How to Run Goosebumps: Escape from Horrorland on Windows 10 and What To Do If You Can’t

If you’re like me you love Goosebumps: Escape from Horrorland. It’s a fun, tongue-in-cheek FMV adventure game from the golden age of adventure games in the mid-90’s.

I grew up with it, and the whole Goosebumps franchise. So, naturally, as an adult, it’s fun to go back and play the game you used to. However, it’s not always possible as a game from 1996 was designed to run on Windows 95 and not Windows 10. Well, I screwed around with it for ages and finally got it running on Windows 10 and here’s a step by step of how to do it.

Before you start please be aware you’re going to need Windows 98 or XP running in a virtual machine for this method to work so just bear that in mind.

Alright, here we go:

First download and mount the Escape from Horrorland CD image or insert the CD in your PC’s drive if you have it.


Attempting to run the setup file will give you this prompt. However, don’t fret, we’re not screwed yet.


Now, what we’re going to do is essentially copy the files from an install on a virtual machine. If you have something like Windows 98 or XP on a virtual machine then just run the installer from there and it works fine. I would highly recommend running the game from a Windows 98 virtual machine, or XP if you’re desperate. However, if you’re dead set on running this game on Windows 10 keep reading. As far as I know only XP supports dragging and dropping from Guest to Host and vice versa from software like VirtualBox so you’ll need to install from Windows XP if you’re going to want to run this on Windows 10.


So, grab the Dreamworks Interactive folder from XP and drag it into your host Windows 10 Program Files (x86) folder.


You want the path to look like the above. Next go into your DreamWorks Interactive folder and find this file.



Right click it, select “Properties” and then “Compatibility” as above. Check the boxes I have checked. It is absolutely essential that you tick “Run this program as an administrator” as if you don’t do this any changes you make to gboption will reset as soon as you close the window.


Run gboption and this will appear. Uncheck both boxes and then click “OK”


Next find the file gb in the same folder. Do the same to get back to Compatibility and then check the boxes so they match the screenshot above. Hit “OK”


Run setup95 from the same folder. If you don’t have it look in the Dropbox link above and download it. Now click “Install”


Don’t mess with anything here when this pops up and hit “OK” – you will get some errors, but don’t worry the game will still run after one more step. Double click on setup95 again and hit “Install” again. I am not sure why but this is neccessary for the software to run. Don’t restart, it isn’t neccessary.

Now when you double click on setup95 “Play” will be clickable and you should be able to run the software.


As I mentioned before. You want to run this from a Windows 98 virtual machine and I will tell you why.


The game will run fine until you exit Werewolf Village and find yourself in Horrorland Plaza. Attempt to click on anything and the game will crash. I cannot figure out why this happens and nothing I have done has been able to remedy this. As I mentioned before, this game is from 1996 and so without some serious debugging expertise it isn’t likely going to be runnable on Windows 10 without some heavy modification.

When I attempted to run the game in Windows XP it installed and ran fine with only minor compatibility options needing to be checked. However, my virtual machine also ran the game at such a poor video frame rate that the video was essentially unwatchable.
So I tried it in a Windows 98 virtual machine and it installed quickly and ran perfectly with no frame rate problems.

So, what do I do to play the game?

Luckily everything you need to run Horrorland is available for free on the internet. Here is what you’ll need:

  1. Go here and download Windows 98 Second Edition (OEM Full) using the serials provided at the top of the window when prompted in your VM.
  2. Go here and download VMWare Player and install Windows 98 on it.
  3. When you’re ready to install Goosebumps click on “Player” – “Manage” and VM Settings and then make sure your VM settings look like this. Make sure your CD Drive is “connected” and select whatever ISO image you’ve got to mount to install the game and install as you normally would. When you need to change discs hit CTRL+ALT and then do the same thing. Also make sure VMWare Tools is installed or everything will look terrible. 2017-05-14 14_50_39-Edit Post ‹ Andrew's Word Mangle —

That’s it. You should now be able to play Goosebumps: Escape from Horrorland on your computer. If you have any questions leave a comment and I will get back to you as soon as I can. Thanks for reading and good luck!


