Uploaded March 2013 | Updated September 2026, 1 week ago
This before unknown sequel in the Space Quest Saga begins with Roger Wilco, our beloved hero, still floating in space after defeating Vohaul in SQ2. After who knows how long drifting in space a strange force slams into Roger's escape vessel and causes it to travel close to an unknown planet. Passing by the planet the escape pod is trapped by the planet's gravitational pull and starts a rapid descent to the planet's surface. The escape pod crash lands on the planet but is relatively undamaged. The crash however, triggers the release of the sleep chamber that Roger is snoozing away in. He soon wakes to find himself still inside the escape pod, and also quite blonde! After clearing his head, and exiting the chamber, Roger surveys his surroundings, finding that he has crashed on a planet that is heavily vegetated. He exits the pod and starts exploring the planet.
With new and amazing flora and fauna at every turn, Roger is without any ideas as to how to get off this planet. On the planet he quickly discovers that though most of the life here is non-intelligent, there are signs of intelligent life at least visiting the planet. He discovers a long since crashed spacecraft near a swamp. Though unable to gain access to the craft Roger at least is hopeful he can find a way to get off the planet. Roger resolves himself to find a way into the crashed ship in hopes of finding something useful.
Exploring the planet Roger comes across many new forms of life, some of which aren't too happy to see him, but what's new. He continues to search the planet and finds that the swamp is very large and holds many secrets and therefore decides to search its murky depths.
All unknown to Roger, the reason for his crash reveals itself out in space. A spacecraft of unknown origin moves through space and the alien inside initiates communication with his mother-ship. It seems these aliens were performing an experiment of some sort out in space. They were detonating some kind of weapon, and the resultant explosion sent a shockwave that eventually hit Roger's craft. The alien apparently picked up Roger's craft on his sensors while analyzing the area for the results of the explosion. Surprised to find a craft out there, he quickly lost the craft due to interference from the radiation expelled by the explosion. But before he did, he made a disturbing revelation. There was a life-sign aboard the ship. He did not have time to determine the origin of the life-form, but it was definitely alive and in stasis. The alien proceeds to dock with his mother ship and prepare his report for the captain.
Back on the planet Roger is trying hard to stay alive long enough to at least try to get off the planet. Your job, should you decide to accept it, is to help Roger get off this planet. Either that or help him build a tent or a tree-house to set up permanent residence there and hope he finds edible plant-life so he can survive.
LOST CHAPTER FEATURES
The Lost Chapter has a few features unique among SQ sequels.
SEE THE AMAZING ALIEN WORLD THAT HAS MORE PLANT-LIFE THAN MARTHA STEWART HAS RECIPES.
SEE ROGER LIKE YOU'VE NEVER SEEN HIM BEFORE IN AGI.
TAKE ROGER SWIMMING UNDER THE MURKY SWAMP WATER ON THE MYSTERIOUS PLANET.
EXPLORE THE DARK UNDERWATER CAVES THAT ABOUND UNDER THE SWAMP.
SEE THE MANY UNDERWATER CREATURES THAT INHABIT THE SWAMP DEPTHS.
This before unknown sequel in the Space Quest Saga begins with Roger Wilco, our beloved hero, still floating in space after defeating Vohaul in SQ2. After who knows how long drifting in space a strange force slams into Roger's escape vessel and causes it to travel close to an unknown planet. Passing by the planet the escape pod is trapped by the planet's gravitational pull and starts a rapid descent to the planet's surface. The escape pod crash lands on the planet but is relatively undamaged. The crash however, triggers the release of the sleep chamber that Roger is snoozing away in. He soon wakes to find himself still inside the escape pod, and also quite blonde! After clearing his head, and exiting the chamber, Roger surveys his surroundings, finding that he has crashed on a planet that is heavily vegetated. He exits the pod and starts exploring the planet.
With new and amazing flora and fauna at every turn, Roger is without any ideas as to how to get off this planet. On the planet he quickly discovers that though most of the life here is non-intelligent, there are signs of intelligent life at least visiting the planet. He discovers a long since crashed spacecraft near a swamp. Though unable to gain access to the craft Roger at least is hopeful he can find a way to get off the planet. Roger resolves himself to find a way into the crashed ship in hopes of finding something useful.
Exploring the planet Roger comes across many new forms of life, some of which aren't too happy to see him, but what's new. He continues to search the planet and finds that the swamp is very large and holds many secrets and therefore decides to search its murky depths.
All unknown to Roger, the reason for his crash reveals itself out in space. A spacecraft of unknown origin moves through space and the alien inside initiates communication with his mother-ship. It seems these aliens were performing an experiment of some sort out in space. They were detonating some kind of weapon, and the resultant explosion sent a shockwave that eventually hit Roger's craft. The alien apparently picked up Roger's craft on his sensors while analyzing the area for the results of the explosion. Surprised to find a craft out there, he quickly lost the craft due to interference from the radiation expelled by the explosion. But before he did, he made a disturbing revelation. There was a life-sign aboard the ship. He did not have time to determine the origin of the life-form, but it was definitely alive and in stasis. The alien proceeds to dock with his mother ship and prepare his report for the captain.
