Search Interactive Dreams

Japanese CD-i Player by MannaSpace was a licensed Philips CD-i 450 model

>> Sunday, June 30, 2019

This is actually the first manufacturer that I know who released a CD-i player in Japan besides Philips. Mannaspace was kind of OEM distributor and in this case licensed the CD-i 450 model from Philips to release its own version for the japanese market. It is the same model as the Goldstar CD-i player and the same construction; Goldstar licensed the model to release it in USA. In this way, a mnufacturer could more easily enter the CD-i market without developing their own hardware like Sony did.

There are some interesting details here. When you look at the built-in DVC cartridge, you see that it is branded Goldstar, just like the US model. And on top of that, when you turn on the module and watch the software to start, you see 'Magnavox Compact Disc Interactive' (Magnavox was a 100% Philips owned brand that they used in USA)

 It was obviously positioned towards a professional market as these business titles where bundled with it. Unknown to me, I've never seen these titles before.

The Mannaspace CD-i player still has the Magnavox bumper, so they use the same software as the Magnavox player. Now I wonder if the Goldstar versions also have the Magnavox bumper in the software?
What's also interesting and requires more investigation is the Mannaspace Mother Network module, which suggests the CD-i player was able to connect to the internet in Japan (perhaps in combination with the business perspectives.)

Mannaspace released two versions, the Goldstar version with the notch on top, branded the GDI-1000 (just like the Goldstar version, pictured below) and the CD-i 550 version (as you can see on top, with integrated (GoldStar) DVC)


James Bond on Video CD: 11 titles were released, the Philips series is the pinnacle of quality

Philips released the James Bond series on Video CD, but not all of them are available. Unreleased James Bond titles are: On her Majesty's Secret Service, The man with the golden gun, The spy who loved me, The living Daylights and a License to Kill. 

In Germany a special James Bond collector Box was released with all the Video Cd's of James Bond that were available:


Merlin's Apprentice: Charming animation and excellent production values > Every CD-i game should have been made this well

>> Saturday, June 29, 2019

First there was The Apprentice, a charming and catchy platform game; now Philips has introduced Merlin'sApprentice, a charming and catchy puzzle game. Maybe it's time to rename everything in the CD-i catalog to include the word ''apprentice'': Compton's Interactive Apprentice, Surf Apprentice, The Flowers of Robert Mapplethorpe's Apprentice, Keth-apprentice-er, etc. 

Merlin's Apprentice is a collection of puzzles distinguished by delightful design, catchy and simple game-play, and extraordinarily high production values. 

If genius is in the details, Merlin's Apprentice has brilliance in spades. When the game starts up, the familiar ''Philips Interactive Media'' logo is enchanted by three colorful demons who set the screen aflame, which gradually recedes into the title screen. Animated sequences also distinguish the game intro, the credits, even that stupid screen that threatens you with a $50,000 fine if you copy the disc. In fact, nearly every transition in the game is done with some sort of animation -- so far, I've only found one fade to black (the crutch of lazy multimedia, c.f. NFL Hall of Fame Football). 

The story behind the game is that you seek to become apprentice to the great wizard Merlin. But to do so, you'll need to convince him of your cleverness. You begin at a tree stump with six runes, each of which represents a puzzle. Completing a puzzle gives you a magic item -- when you have all six of them, you have to learn how to combine them into a magic spell that will reveal Merlin's workshop... which in turn will confound you with more puzzles. 

The varieties of puzzles in this game will probably seem familiar to those who play other kinds of logic and word games, especially thosse who don't let an issue of ''Games'' magazine leave the house without lots of pencil- marks. 

The puzzles: 

*Secret Code Challenge -- a substiution-cypher game. Figure out which runes stand for which letters, reveal a phrase. The only hint you get is that vowels will ''lock in'' when correctly placed. 

