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Browse games starting with H

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H!Zone

DOS 1996
This is an add-on for Heretic and Hexen. It comes with 12 new episodes for Heretic and over 250 additional levels for Heretic and HeXen, as well as new textures, sounds, weapons and monsters. There is also a convenient interface system that allows you to load your levels, change certain parameters and create multiplayer games.

H-Craft Championship

H-Craft Championship is an exhilarating, futuristic racing game that was released in 2007 for Windows computers. Developed by the indie game studio Irrgheist, this game takes players on a high-speed journey through futuristic landscapes and space-age tracks. At its core, H-Craft Championship is a classic arcade-style racing game. However, what sets it apart from other racing games is its unique and imaginative setting. Set in the year 2125, players take on the role of a skilled pilot in control of a gravity-defying hovercraft called an H-Craft. These sleek and aerodynamic vehicles are capable of reaching incredible speeds and defying the laws of physics. One of the standout features of H-Craft Championship is its stunning visuals. The game boasts high-end graphics that bring the futuristic setting to life. From the detailed landscapes and environments to the sleek design of the H-Crafts themselves, the game's visuals are truly a feast for the eyes. The attention to detail is evident, from the reflection of light on the polished surfaces of the H-Crafts to the smooth and fluid movements of the vehicles. The gameplay of H-Craft Championship is fast-paced and intense, keeping players on the edge of their seats as they navigate through challenging tracks and obstacles. With a variety of game modes, including time trials, championships, and split-screen multiplayer, there is no shortage of excitement and replay value. The controls are smooth and responsive, making it easy to maneuver the H-Crafts through tight turns and tricky sections of the tracks. In addition to its impressive visuals and gameplay, H-Craft Championship also boasts a dynamic soundtrack that perfectly complements the fast-paced action. The electronic and techno-inspired tracks add to the futuristic atmosphere of the game and keep players engaged and energized. To add to the already immersive experience, H-Craft Championship also offers a unique feature called "H-Craft mode." This mode allows players to experience what it would be like to pilot an H-Craft in zero gravity, adding an extra layer of challenge and excitement to the game.

H-Tron

DOS 2016
H-Tron is a traditional light-cycle game written in Turbo C, and aimed at IBM PCs and clones with monochrome graphics (Hercules compatible). Each of the two contestants can be controlled by either a human or the computer - a machine-versus-machine demo mode is also available. As always, the formula consists of two TRON-style light cycles leaving deadly trails in their wake, trying to surround and trap the other. Hitting that wake (or the arena walls) means death for the hapless cyclist, and earns the opponent a point. The first player to win five rounds is the winner.

H.A.R.D

H.A.R.D is a 1986 action-packed shoot 'em up game designed for the ZX Spectrum. It is a single-player game that requires quick reflexes and strategic thinking to survive. Players take on the role of a daring space marine, who is tasked with exploring a vast alien facility. The game was developed by John and Steve Rowlands, brothers who had a passion for creating challenging games. H.A.R.D is a fast-paced game that offers a unique combination of action-oriented gameplay and strategic decision-making. Players are required to navigate their way through the facility, avoiding or destroying hostile aliens and robots. Along the way, they must collect energy capsules to power up their weapons and progress further. The game also features instant death and respawn points, which can be used to reset the player's progress if they are killed. H.A.R.D is a visually impressive game for its time. The levels are highly detailed, with a variety of textures and objects to discover. The game also features a well-composed soundtrack, composed by Steve Rowlands, which adds to the atmosphere of the game. H.A.R.D is an exciting and challenging game that still stands up today. It is an excellent example of a classic ZX Spectrum game, and its fast-paced gameplay and strategic elements make it a worthwhile experience. Players who are looking for a classic shoot 'em up experience should definitely give H.A.R.D a try.

H.A.T.E: Hostile All Terrain Encounter

All-terrain hostile encounters await you in this shoot 'em up that is notable for its unusual diagonal scrolling, similar to Costa Panayi's earlier Highway Encounter series. Since no one is trained to engage the enemy, your task is to complete the 30 training levels (the actual war could have been the basis for a sequel, though this one never came to be). Levels alternate between controlling a star fighter and a ground assault vehicle; the latter is faster, but limited to ground movement. The aircraft can move up and down to make it easier to dodge simulated enemy fire. This usually comes at you in waves, although there are also ground facilities. The focal point of the game is to shoot at boxes of plasma crystals, then fly over them to get them to the end of the level. When you die you lose one of these crystals if you have at least one, or a life if you don't. Completing a level with at least 2 crystals is effectively a restart point as well, since when you die you are sent back to a level where you collected at least 2.