Back on the planet Roger is trying hard to stay alive long enough to at least try to get off the planet. Your job, should you decide to accept it, is to help Roger get off this planet. Either that or help him build a tent or a tree-house to set up permanent residence there and hope he finds edible plant-life so he can survive.
LOST CHAPTER FEATURES
The Lost Chapter has a few features unique among SQ sequels.
SEE THE AMAZING ALIEN WORLD THAT HAS MORE PLANT-LIFE THAN MARTHA STEWART HAS RECIPES.
SEE ROGER LIKE YOU'VE NEVER SEEN HIM BEFORE IN AGI.
TAKE ROGER SWIMMING UNDER THE MURKY SWAMP WATER ON THE MYSTERIOUS PLANET.
EXPLORE THE DARK UNDERWATER CAVES THAT ABOUND UNDER THE SWAMP.
SEE THE MANY UNDERWATER CREATURES THAT INHABIT THE SWAMP DEPTHS.
![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)
![Diablo 1 (1996) Warrior Ending [WINDOWS]
Diablo is an action role-playing hack and slash video game developed by Blizzard North and released by Blizzard Entertainment on December 31, 1996.[2]
Set in the fictional Kingdom of Khanduras, located in the world of Sanctuary, Diablo has the player take control of a lone hero battling to rid the world of Diablo, the Lord of Terror. Beneath the town of Tristram, the player journeys through sixteen dungeon levels, ultimately entering Hell itself in order to face Diablo.
An expansion pack, entitled Diablo: Hellfire, was released in 1997, although it was not created by Blizzard Entertainment. In 1998 Blizzard released Diablo for the PlayStation.[3] this version featured direct control of the main character using the PlayStation controller and was developed by Climax. This was followed by a sequel, Diablo II, in 2000, and a third game, Diablo III, was released on May 15, 2012.
Canon ending. Diablo 1 (1996) Warrior Ending [WINDOWS]](https://i.ytimg.com/vi/pzw4Q1npX6M/mqdefault.jpg)
![Two Of A Kind (2004) [WINDOWS]
Bluff City is a town of unusual people, with unusual abilitles. Tim and Tiffany Walters are fraternal twins, born and raised in Bluff City. After a traumatic childhood (which they dont talk about), they became extremely close and depend on each other for everything. To pay the bills, they have opened a Private Investigator business. Their current case is to locate a mysterious crystal. The price of failure? Only the end of the world. (more details on the game page)
Characters:
Timothy Walters - Special Power: Levitation
Tim acts like an older brother to his sister Tiffany, despite the fact that he was born three minutes after her. He is strangely overprotective of her, and is constantly making sure that shes okay. He is very moody, often depressed, and looks at the world through jaded, cynical eyes. His one joy comes from listening to rock music. He is particularly fond of KISS; he has all their CDs and has even met some of the members.
Tiffany Walters - Special Power: Talking to Animals
Tiffany is cheerful, happy-go-lucky and childish. Not only is the glass constantly half full for her, but its also pink with smiley faces drawn on it. She is obsessed with stuffed animals, of which she has many, and believes that she can always get her way by saying Please! often enough. Tiffany is always trying to get her brother Tim to have fun, which usually consists of a game of Candy-Land.
Notes
This game was originally made for the AGS Team Competition, which ran for six weeks in the summer of 2004. The team consisted of BerserkerTails, Dart, Scotch, Yoke and myself. We managed to make the deadline, but decided that the game was still too empty and full of bugs to justify an official release. Three-and-a-half months later, its sweet and sparkly and ready for public consumption. Creating this game has been a fantastic experience. We all hope you enjoy it. Two Of A Kind (2004) [WINDOWS]](https://i.ytimg.com/vi/q_QqRgHNXWM/mqdefault.jpg)
![Ben Jordan - Case 1: Credits [MUSIC]
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.
Case 1: In search of the skunk ape Edit
In Jordans first case, he is called to the Wikipedia:Everglades, where he investigates the murder of a ranger who was another victim of a serial killer who rips the liver out of his victims bodies, and the murders are connected to the local legend of the Wikipedia:skunk ape. The game was re-released in a deluxe version containing new puzzles and a speech pack and new graphics. Ben Jordan - Case 1: Credits [MUSIC]](https://i.ytimg.com/vi/qljrFWbJ7hg/mqdefault.jpg)
![Robin Hood: Defender of the Crown (2003) [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) [WINDOWS]](https://i.ytimg.com/vi/sIjOBY0DYNw/mqdefault.jpg)
![Akatsuki Blitzkampf (2007) [WINDOWS]
Akatsuki Blitzkampf (アカツキ電光戦記 Akatsuki Denkō Senki?) is a Japanese dōjin 2D fighting game, developed by the dōjin circle SUBTLE STYLE for Microsoft Windows.[1] Released on April 30, 2007, the game is a sequel to Akatsuki Shisei Ichigō.[2] The title got a lot of attention in Japan and elsewhere for its high-resolution sprites and older style gameplay.