*Fragment Challenge -- Fit the triangle-, parallelogram-, and diamond-shaped pieces into the frame. Not only are the pieces of significantly different sizes, one of them doesn't belong in the puzzle at all! 

*Arcade Challenge -- Objects (leaves, snowflakes, etc.) fall from the top to the bottom of the screen or vice versa. You have to place your cursor on top of them and fire before they get away. 

*Sound Memory Challenge -- The old classic ''Simon''. You see a screenful of objects, such as marsh creatures or the glassware in Merlin's lab. Three of them sound off in sequence. Repeat the sequence. The sequence extends to six items, then nine, twelve, etc. Since human short- term memory is only seven plus-or-minus two items, you'll have to find ways to meaningfully ''chunk'' groups of objects together in your mind. 

*Picture Jumble Challenge -- Similar to the 15-tile puzzle you got as a kid (or that's under the Apple menu on the Mac), but rather than simply sliding one tile into the blank space, you have four runes that can swap two pieces, rotate a column, or rotate the outer ring of tiles. Find the sequence of moves that completes the picture. 

*Alignment Challenge -- Re-arrange objects into a correct alignment by simply clicking on them. Of course, moving any object moves one or more other objects at the same time. Much like a Rubik's Cube, you have to set up your finishing move in advance, or learn useful sequences of moves. 

*Metamorphosis Challenge -- Similar to the alignment challenge, you click one quadrant of a shape to change its color... and that of two other quadrants. Once again, you have to think out a series of solution moves in advance: getting 3 out of 4 right is always wrong, since clicking that quadrant will change the others. 

While the logic puzzles (alignment, metamorphosis, picture jumble) seem to dominate, the challenges are actually evenly distributed. The metamorphosis challenge doesn't even appear until the final level 

The only challenge that seems out of place is the ''arcade challenge''. It's hardly a mind-bender, but can provide a relief from brain-twisters like the alignment games. 

Puzzle games are usually meant for one-person play, but the memory and secret code challenges work quite well for social play. In fact, the memory game is so hard it almost requires a group situation to solve! The logic games are more appropriate for a single player, although you may find that passing the control around a group is a satisfactory way to make this a team game. If not, Merlin's Apprentice allows 12 players to save their games, each identified by a ''game piece'' in the introductory screens. 

The main menu also allows you to set the difficulty of each kind of challenge. Since there are only 30 puzzles, and the first level is fairly easy to breeze through, you should set all the difficulty levels to ''expert'', and only reduce them to ''advanced'' or ''beginner'' if you get stuck. 

Ample on-line help is available throughout the game. Clicking button two brings up a menu strip, which includes an ''how to play'' item that will explain the game to you. Other options here include a one-move ''undo'', an option to reset the puzzle, a return to other puzzles, and the difficulty- settings screen. 

If you're a puzzle-solver, Merlin's Apprentice is for you. (that said, if you're a hard-core action gamer, you can pass on this one). You just know these puzzles can't be that hard... and I imagine you'll stay up pretty late proving yourself wrong in that regard. 

Looks great, plays great. If only half the titles out there sweated the details like this.

[Thanks, Chris Adamson]


John Hawkins about the horsepower of CD-i in 1994: "The FMV cartridge slot isn't just for the FMV cartridge!"

>> Friday, June 28, 2019

Interesting article posted by Patrick Selten from dutch multi-platform magazine 'Power Unlimited' dated June 1994. It goes as following:

"In The Netherlands 20.000 CD-i players have been sold up until the end of 1993. Actually we didn't expect that.Perhaps it is because already 130 CD-i titles are available and a CD-i player is much cheaper now than it used to be before. According to Philips around half of the CD-i buyers also buy a FMV cartridge. Kids who got a CD-i player from their parents instead of a Megadrive or SNES need to wait a little longer on titles like The 7th Guest, Microcosm, Creature Shock (by Virgin), Flashback (by US Gold), Rise of the Robots (Mirage), Burn:Cycle or one of the other beautiful titles that we've seen in London last month. It seems like two Mario titles are coming to CD-i (one of which will be called 'Hotel Mario') and also a photo realistic Zelda game.
According to Dave McElhatten (responsible for the CD-i games) Philips will focus a lot more on games the coming years. For example in Florida they're shooting a game with Hulk Hogan, which will be called Thunder in Paradise. This production will cost over 1 million dollar. When I asked John Hawkins (president of Philips CD-i) if he has an answer to the horsepower of 3DO, he told me that the FMV cartridge slot at the back of a CD-i player was not just for a FMV cartridge. Perhaps he meant that you could build in some kind of superchip in your CD-i player so it could process these millions of polygons. We're looking forward to it!"

[Thanks, Patrick Selten, Power Unlimited]


Kieren Hawken wrote a book about CD-i: "A-Z of Philips CD-i Games" and it's quite lovely

Kieren Hawken wrote quite a few books about games overviews of different console systems. Only recently I discovered he also wrote a book about CD-i, and I must say it's a pleasing collection of his views on a lot of CD-i games. By no means complete but a fair list that tells you a lot of ins and outs of the CD-i games, the good ones and the bad ones. 

Have a good preview here and for a few bucks you can enjoy it on the beach as a real CD-i fan!


CD-i Classic Advertisement: Lucky Luke


Unboxing video + testing the Goldstar GPI-1200M portable CD-i player

>> Thursday, June 27, 2019

A rare close-up view of a new Goldstar portable CD-i player. The prolonged and somewhat uneasy genesis of DVD has tended to overshadow the steady development of CDi (CD interactive) as a convenient, low-cost disc-based medium for moving video and sound. Although CDi was going difficulty competing with DVD as a carrier for feature-length movies, it found a useful niche as a training and presentation tool, which was precisely the application Philips targeted with their CDi-370 laptop player. In 1995 Goldstar have weighed in with the GPi-1200 portable CDi player. It has all of the facilities of it’s grown-up cousins, including full-motion video playback, CD quality audio plus a set of interactive controls.

The key to its portability is a fold-up 5.5-inch LCD colour screen and re-chargeable battery pack. It can be used anywhere, though it also has video (composite and S-Video) and audio outputs, for connection to both PAL and NTSC televisions or monitors. The player can handle a variety of other formats besides CD-i, including CD-DA, CD+Graphics, Photo CD, CD-i Digital Video and Video CD, moreover it supports standard CD-i pointing devices, keyboards and it can be connected to a PC via a serial interface port. The controls are grouped together on top of the disc cover; in addition to the normal transport keys there’s a simple cursor control and two function buttons.

In spite of the limited resolution and viewing angle of the LCD screen the picture is surprisingly good, it’s particularly effective with coloured graphics, and the screen is large enough to be seen by two or three people at once. Moving video is fairly smooth, rapid movement or complex shapes throws up a few digital artefacts and these tend to be exaggerated by the LCD, but on a normal TV screen picture quality is comparable with a mains-powered deck. The built-in stereo speakers are rather tinny, and not terribly loud, but they’re fine for speech. To hear it properly the sound needs to be piped through a TV or hi-fi system.

Although it’s possible to watch a Video CD movie on the small screen it’s not very satisfactory. CD-i games fare a little better, though the on-board cursor control is not very responsive. The product is geared towards CD-i training and marketing material, and there it succeeds brilliantly, mainly by virtue of its portability and flexibility. Features: supported formats include CD-i, CD-DA, Photo CD, CD-i Digital Video, CD+ Graphics, Video CD, 5.6-inch TFT colour LCD screen, PAL/NTSC video, 2MB system RAM, nickel metal hydride battery (approx. 1.5 hour running time), built-in stereo speakers, supplied with power supply/ charger, AV cables. Sockets: composite video and stereo audio output (phono), S-Video out (mini DIN), ports 1 & 2 (8-pin mini DIN), headphone (minijack), DC power in & AV in (mini DIN). Dimensions: 190 x 172 x 70mm.