H.E.D.Z.: Head Extreme Destruction Zone

Windows 1998
H.E.D.Z.: Head Extreme Destruction Zone is a classic computer game that was released in 1998, developed by VIS Interactive and published by TalonSoft. This unique game takes players on a wild and unpredictable journey through time and space, as they battle against an alien force that has invaded Earth and transformed all humans into bizarre, oversized heads. With its colorful graphics, fast-paced gameplay, and outrageous premise, H.E.D.Z. quickly became a fan favorite among PC gamers. The gameplay of H.E.D.Z. is both simple and addictive. Players take control of a customizable "Hedz" character and navigate through a variety of levels, using an array of weapons and power-ups to defeat enemies and progress through the game. The levels are each based on a different historical time period, ranging from ancient Rome to a futuristic space station, adding an element of variety and excitement to the game. One of the most interesting aspects of H.E.D.Z. is its unique concept. The game's developers took the idea of humans with giant heads and ran with it, creating a wacky and imaginative world filled with giant robots, talking dinosaurs, and other bizarre creatures. This element of humor and creativity is what sets H.E.D.Z. apart from other action games of its time. In addition to its single-player campaign, H.E.D.Z. also offers a multiplayer mode, allowing players to compete against each other in various deathmatch and capture-the-flag style matches. This added dimension of gameplay adds even more replay value to an already entertaining game. However, H.E.D.Z. did have its fair share of issues upon its initial release. Some players reported experiencing bugs and crashes, as well as awkward controls and camera angles. Additionally, the game's graphics, while colorful and unique, may be considered dated by today's standards. Nevertheless, H.E.D.Z. remains a beloved game among fans of classic PC gaming. Its off-the-wall concept, fast-paced gameplay, and overall quirkiness make it a standout title from its time. For those looking to relive the nostalgia of late 90s gaming or experience this gem for the first time, H.E.D.Z. is still available for purchase on various digital platforms.

H.E.R.O.

H.E.R.O., which stands for "Helicopter Emergency Rescue Operation", is a classic video game for the Commodore 64 released in 1984. Developed by Activision, this game quickly became a fan favorite due to its unique gameplay, challenging levels, and impressive graphics for its time. The game follows the story of Roderick Hero, a brave pilot who must navigate through treacherous underground caves to rescue trapped miners. With the help of his trusty helicopter pack, Roderick must fly and maneuver through tight spaces, avoiding obstacles and enemies, to complete each mission. The game is divided into 20 levels, each one increasing in difficulty and adding new elements to the gameplay. One of the most noteworthy features of H.E.R.O. is its innovative use of the helicopter pack. Unlike other games of its time, which usually had players controlling a character on the ground, H.E.R.O. allowed players to fly freely in all directions, giving them a sense of freedom and control. This added a whole new level of challenge to the game, as players had to constantly think about their altitude, speed, and surroundings while completing missions. Throughout the levels, players encounter a variety of dangers such as falling rocks, lava, and gas pockets. To overcome these obstacles, Roderick can use his laser gun to destroy them or use his helicopter blades to clear a path. However, players must also be mindful of their fuel levels, as running out of fuel will cause Roderick to crash and lose a life. This added element of resource management added another layer of strategy to the gameplay, making each level more exhilarating. Apart from the challenging gameplay, H.E.R.O. also boasts impressive graphics and sound for its time. The game's designers paid close attention to detail and created vibrant and colorful underground worlds for players to explore. The sound effects and music also added to the overall immersive experience, creating a sense of urgency and danger throughout the game. H.E.R.O.'s success on the Commodore 64 led to its adaptation on various other platforms, including Atari, Apple II, and Amstrad CPC. The game also earned critical acclaim for its gameplay and graphics and is often cited as one of the best games for the Commodore 64. Its popularity also led to the release of a sequel, titled "M.I.C.E." in 1985, which continued to build on the innovative gameplay and improved graphics.

H.U.R.L.