On September 27, 2007, Arcadia Magazine confirmed that the game would be launched as an arcade title, published by SUBTLE STYLE itself.[3] The Arcade game was called Akatsuki Blitzkampf Ausf Achse and it was released on February 20, 2008[4] for the Sega NAOMI system. Akatsuki Blitzkampf (2007) [WINDOWS]](https://i.ytimg.com/vi/suCzrZJM3iA/mqdefault.jpg)
![Imperium 3 - Trailer (2004) [WINDOWS]
Imperivm III: Las grandes batallas de Roma es un videojuego de estrategia para PC producido por FX Interactive, basado en hechos históricos ocurridos en Europa y el Norte de África. En concreto, el jugador puede revivir acontecimientos tan importantes como las campañas de Marco Aurelio en Germania, la conquista de Egipto y Britania, el asedio de Alesia o la batalla de Zama. Además, el jugador puede ponerse al mando de los ejércitos de siete importantes civilizaciones antiguas: Roma, Egipto, Germania, Britania, Hispania, Galia y Cartago.A estas civilizaciones se le suman grandes personajes como Julio César, Cleopatra, Marco Aurelio, Augusto, Cayo Julio Agrícola, Aníbal, Vercingétorix, Arminius ,Escipion Emiliano ,Publio Cornelio Escipion El Africano, Boudica, Seti...
Es importante añadir que este juego no sólo está basado en hechos y batallas históricas, sino que además se ha inspirado profundamente en yacimientos arqueológicos, cerámicas, enterramientos, etc para realizar tanto las estructuras como las unidades.
Este videojuego ha vendido más de un millón de copias en España e Italia. Imperium 3 - Trailer (2004) [WINDOWS]](https://i.ytimg.com/vi/tPFolOUC2jI/mqdefault.jpg)
![Final Fantasy Mystic Quest (1992) [SNES]
Final Fantasy Mystic Quest, released as Mystic Quest Legend in PAL regions and as Final Fantasy USA: Mystic Quest (ファイナルファンタジーUSA ミスティッククエスト Fainaru Fantajī Yū Esu Ē Misutikku Kuesuto?) in Japan, is a role-playing video game for the Super Nintendo Entertainment System. The game was released as a spin-off to Squares popular Final Fantasy series of video games. Final Fantasy Mystic Quest was first released in North America in 1992 and marketed as a simplified role-playing game...designed for the entry-level player[1] in an attempt to broaden the genres appeal.[2] The games presentation and battle system is broadly similar to that of the main series, but it differed in its inclusion of action-adventure game elements. Along with Final Fantasy Adventure, Final Fantasy Mystic Quest was the first Final Fantasy game to be released in Europe.
In the game, the player controls a youth named Benjamin in his quest to save the world. His goal is to reclaim a set of stolen crystals that determine the state of the worlds four elemental powers. The gameplay takes a departure from the main series in a variety of ways. Many series staples are eliminated, such as random battles, save points, manual equipment, and the party system. The game received middling reviews and sales in North America and Japan, citing its simplified gameplay and lack of depth in the games story. Over time, the game has kept the reputation for being a beginners Final Fantasy and has been praised for its music. Final Fantasy Mystic Quest (1992) [SNES]](https://i.ytimg.com/vi/tVCKe16Pc0g/mqdefault.jpg)
![Mega Man Zero 4 (2005) [GBA]
Mega Man Zero 4, known in Japan as Rockman Zero 4 (ロックマンゼロ4, Rokkuman Zero Fō?) in Japan, is a video game developed by Inti Creates and Natsume and published by Capcom for the Game Boy Advance (GBA) handheld. It is the fourth and final title in the Mega Man Zero subseries of the Mega Man franchise. The game is set several months after the events of Mega Man Zero 3. The game deals with Dr. Weils reign over Neo Arcadia in which humans, who have been reduced to second-rate citizens, begin to escape in large numbers to the last known livable location on the planet, Area Zero, beginning a conflict between the two groups. The effects of this war eventually drive Zero and the Resistance to protect Area Zero and its inhabitants from Dr. Weil.[4]
Mega Man Zero 4 has an average of 77% on Metacritic and Game Rankings making it roughly the 85th best ranking Game Boy Advance title. Mega Man Zero 4 (2005) [GBA]](https://i.ytimg.com/vi/tZOnUOEehDs/mqdefault.jpg)