[Thanks, Grandbarbare, Retro Treasures, Ben, GPeter7]


The History of Interactive Dreams started with my personal CD-i writings in 1995

>> Wednesday, June 26, 2019

With over 1000 articles on the blog and an even bigger archive at the CDinteractive Forum resources I think most of my joy in CD-i is fueled by the many CD-i prototypes and stories from developers. Interactive Dreams is in a way a continuation of my own CD-i collection that started when I received my own CD-i player in 1994. It was thanks to my father as he worked at the Consumer Electronics department at Philips. Thanks to him, the inside stories started my love for the CD-i system.

My physical CD-i collection is in the attic so last weekend I was browsing through some boxes to look for my old CD-i writings. Back then it was a private investigation but it is actually the very start of what you are visiting today. These writings started in 1995 with all upcoming CD-i titles that I could find. They've been always personal and only for myself, but I feel it is part of the history of Interactive Dreams, so I'll show small portion of it. Above you'll see my original personal book dated between 1994-2000 before I started to keep it digital! Below some preview stuff that was the start of tracking down the people behind CD-i. The names of course, due to privacy, I won't show but some of them come from game credits. The internal Philips communications brought more details than I could read in CD-i Magazine. I collected tips and cheats, but also copyrights, preview material, customer care contacts within Philips Media, and colleagues thanks to my father. On the final pages I collected names that I read in the credits of CD-i games, I think I started with that in 1996 (I did not have email by then!). I discovered names of people that showed up in many title credits. Later, that list appeared to be very valuable. It was the time when Philips announced the end of CD-i and I wanted to find out why!

I got in contact with Devin in 2001 when he started The Black Moon Project (first at WWEmu, later at and GameSpy) together with Jorg and Dreamon, who all contributed tremendously to the archive that we keep today. Some time later I officially joined and around 2003 on the old Black Moon Forum there were mainly four people with the same passion: Devin, Merijn, Erronous and myself. Together we gathered a huge archive in a closed forum with all communications we had with CD-i developers, both about hardware and software. Thanks to this, CD-i prototypes surfaced like Microcosm, Star Wars Rebel Assault, Treasures of Oz, The Crow, Super Mario Wacky Worlds and many more. We created alumni forums like for the gang behind The Vision Factory, which lead to a lot of new stuff and fun about the SPC Vision titles on CD-i.

In these years I started to work at Philips myself and while I worked on different topics, the network and archive brought me in contact with key people involved with past CD-i development, including discoveries about CD-i 2. Unfortunately, I was not allowed to publish this (I still did not do that with several subjects and promised not to as long as I'm still working there)

We published the big stories and interviews on Black Moon, but over the years there were so many small bits of interesting information about all kinds of CD-i related subjects that remained unused behind closed doors that we (mainly Devin and myself) started The Black Moon Monthly in 2004 to get more smaller info and details to the CD-i community. I had a lot of fun to create something around it and those articles you can still find back in our current archive.

At Black Moon we had plans to publish a book about all the statements and interviews about CD-i. So many unfullfilled promises and dreams about what could have been, Devin came up with the name "Interactive Dreams". In the end, time-wise a book was not feasable, but the name continued to live in the blog, which started as a base for the book. I'm still very proud of what we did at Black Moon, that's why the name continues to shine in Interactive Dreams. The activity of Black Moon faded away a bit around 2009 because e were all busy with a lot of other projects (and family/kids). The blog however, always stayed active.

Over the years, the CD-i community changed quite a bit, websites came and disappeared. People came and disappeared (and some returned after quite some time :) ). As I have always been a "completionist", Interactive Dreams was the only place that saved all the CD-i archives over the years, together with all the stuff we discovered ourselves. Now I realize it is the biggest CD-i website on the net, which is actually cool. Thanks to the new attention to CD-i on Facebook and The World of CD-i, we're building actively again our (digital) CD-i collection. More than 20 years in the making, we still haven't found the end of what was happening during the CD-i era!

