss enemy.
In 1997, an expansion pack entitled Rayman Designer was released for Microsoft Windows, containing a level editor and 24 new levels. A second expansion, Rayman par ses Fans ("Rayman by His Fans"), was released in 1998 and includes 40 fan-created levels chosen by Ubisoft for official release. In July 2017, after an early build of the SNES prototype that had been considered lost was rediscovered, it was released online by developer and programmer Omar Cornut with Ancel's permission.
By the end of 1995, 400,000 copies of the game had been sold in Europe. This number grew to 900,000 copies sold worldwide after two years. It is also the best-selling PlayStation game of all time in the UK, with around 5 million copies sold, beating popular titles such as Tomb Raider II and Gran Turismo. According to Gamasutra, Rayman Advance's sales neared 600,000 units during the first half of the 2001–2002 fiscal year alone. The game's sales reached 770,000 copies by the end of March 2002.
UbiSoft published a dedicated website for Rayman, where visitors could download a playable demo of the game. The website also contained a hints page if players had difficulty in completing levels.
Source: Wikipedia
Rayman is a side-scrolling platformer game made and published by Ubisoft Entertainment as the first installment of the Rayman series. It was released in 1995.
The player character is the titular Rayman, who must travel through six worlds (The Dream Forest, Band Land, Blue Mountains, Picture City, The Caves of Skops and Candy Château) to free all of the caged Electoons, six cages of whom are located somewhere on each level. Only when all the Electoons are freed will Rayman be able to reach and confront Mr Dark at his lair in Candy Château.
The player is given a certain number of lives, which are lost when Rayman takes too many hits or falls into water or a pit. If all lives are lost at any point, the "Game Over" screen will appear, and the player can continue or quit. Scattered around each level are small, sparkling blue spheres called Tings. The player gains an extra life for every 100 Tings picked up (50 in the DSi version). If the player loses a life, any Tings collected are lost. Tings can also be used to pay the Magician, a character found in certain levels, to enter a bonus stage, where Rayman can win an extra life.
Each level is divided into several maps, each of which is completed when Rayman reaches the "!" sign at the end. In early stages of the game, Rayman has the ability to walk, crawl and make silly faces. He obtains additional powers during the game (telescopic punching, holding onto ledges, grappling flying rings, using his hair as helicopter blades to glide, and running) from Betilla the Fairy, while others are given temporarily from his friends that are used for a specific levels only. At the end of each world, Rayman must defeat a boss enemy.
In 1997, an expansion pack entitled Rayman Designer was released for Microsoft Windows, containing a level editor and 24 new levels. A second expansion, Rayman par ses Fans ("Rayman by His Fans"), was released in 1998 and includes 40 fan-created levels chosen by Ubisoft for official release. In July 2017, after an early build of the SNES prototype that had been considered lost was rediscovered, it was released online by developer and programmer Omar Cornut with Ancel's permission.
By the end of 1995, 400,000 copies of the game had been sold in Europe. This number grew to 900,000 copies sold worldwide after two years. It is also the best-selling PlayStation game of all time in the UK, with around 5 million copies sold, beating popular titles such as Tomb Raider II and Gran Turismo. According to Gamasutra, Rayman Advance's sales neared 600,000 units during the first half of the 2001–2002 fiscal year alone. The game's sales reached 770,000 copies by the end of March 2002.
UbiSoft published a dedicated website for Rayman, where visitors could download a playable demo of the game. The website also contained a hints page if players had difficulty in completing levels.
Source: Wikipedia
![Soldier of Fortune - Gameplay [HD]
Soldier of Fortune is a first-person shooter game developed by Raven Software and published by Activision. It was released in 2000.
Raven Software acquired a license from the mercenary magazine Soldier of Fortune to produce a video game based on the publication. The game was built around a modified version of the Quake II game engine. It was the first game to utilize the GHOUL damage model engine developed by Raven Software. This introduced the ability to dismember enemies in combat, adding to the realism of the game. Upgraded versions of the GHOUL system were later used in other Raven titles, such as Soldier of Fortune II: Double Helix and Star Wars Jedi Knight II: Jedi Outcast.
The story involves the theft of nuclear weapons, and the main enemy turns out to be an Afrikaner neo-fascist group based in Germany, led by South African exile Sergei Dekker. At the beginning of the game, terrorists steal four nuclear weapons from a storage facility in Russia, and proceed to sell them to various nations. This is a prelude to the acquisition of advanced weapons of mass destruction by this terrorist group. John Mullins, working for a U.S.-based mercenary (soldier of fortune) organization known only as The Shop, and his partner, Aaron Hawk Parsons, are assigned to prevent the nukes from falling into the wrong hands, and stop the terrorists in their plans. His missions take him to New York City, Uganda, Kosovo, Siberia, Sudan, Tokyo, Iraq and finally Germany.
The game is best known for its graphic depictions of firearms dismembering the human body. This graphic violence is the games main stylistic attraction, much like the destructible environments of Red Faction or bullet time of Max Payne. The GHOUL engine enables depiction of extreme graphic violence, in which character models are based on body parts that can each independently sustain damage (gore zones).
There are 26 zones in total: a shot to the head with a powerful gun will often make the targets head explode, leaving nothing but the bloody stump of the neck remaining; a close-range shot to the stomach with a shotgun will leave an enemys bowels in a bloody mess, and a shot to the nether regions will cause the victims to clutch their groin in agony for a few seconds before kneeling over dead. It is possible to shoot off an enemys limbs (head, arms, legs) leaving nothing left but a bloody torso. In the last mission there is also a fictional microwave weapon, causing the enemies to fry or explode, depending on the firing mode.
However, nonviolence is a possibility, if the player is a good shot it is possible to shoot an enemys weapon out of their hand, causing them to cower on the floor to surrender. The game also came with password-protected options to disable all gore and there is even a version of the game with the extreme violence permanently locked-out, titled Soldier of Fortune: Tactical Low-Violence Version.
The game was originally supposed to be much more realistic, featuring mostly real weapons, and the players taking damage would impede their movement and dexterity, depending on where and how many times they were hit. In 1998 (prior to the Kosovo War) the game was also supposed to be partially based in Bosnia instead of Kosovo.
Source: Wikipedia Soldier of Fortune - Gameplay [HD]](https://i.ytimg.com/vi/KBP1jsjVfrE/mqdefault.jpg)

![KKND - Survivors Gameplay [HD]
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 KKND - Survivors Gameplay [HD]](https://i.ytimg.com/vi/KYbDgyc3jbM/mqdefault.jpg)

![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)