DOS 1995
H. U. R. L. is a horrible first-person shooter that attempts to bring the appeal of DOOM-style carnage to kids, substituting violence for non-violent action and ugly monsters for cartoonish ones. Games Domain's Chris Mullen explains why this game is a turkey you should avoid: Instead of guns, the player can choose from three cleaning items (a water balloon, soap and something else) and is tasked with cleaning up the 'Slob Zone,' a heavily polluted area occupied by 'Bob the Slob' and his cronies. That's the plot, what little there is. Basically, it's a game in the style of the aforementioned Wolfenstein 3D. There's a series of strange baddies, from the oddly docile 'Ricochet Pig', the egg-throwing 'Attacker Quack' to Bob himself. The action takes place over 10 levels, in different locations (the Trailer Park, the Sewers, etc. ), through which the player must navigate, collecting keys to unlock obstacles in their path. There is trash scattered throughout the game areas, which can be collected and exchanged for more ammunition, which in turn is used to fend off the advancing monsters. Find the exit and move on to the next level. Graphics and sound aren't everything. I'm the first to admit it. I prefer companies to put gameplay before graphics. A flashy game might sell a few copies, but a good game that works well would sell a lot. Rise of the Robots, anyone? I'm guessing no. That said, Hurl meets none of these requirements, unfortunately. The game engine is painfully slow, despite being a bit more detailed than Wolf3D, or Blake Stone. Enemies move sluggishly and collision detection is more than iffy. Even if a baddie is only half in front of a door, you can't get through, and since baddies find it very difficult to get through doors, this becomes a real problem. The levels are also extremely short, and with only 10 in total, the game was over in a jiffy. There are no difficulty levels, so it's not customizable for different ages. There are only three weapons, and they all behave the same. Enemies all use the same attack patterns, so dispatching them is just a matter of standing close and holding down the fire button. This does not bode well. As the level progresses, there's no sign of improvement, and even the final boss is ridiculously easy to dispatch. There's also no ammo to pick up, so you end up having to make runs to the nearest bunk machine to buy more ammo . . and then back . . . you get the idea. I didn't find the game particularly interesting, but the green message may have some merit. However, there are many better titles, both educational and entertaining. The idea was good, but in the end it didn't work. There is no real challenge, and the whole game feels stilted'. Stay away from this Real Dog if you can, unless you feel like playing every FPS ever.

H2O

DOS 1996
H2O is a fun action-puzzle game that puts a nice twist on the Tetris clones of a lifetime. As the name implies, H2O is about water... lots of water. Drops of water fall from the top of a scrolling playing field. You have to direct these drops to a drain at the bottom of the screen by throwing blocks to stop the flow of water, building bridges to direct the water, or throwing bombs to get through obstacles. Overall, this is an innovative and barely known gem that combines the best elements of Tetris, Pipe Dreams and even the cuteness of Lemmings into a surprisingly addictive experience. Highly recommended, though puzzle fans who despise arcade elements should be warned about the VERY hectic final levels that require split-second decisions and godlike reflexes. Note: The game has been removed at the request of Webfoot Technologies, copyright holder. Please contact Webfoot if you wish to purchase this game.

Habitactics

DOS, Mac 1995
Habitactics is a 1995 DOS role-playing game that blends classic party adventure with daily discipline. The world of Habitune is divided into bite-sized regions—home corridors, school gates, practice halls, and busy streets—each filled with encounters that mirror everyday routines. Players travel between areas gathering allies and information, then confront small groups of “Enforcers” and “Chaos Things” whose strength rises when chores and good habits are neglected. Progress is measured both in experience and in the player’s ability to follow through. The game plays as a turn-based RPG built around action points and character roles. A party of up to four adventurers fights in tactical rounds, selecting attacks, skills, and support maneuvers. Completing in-game prompts affects the readiness of the group: when the player fulfills scheduled actions, characters gain bonuses such as increased action points, improved accuracy, and temporary buffs to defenses. Failing to do so can swing encounters the other way, increasing enemy aggression and shortening the window for beneficial effects. Character customization centers on choosing traits tied to routines. Each companion can be tuned with preferred categories—study, cleaning, health, focus, or other personal objectives—while equipment and skill sets affect how efficiently those efforts translate into combat advantage. Levelling improves core attributes like strength and composure, while new abilities offer crowd control, healing, and stamina management. Between battles, the player assigns tasks, checks progress, and plans routes through the day’s “zones,” shaping how future fights will unfold. Visually, Habitactics uses crisp, readable sprite graphics and an interface designed for quick reference. Overworld maps display top-down terrain with animated characters, while combat screens switch to a more focused tile layout featuring individual sprites, status icons, and a turn tracker. Menus show character sheets, equipment slots, and routine indicators in simple panels, with color-coded prompts that stand out against the restrained background art. The overall style emphasizes clarity and momentum rather than cinematic effects. Audio in the DOS version relies on MIDI-style background tracks and compact sound effects. Area themes shift between calm town melodies for planning and quicker tempos for encounters, with battle stingers marking successful hits and skill activations. Healing and defensive actions produce distinct cues, and enemy calls add rhythm to turn transitions. The result is a steady feedback loop: each completed action feels immediately consequential in the next exchange, giving battles a personal, day-to-day pressure that guides the player’s attention to planning, consistency, and recovery.
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