My future goal is to organize an exhibition in the Philips Museum in Eindhoven (The Netherlands), I'm in contact with them about the possibilites and future date. You'll hear more about that when it comes closer to realisation.

I'll promise you The Black Moon Project will revive at some point, but its baby Interactive Dreams as an old working horse will keep collecting everything about CD-i in the coming years!


A museum in a disc; a golf course in a disc ... Presenting the next step in Interactive Multimedia with CD-i

>> Tuesday, June 25, 2019


We found more about Aliens Interactive: A lost unreleased CD-i prototype by Dark Vision Interactive

After CD-i member Erronous discovered Aliens Interactive CD-i for the first time in 2005 in a resume and posted it on the blog soon after, we've seen it on many places on the internet. The extra attention recently brought new scans by no other than Dave Dorman, who was overseeing the project.

Now some new details surfaced about the unreleased interactive game that was in development for a short period of 6 months by Dark Vision Interactive: Dave: “I was called in by Mike Richardson (head of Dark Horse Comics) in the summer of 1992 to produce production designs and physical art for an Alien DVD [Dave has since commented that he misremembered and it was CD-I format, not DVD) game produced by Dark Horse in collaboration with Total Vision. The game company was to be called Dark Division Interactive. Alien was to be their first game. Now remember this is 1992, before Xbox, PlayStation, or Game Box. I believe only Atari had a popular working game machine at the time. What Dark Vision wanted to was utilize the potential game playing power of the DVD player. Using the DVD hand controller and its buttons and cursor to move through the game and execute commands.”

Aliens Interactive, also known as Aliens Interactive CDI, was a working prototype for an unreleased interactive comic book game produced by Dark Vision Interactive and Dark Horse Comics for the Philips CD-i from 1991 to 1993. Artists Dave Dorman and Mike Richardson also worked on the game.

The game would have likely been similar to the Japanese game Golgo 13. Art from the game seems to indicate that it took inspiration from Aliens, featuring the Colonial Marines and Warrior Aliens, as well as Alien, featuring similar environments. A poster for the game indicates that there were plans to start something of a series following the game with other titles, including Predator.

"Erronous", a member of Interactive Dreams, discovered the game in 2005 in a resume of someone who worked on the project, and, on August 1, 2007, an article titled "Aliens Interactive - an unreleased comicbook on CD-i" was posted in the blog detailing the game.

Dave Dorman would have overseen the design aspects of the game. Games of a similar nature did indeed appear for the DVD players. The content provided to Jamie doesn’t reveal many details on the actual storylines. You would have chosen between 2 characters/stories, one of which was “crew-story” and an “explorer” storyline. One would have been a fast-paced approach whilst the other was “more educational”. The idea was that it would have been a complex story driven venture.

These shots are from Aliens: A Comic Book Adventure, published by Cryo. Aliens Interactive was based on this.

[Thanks, Dave Dorman, Jamie Warr,, Xenopedia, Weyland Yutani Bulletin, Corporal Hicks]


Explore Tolemac (The overworld in Zelda's Adventure CD-i) including dungeons and (unused) sprites in your browser

>> Monday, June 24, 2019

CD-i member Shikotei is very clever in extracting code, raw data and getting unknown CD-i formatting out of a lot of CD-i games, to find hidden graphics, full level layout and other secrets. No one has ever done it like he did, in this way he recreated The Apprentice on PC, but also showed us full level layouts of, for example recently, Lucky Luke and Christmas Country.  He had also a giant overworld online of Tolemac, the main world in Zelda's Adventure CD-i (Camelot spelled backwards). Now he added the dungeons as well and added the sprites. Moreover he redesigned the way how we can experience Tolemac. In his new framework you can click through the scenes, just like in the real game. He is this close of remaking Zelda's Adventure on PC as well, but that's not the purpose right now :)

Shikotei: "The sprite datablobs headers have been fully parsed and enabled me to precisely extract the sprites. These are neatly grouped by header-depth.As a result, with a little HTML and JavaScript, I now can show you which sprites can be found on which screen.

