Uploaded January 2020 | Updated September 2026, 2 weeks ago
Total Mayhem / Total Mania is an isometric action / strategy game. It was made by Cinematix Studios and published by Domark in 1996.
The story of this game is about the planet Caetnor. It is the year 2156 and mighty syndicates are fighting for power and wealth. Ofcourse there is always some competition between them and to defend their plans, they use super advanced robo mechs. Some day, the mechs have gotten too intelligent and took over the control of the planet themself and now fight against their creators.
Small groups of rebels try to fight back. They steal robo technology and use it for their own needs. They created cyborg soldiers to fight for them and conquer the all the important military facilities and, while they are at it, destroy the AI mainframe computers which are located all over the planet so that the Mechs will get deactivated.
Gameplay is very simple, walk around, shoot everything that shoots at you and collect ammo, batteries, new technologies and resources like plutonium,silver, gold and other kind of materials. Most missions also have many secret areas that can be hard to find sometimes.You can get more loot and sometimes even early technologies you wouldn't normally get until later so it is always recommended to look around carefully.
You can equip your soldiers however you like and also upgrade your them with new armor, shields and generators so that they are more effective on future missions.
The game features music by Ronny Moorings of the band Clan of Xymox.
Total Mayhem / Total Mania is an isometric action / strategy game. It was made by Cinematix Studios and published by Domark in 1996.
The story of this game is about the planet Caetnor. It is the year 2156 and mighty syndicates are fighting for power and wealth. Ofcourse there is always some competition between them and to defend their plans, they use super advanced robo mechs. Some day, the mechs have gotten too intelligent and took over the control of the planet themself and now fight against their creators.
Small groups of rebels try to fight back. They steal robo technology and use it for their own needs. They created cyborg soldiers to fight for them and conquer the all the important military facilities and, while they are at it, destroy the AI mainframe computers which are located all over the planet so that the Mechs will get deactivated.
Gameplay is very simple, walk around, shoot everything that shoots at you and collect ammo, batteries, new technologies and resources like plutonium,silver, gold and other kind of materials. Most missions also have many secret areas that can be hard to find sometimes.You can get more loot and sometimes even early technologies you wouldn't normally get until later so it is always recommended to look around carefully.
You can equip your soldiers however you like and also upgrade your them with new armor, shields and generators so that they are more effective on future missions.
The game features music by Ronny Moorings of the band Clan of Xymox.

![Crystal Caves - Gameplay [HD]
Crystal Caves is a Jump & Run/Platformer game. It was made and published by Apogee. It was released in 1991.
The game begins in a main level containing the entrances to 16 caves. To complete the game, Mylo must collect all the crystals in all the caves. Mylo can complete the caves in whichever order he chooses. Mylo can quit a cave at any time, but in doing so, will negate all progress he made in that level.
Each cave consists of some simple puzzles to solve. Pulling a lever will open the door of a corresponding colour. There will also be switches that Mylo can use to activate and deactivate obstacles.
Mylo is armed with a rocket gun to destroy enemies and obstacles. Mylo begins the game with five rockets, but can collect more as the game goes on. There are many other power-ups to help Mylo:
P-Pill - Supercharges Mylos gun so it can destroy all enemies with a single shot
G-Pill - Reverses gravity, allowing Mylo to walk on the ceiling.
Stop Signs - Freeze all enemies on the screen, allowing Mylo to sneak past them
Mylo begins each level with three hit points. Lose all hit points, and you go back to the start of the level. Finish a level with all hit points, and you get a bonus score of $50,000.
Crystal Caves was inspired by Miner 2049er. The main characters name, Mylo Steamwitz, was coined by George Broussard and was meant to sound like a losers name. Most graphics were created by Frank Maddin.
Development on Crystal Caves began back when George Broussard was still releasing games under the name Micro F/X. A few months into the development (when about 50-70% of the game was complete) Broussard joined Apogee and Crystal Caves became an Apogee product. It was originally going to be released in September 5, 1991 but was delayed for a month.
On October 24, 2005, 3D Realms (formerly Apogee) released a maintenance patch to fix a bug in the game which set the players computers clock backwards 100 years after playing on Windows XP.
By October 2020, a High Definition remake of the game was developed by Emberheart Games giving the game additional colours, animations and music tracks.
Source: Wikipedia Crystal Caves - Gameplay [HD]](https://i.ytimg.com/vi/JSpCLN8ayEk/mqdefault.jpg)
![Drakan: Order of the Flame - Intro [HD]
The intro sequence for the action-adventure game Drakan: Order of the Flame made by Surreal Software in 1999. Drakan: Order of the Flame - Intro [HD]](https://i.ytimg.com/vi/JmebMb87pKs/mqdefault.jpg)
![Rayman - Gameplay [HD]
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 Ancels 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 Advances sales neared 600,000 units during the first half of the 2001–2002 fiscal year alone. The games 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 - Gameplay [HD]](https://i.ytimg.com/vi/K6oEObrPmi8/mqdefault.jpg)
![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)
