Uploaded April 2026 | Updated September 2026, 3 weeks ago
A playthrough of Sanctuary Woods' 1995 graphic adventure game for PCs running Windows 3.1/95, The Journeyman Project 2: Buried in Time.
This video shows the game running on Windows 3.1, played through for the best ending. It also shows the included promo videos for Sanctuary Woods and Presto Studios' then current and upcoming games.
0:00 Intro
4:33 The game begins
8:32 Reference materials
There is a ton of plot-related media that can be accessed from Gage's apartment. It features heaps of world building stuff and contains clues needed to solve several of the game's puzzles, and you need to read through all of it to get the best ending. In order to avoid constantly breaking up the flow of the gameplay, I show all of it in one big chunk at the beginning. If you don't care about any of that:
1:48:17 The game begins, for real this time
4:03:10 Promo materials, game trailers
Buried in Time, a point-and-click sci-fi adventure, is the direct sequel to 1993's The Journeyman Project. (You can see the trailer for that game's "Director's Cut" edition at 4:10:17.) It was developed by Presto Studios, who were also responsible for youtu.be/KJ2C0ek2uaM and Cyan's Myst III: Exile.
It is the year 2318, and you are Gage Blackwood, "Agent #5" of the Temporal Security Agency (TSA). Someone has tampered with the past and stolen several artifacts, and you've been framed for their crimes. Your learn of this from your future self, who has jumped back a decade in time to warn you of consequences that await if you fail to find the culprit and clear your name before you're caught.
With the assistance of your AI companion Arthur, you'll follow the criminal's trail through time, avoiding detection as you comb the crime scenes for signs of anachronisms to build your case. There are three main scenes to investigate: a temple at Chichen Itza in the year 1050; the siege of Château Gaillard in Normandy, 1204; and Leonardo da Vinci's workshop in Florence, 1488.
Challenging puzzles abound, the story is plenty engaging, and the music is excellent, but the beautifully rendered settings were what kept me hooked on Buried in Time. They looked incredible in 1995, and they're still my favorite part of the package. A lot of effort was spent making them feel like real places instead of museum exhibits. People walk around, random stuff lies strewn about living areas, and you can die or otherwise foul things up in countless ways. The FMV transitions lend them an impressive sense of scale, and the quality of the CG work sells the illusion well. The look of the environments is far less angular, stark, and sterile than you'd expect from a game of its era.
I appreciated Buried in Time's sci-fi slant (it reminds me of TimeCop, except that it makes good use of its time-travel conceit and there's no kicking), its well integrated puzzles, and the overall attention to detail. It's a fun and memorable adventure game.
(And besides, where else will you get the chance to propel yourself through space with a can of spray cheese?)
_____________
No cheats were used during the recording of this video.
NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!
A playthrough of Sanctuary Woods' 1995 graphic adventure game for PCs running Windows 3.1/95, The Journeyman Project 2: Buried in Time.
This video shows the game running on Windows 3.1, played through for the best ending. It also shows the included promo videos for Sanctuary Woods and Presto Studios' then current and upcoming games.
0:00 Intro
4:33 The game begins
8:32 Reference materials
There is a ton of plot-related media that can be accessed from Gage's apartment. It features heaps of world building stuff and contains clues needed to solve several of the game's puzzles, and you need to read through all of it to get the best ending. In order to avoid constantly breaking up the flow of the gameplay, I show all of it in one big chunk at the beginning. If you don't care about any of that:
1:48:17 The game begins, for real this time
4:03:10 Promo materials, game trailers
Buried in Time, a point-and-click sci-fi adventure, is the direct sequel to 1993's The Journeyman Project. (You can see the trailer for that game's "Director's Cut" edition at 4:10:17.) It was developed by Presto Studios, who were also responsible for youtu.be/KJ2C0ek2uaM and Cyan's Myst III: Exile.
It is the year 2318, and you are Gage Blackwood, "Agent #5" of the Temporal Security Agency (TSA). Someone has tampered with the past and stolen several artifacts, and you've been framed for their crimes. Your learn of this from your future self, who has jumped back a decade in time to warn you of consequences that await if you fail to find the culprit and clear your name before you're caught.