This game is designed to run at 640×480 so to make it full screen you’ll need to run both your VM resolution at that and also your computer resolution at that to make it so you’re not playing in a tiny screen on your monitor that is barely readable. It takes 2 seconds to change your resolution so it’s not a big deal. Change it back when you’re done.

The fake innovations of Ocarina of Time

You know the drill.

A popular gaming website posts a “Best Games of All Time” list and The Legend of Zelda: Ocarina of Time not only wins, it also steals the wife of the creator of the website and crashes his car into a telegraph pole.

“I swear she wasn’t anywhere near my crotch, officer.”

So, why does the game win this title almost every single time? Well, it comes to a few key innovations that Nintendo valiantly bestowed upon the world:

  • Lock on targeting
  • Camera that tracks along the back of your character and can be reset with a button press
  • Context sensitive controls

Wow, so many innovations, right? I mean, it’s astonishing that no one had thought to do any of this prior to Ocarina of Time being released…oh, wait….no, they did.

Core did.

When they released Tomb Raider 2 years prior.

Now, before you rip my head off and shit down my neck in a furious fanboy rage let me preface this article by saying I love Ocarina of Time. I think it’s a fun, but flawed game that really shows what the Nintendo 64 can do and gives you a feeling of freedom in game design that no other game had really done at that point. That said, I will not stand idly by while the thunder of another revolutionary title is stolen by a game that does not deserve accolades for things it didn’t do.

“WHAT? You mean people are sheep?!”

Let’s start with lock-on targeting. In Tomb Raider, if Lara has her guns drawn and an enemy is nearby she will automatically lock onto them allowing you to leap around and basically make life difficult for the enemy while you fill them full of holes. If you wanted to cancel the lock you just put your guns away and run away…or leap away…or whatever. In Ocarina of Time you lock onto enemies by hitting Z and hacking away. Different approaches but the same concept. A concept that Tomb Raider pioneered 2 years earlier than Ocarina of Time. Want to get pedantic and say you could interact with characters by targeting them and so on? Well, that’s great, that’s a refinement. A refinement that Ocarina of Time made but it doesn’t change that fact that Core did targeting in a 3D environment 2 years prior. In fact, everything that Nintendo did with Z-targeting just seems to be a refinement on what Core did….on the Saturn…a few months after the Nintendo 64 was released.

Lara, fighting the bear of ignorance with lock-on targeting in 1996.

How about the camera? Surely Nintendo did that first. No, they didn’t, otherwise I wouldn’t be writing this. In fact, the major innovation that Nintendo supposedly came up with is snapping the camera to your character, which was present in Tomb Raider in 1996. Tomb Raider also featured full control over looking around with the camera by holding down the camera button and playing with the d-pad.
The camera also tracks behind Lara and allows you to see the world really well. If you look back at Tomb Raider you really come to appreciate how revolutionary the camera system was in that game and how masterfully Core pulled off the design of the system despite it being so new in the 3D action adventure genre.
So, did Ocarina of Time pioneer a tracking, controllable and snappable camera? Absolutely not. Tomb Raider did.

Unlike Link, Lara actually learned how to swim without sinking.

This one always makes me smile. The concept of context sensitive actions. The idea behind context sensitivity is that when a character is presented with a situation the button does a different thing depending on the context. Guess who did this back in 1996? Have you been paying attention so far? Yes, it was Core.
The action button in Tomb Raider can be used to ledge grab, pick up items, utilise switches, push and pull a block and more. The only difference? That game doesn’t blatantly tell you what the action button does like in Ocarina of Time. The sheer ignorance that is displayed by people not understanding the concept of context sensitivity and how Core pioneered it in 3D action adventure games on the Saturn 2 years prior to Ocarina of Time being released is shocking.

So, we have people who are paid to comment on the history of video games and consider themselves experts lauding praise on a game that while good, didn’t innovate half of the things that are attributed to it. Instead, Core is completely ignored and the groundbreaking achievements apparent in Tomb Raider are swept under the rug by rabid fanboys who don’t want to appear uncool for actually doing some research and coming up with a different conclusion. In short, those polls are bullshit, Tomb Raider never gets the credit it deserves and anyone who considers themselves a video game journalist who attributes these things to Ocarina of Time needs to have a serious think about what they do for a living.

Oh, you can also swim.