Including unused sprites. 
For example, has anyone ever seen the surfer on the west coast near the volcano? Or ever acquired a trumpet from the talking mushroom north of the cave that has the Harp?
Or a trident on the southeast border between the swamp and the beach? Or the fishing net near there?

Numbers? Overworld has 305 screens and 3973 sprites. Underworld has 184 screens and 2211 sprites."

[Thanks, Shikotei]


CD-i Classic Advertisement: The Crayon Factory

>> Sunday, June 23, 2019


The end of CD-i started with this article in 'Management Team'-magazine in January 1995

CD-i was supposed to be a dutch example of innovation. But unfortunately Philips took two unfortunate steps to keep CD-i more positive in the news. At several presentations Philips did not allow presenters who were negative about CD-i. The presse even reports that Philips did not give real numbers of selling consoles. Philips regularly updated the press with sales numbers, but reported the number that left the factory, not the amount that was sold in the store.

The Dutch Research Center "Research voor Beleid" investigated the popularity of CD-i in 1992 together with agency "Electronic Media Reporting" by asking several developers if they thought CD-i was going to be successful. A majority did not think CD-i was going to be succesful. They published it in this magazine with the title "Wie zit er te wachten op cd Interactive?" 

In 1994 Philips organized the dutch "Het Nationaal CD-i-Festival en Congres" in Rotterdam, The Netherlands. Philips invited well-known dutch guests like Hans Breukhoven (head of dutch Free Record Store) and Willem van Kooten (Record company Red Bullet). Van Kooten remained critical about CD-i but they saw potential in the business side of CD-i.

In 1995 CD-i should have its breakthrough with a new impuls by the Interactive Encyclopedia (Philips reported that thanks to the encyclopedia 40.000 extra CD-i players were sold in The Netherlands, with a total amount of 160.000 CD-i players. Worldwide over 1 million CD-i players were sold, according to Philips.

The end of CD-i was market in January 1995, when the magazine "Management Team" published an article with the title: "Philips invents for who?; CD-i: ook het derde paradepaardje struikelt van de hand van Ton Smit en Erica Verdegaal." The author concluded that the market share of CD-ROM was eleven times higher compared to CD-i. On top of that CD-i was only dominated by one manufacturer: Philips. 

In 1996 Philips presented their new "global strategy for multimedia". CD-i was still a part of it. But CEO Boonstra did not accept the strategy view. Philips changed its view from content related activities to hardware. In the end of 1996 Boonstra officialy announced that CD-i was a failure and Philips would step out of the (games) market. In the eyes of Boonstra Philips should never have chosen the role of a content producer/publisher.