With the assistance of your AI companion Arthur, you'll follow the criminal's trail through time, avoiding detection as you comb the crime scenes for signs of anachronisms to build your case. There are three main scenes to investigate: a temple at Chichen Itza in the year 1050; the siege of Château Gaillard in Normandy, 1204; and Leonardo da Vinci's workshop in Florence, 1488.
Challenging puzzles abound, the story is plenty engaging, and the music is excellent, but the beautifully rendered settings were what kept me hooked on Buried in Time. They looked incredible in 1995, and they're still my favorite part of the package. A lot of effort was spent making them feel like real places instead of museum exhibits. People walk around, random stuff lies strewn about living areas, and you can die or otherwise foul things up in countless ways. The FMV transitions lend them an impressive sense of scale, and the quality of the CG work sells the illusion well. The look of the environments is far less angular, stark, and sterile than you'd expect from a game of its era.
I appreciated Buried in Time's sci-fi slant (it reminds me of TimeCop, except that it makes good use of its time-travel conceit and there's no kicking), its well integrated puzzles, and the overall attention to detail. It's a fun and memorable adventure game.
(And besides, where else will you get the chance to propel yourself through space with a can of spray cheese?)
_____________
No cheats were used during the recording of this video.
NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!
![Clock Tower (Wonderswan) Playthrough [English]
A playthrough of Naxats 1999 horror-adventure game for the Bandai Wonderswan, Clock Tower.
Clock Tower, Human Entertainments 1995 point-and-click horror adventure for the Super Famicom (https://youtu.be/hPfinlPAEiU), was followed up by a wide range of ports, remakes, sequels, and spin-offs over the years. Naxat and Kagas handheld adaptation of the original SNES title is arguably the most exotic and least known of these releases.
In this video, Im using a translation patch that was recently released by Team C.U.T.S. You can find the patch at https://archive.org/details/clock-tower-for-wonder-swan-english-v-1-1
The Wonderswan port is largely the same as the SNES version. The graphics are monochrome, most of the music was axed, the interface has been revamped for the lower-resolution screen, and a few clickable hotspots were removed, but the layout of the house remains the same, and the branching paths and multiple endings all made the leap intact.
The idea of having the complete Clock Tower experience in your pocket wouldve had a lot of appeal in the late 90s. The Wonderswans hardware was strong enough to make such a thing possible, but the end product unfortunately turned out to be something of a mixed bag. The lack of color suits the game, and the detailed backdrops and large sprites look great on the Wonderswan screen, but the game runs poorly. Everything already moves at a snails pace, but heavy slowdown rears its ugly head whenever anything but Jennifer is moving, and the slowdown causes the game to drop inputs, leading to some infuriatingly unfair moments toward the end. The Wonderswan couldve easily handled whats being asked of it here, but this version of Clock Tower strikes me as being an unoptimized mess of a quick-and-dirty port job.
As flawed as it is, I appreciate its novelty as a handheld point-and-click horror game. I only wish that they had made it as much fun to play as its console counterpart.
*This video was recorded with a shader to mimic the look of the original hardware.
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Clock Tower (Wonderswan) Playthrough [English]](https://i.ytimg.com/vi/E22mUzXe9cQ/mqdefault.jpg)
![Final Fantasy II (SNES) Playthrough [2 of 2]
A playthrough of Squares 1991 role-playing game for the Super Nintendo, Final Fantasy II.
This is the second part of a two-part playthrough, picking up with the party preparing to head into the Sealed Cave in the underworld.
You can find the first part at https://youtu.be/zsPm6Tui7Ts
If youd like to skip to the fireworks, the scene that sets up the final battle begins at 4:41:47, and the epic twenty-minute long ending kicks off at 4:55:20.
Has any other JRPG endgame ever delivered a payoff to truly rival Final Fantasy IIs dynamite finale? I suppose its possible, but if such a spectacle exists, Ive not seen it.
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Final Fantasy II (SNES) Playthrough [2 of 2]](https://i.ytimg.com/vi/E3IA8Zd3-gU/mqdefault.jpg)