Games 0-F

3rd Degree - PF Magic
7th Guest, The - Philips Freeland Studios
Accelerator - SPC/Vision
Adventure of the Space Ship Beagle, The - Denshi Media Services
Affaire Morlov, L' - Titus
Alfapet - Adatek
Alice in Wonderland - Spinnaker
Alien Gate - SPC Vision
Alien Odyssee - Argonaut
Aliens Interactive CD-i - Dark Vision Interactive
Ange et le Demon, L' - Smart Move
Apprentice, The - SPC Vision
Apprentice 2, The - Marvin's Revenge - SPC Vision
Arcade Classics - Philips ADS / Namco
Asterix - Caesar’s Challenge - Infogrames
Atlantis - The Last Resort - PRL Redhill (Philips ADS)
Axis and Allies - CapDisc
Backgammon - CapDisc
Battle Chess - Accent Media (for Interplay)
Battleship - CapDisc
Big Bang Show - Infogrames
BMP Puzzle - Circle (for ZYX)
Brain Dead 13 - Readysoft
Burn:Cycle - Trip Media
Caesar's World of Boxing - Philips POV
Caesar's World of Gambling - CD-I Systems
Cartoon Academy - Bits Corporation
CD-i mit der Maus - SPC Vision
CD Shoot - Eaglevision Interactive Productions
Change Angels Kick-off - HMO
Chaos Control - Infogrames
Christmas Country - Creative Media
Christmas Country - The Lost Levels - Creative Media
Christmas Crisis - DIMA
Clue - 3T Productions
Clue 2 - The mysteries continue - 3T Productions
Connect Four - CapDisc
Creature Shock - Argonaut (for Virgin)
Crime Patrol - CapDisc
Crow, The - Philips POV
Cyber Soldier Sharaku - Japan Interactive media
Dame was Loaded, The - Beam Software
Dark Castle - Philips POV
Dead End - Cryo
Defender of the Crown - Philips POV
Deja Vu - Icom Simulations
Deja Vu 2: Lost in Las Vegas - Icom Simulations
Demolition Man - Virgin Interactive Entertainment
Demon Driver - Haiku Studios
Discworld - Teeny Weeny Games
Dimo's Quest - SPC Vision
Domino - Wigant Interactive Media
Down in the Dumps - Haiku Studios
Dragon's Lair - Superclub / INTL CDI
Dragon's Lair 2- Time Warp - Superclub / INTL CDI
Drug wars - Crime Patrol II - CapDisc
Dungeons & Dragons - PF Magic
Earth Command - Visionary Media
Effacer - CapDisc
Escape from Cybercity - Fathom Pictures
Evidence - Microids
Falco & Donjon & The Sword of Inoxybur - BMi / Zephyr Studio
Family Games I - DIMA
Family Games II - Junk Food Jive - DIMA
Felix the Cat - Philips Sidewalk Studio
Flashback - Delphine/Tiertex (for US Gold)
Flinstones Wacky Inventions - Philips Funhouse
Fort Boyard: The Challenge - Microids
Frog Feast - Rastersoft

CD-i Games Index G-M

Go - CapDisc
Golden Oldies - SPC Vision
Golden Oldies II - SPC Vision
Golgo 13 - Japan Interactive Media
Great day at the races, A - CD-I Racing, Dove Films, Total Vision
Guignols de l'Info, Les - Canal+ Multimedia / INTL CDI
Heart of Darkness - Amazing Studio (for Virgin)
Hitchhiker's Guide to the Galaxy, The - Philips Kaleidoscope
Holland Casino CD-i - HMO
Hotel Mario - Philips Fantasy Factory
Inca - Coktel Vision
Inca 2 - Coktel Vision
International Tennis Open - Infogrames
Jack Sprite vs. The Crimson Ghost - PF Magic
Jeopardy - Accent Media
Jigsaw - Novalogic
Joe Guard - DIMA
John Dark: Psychic Eye - CapDisc
Joker's Wild!, The - Accent Media
Joker's Wild Jr., The - Accent Media
Kether - Infogrames
Kingdom - The far reaches - CapDisc
Kingdom 2 - Shadoan - CapDisc
Labyrinth of Crete - Philips Funhouse
Laser Lords - Spinnaker
Last Bounty Hunter, The - CapDisc
Legend of the Fort - Microids
Lemmings - DMA Design / Psygnosis
Lettergreep - Wigant Interactive Media
Lingo - SPC Vision
Link - The faces of evil - Animation Magic
Lion King, The - Virgin Interactive Entertainment
Litil Divil - Gremlin Graphics
Litil Divil 2: Limbo Years - Gremlin Graphics
Lords of the rising sun - Philips POV
Lost Eden - Cryo (for Virgin)
Lost Ride, The - Formula (Lost Boys)
Lucky Luke - The video game - SPC Vision
Mad Dog McCree - CapDisc
Mad Dog McCree II: The lost gold - CapDisc
Magic Eraser - Circle (for ZYX)
Mah-Jong - Japan Interactive Media
Making the Grade - 3T Productions
Man Before Man - Cryo
Marco Polo - Infogrames
Mario Takes America - CIGAM
Master Labyrinth - AVM AG/HQ
Mega Maze - CapDisc
Memory Works, The - Compact Disc Incorporated
Merlin's Apprentice - Philips Funhouse
Microcosm - Philips Freeland Studios
Micro Machines - Codemasters
Monty Python's Invasion from the Planet Skyron - Daedalus CD-i Productions
Mutant Rampage - Body Slam - Animation Magic
Myst - Sunsoft (for Cyan)
Mystic Midway - Rest in pieces - Philips POV
Mystic Midway 2 - Phantom Express - Philips POV

Compact Disc Interactive

Compact Disc Interactive

Games N-Z

Name that tune - Philips Fantasy Factory
New Day - Bits Corporation
NFL Hall of Fame Football - Philips POV
Othello - HMO
Pac Panic - Philips ADS / Namco
Palm Springs Open - ABC Sports / Fathom Pictures
Pool - SPC Vision
Pinball - CapDisc
Plunderball - ISG Productions
Power Hitter - ABC Sports / Fathom Pictures
Power Match - Two's Company
Pursue - BEPL
Pyramid Adventures - Compact Disc Incorporated
RAMRaid - PRL Redhill
Return To Cybercity - Fathom Pictures
Riddle of the Maze, The - Fathom Pictures
Riqa - Bits Corporation
Rise of the Robots - Mirage Technologies
Sargon Chess - Spinnaker
Scotland Yard Interactive - AVM AG/HQ
Secret Mission - Microids
Secret Name of Ra, The
Shaolin's Road - Infogrames
Skate Dude - Viridis
Smurfen, De - De Telesmurf - Infogrames
Solar Crusade - Infogrames
Solitaire - BEPL
Space Ace - Superclub / INTL CDI
Space Ranger - Studio Interactive
Special Operations Squadron - SPC Vision
Sport Freaks - SPC Vision
Star Trek - Philips POV
Star Wars: Rebel Assault - LucasArts
Steel Machine - SPC Vision
Striker Pro - Rage
Strip Poker Live - Greenpig Production
Strip Poker Pro - Interactive Pictures
Super Fighter - The Super Fighter Team / C&E
Super Mario's Wacky Worlds - NovaLogic
Surf City - Philips Sidewalk Studios
Tangram - Eaglevision Interactive Productions
Taco's Toyroom Troopers - Creative Media
Tankdoodle - Creative Media
Tetris - Philips POV
Tetsuo Gaiden - Creative Media
Text Tiles
Thieves' World - Electronic Arts
Tic-tac-toe - BEPL
Tox Runner - ISG Productions
Treasures of Oz - Philips Kaleidoscope
Ultra CD-i Soccer - Krisalis
Uncover featuring Tatjana - SPC Vision
Uninvited - Icom Simulations
Video Speedway - ISG Productions
Vinnie the Pinguin - Pandemonium Labs
Voyeur - Philips POV
Voyeur 2 - Philips POV
Whack-a-Bubble - Creative Media
What's it worth - Marshall Cavendish Multimedia / Spice
Who shot Johnny Rock? - CapDisc
Wordplay - BEPL
World Cup Golf - US Gold
Zaak Sam, De - Toneelschool NL
Zelda - The wand of Gamelon - Animation Magic
Zelda's Adventure - Viridis
Zenith - Radarsoft
Zombie Dinos From The Planet Zeltoid - Philips POV

  © Interactive Dreams Version 5 by The Black Moon Project 2013

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