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Create your own CD-i gamepad mod

>> Friday, December 28, 2007

One of the members of Retroforum.nl created his own personal CD-i gamepad by modifying his Sega Genesis Quickshot controller with the electronic part of the CD-i gamepad. Apparently it's not that difficult to mod a CD-i gamepad and create a more responsive gamepad instead. We all know the Philips gamepads are not the best and it's typically a hardware issue because the original Genesis (Megadrive) CD-i gamepad converter already shows it can get a lot better. Now this guy, called 'the fixer', showed us you can easily manipulate two gamepads compiling one good working CD-i pad as well.

I recommend you to read this review by Devin about the CD-i peripheral created by Paul Hackmann first, so you remember what happened between 2002 and 2005 about modding CD-i gamepads.



In these pictures it is shown what he has done to change the electronic part of the CD-i pad from the CD-i pad case into the Quickshot case. It is a destructive operation so you won't get back your original CD-i pad, be careful! Open the CD-i gamepad and cut out the circuit board, and make it smaller so it fits the Quickshot or similar sized controller.





After this operation, prepare the CD-i circuit board onto the Quickshot Megadrive controller pad and re-link all the buttons. According to this guy it's a very simple operation although I doubt all of us can copy this! I'm going to try this with my SNES quickshot controller soon.







Watch the pictures closely and you'll see how small the eventual circuit boards ends to be, and the relinking of the buttons is a difficult job if you're not experienced with electronics! Please note neither 'The Fixer' nor Interactive Dreams takes any responsibility for any damage you get by altering your CD-i hardware. Be careful and remember it's at your own risk!

Thanks to 'The Fixer', Retroforum.nl

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Christmas Crisis: a second opinion by Defunct Games

>> Thursday, December 27, 2007

Adam from Defunct Games took his chance to review Christmas Crisis one more time. I'm glad Adam keeps the CD-i section at Defunct Games alive, let's see what he has to say about Christmas Crisis, picking out my favourite quotes: "In Christmas Crisis for the Philips CD-i, [the bad guy] has rigged twenty-four presents with explosives. Santa must now travel across the world to dismantle the bombs before they fall into the fragile hands of children." "Levels are laid out vertically. This basic gaming formula shows skeptical CD-i players that the system can indeed match 16-bit consoles in its execution and playability." "[In Christmas Crisis], you must earn [passwords]. If you fail to acquire enough points by picking up collectables, you won't get a password." "A 3D mini-game presents itself between some levels in which you steer a sleigh from a first-person point-of-view, the graphics looks impressive!" "On the whole, Christmas Crisis is good, cheerful title with very fine mechanics. It has all the requisites of a good holiday game: bright colors, festive music, and [good] playability." Read the complete review here!



















Content courtesy of Adam (Defunct Games)

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Happy Christmas!

>> Monday, December 24, 2007


Just a line to say Happy Christmas and thanks for all the support. It's been a great year for Interactive Dreams providing everything I love about the CD-i system, new emerging projects with cdi.isgreat.org leading the way for an interesting view on CD-i according to RDJNL, and ofcourse the excellent first homebrew CD-i project named Frog Feast! Then the old work horse The Black Moon Project now mostly resurrected back to it's former glory, although the game pages are not all there yet but you can imagine how much work it holds to complete this! I'm sure this will be continued in 2008, so there are many things to look out for next year.



Hope you've enjoyed all the updates to Interactive Dreams in particular which I put a lot of enjoyment in. Overall you'll find pretty much everything when searching the site, and I'm always looking for improvements like an index feature and a faster website. I've collected here the pictures related to the coming holidays which were posted years ago. Happy Holidays to all of you and don't worry: Even in the holidays updates will be published at Interactive Dreams.



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Link and Zelda on CD-i in the eyes of John Szczepaniak

>> Saturday, December 22, 2007

Apparently more people know about the Zelda CD-i games and more than often dislike them without ever having touched a CD-i player. Thankfully John Szczepaniak is from a rare breed who tries to convince the internet of the quality of the Zelda CD-i games, and I have to credit him for his ways to do that. John: "I am one of the minority who sincerely enjoys the first two CDi Zelda games, Wand of Gamelon and Faces of Evil. I bought a CDi to play them, since I had never seen any explanation of the gameplay amongst all the criticism. People only talked about those awful cinemas. I didn't pay too much, and started them thinking they'd be awful. I used a 3-button hardwired pad, and was surprised to find them very enjoyable and clever in places. If you use a gamepad, as opposed to the infrared remote, they play rather well. I’ve heard good results from emulating the system and using a 360 pad. I like them for many reasons, some of which I’ll try to explain."

John: "I enjoyed them so much, I tracked down and interviewed the guy behind them. I then wrote a couple of articles on them. The latter of which was, in truth, very loud in its praise. Balancing I thought, since almost everything else about them is stupidly loud criticism. I now pleasantly find that Interactive Dreams has written not ONE but in fact TWO pieces on the games, stating they're good, and asking: "What if they weren't lumbered with the Nintendo license?"

The games are cleverly designed, with staggered progress like you’d find in the official Zelda or Metroid games. I’m not going to explain the whole game(s), but I’ll describe two of my favourite bits that really made me really think the games were clever.



Here we see a key, but we’re not sure where the key needs to be used. Later on you’ll meet a character who’ll tell you she locked a cave door to keep the monsters away, and hid the locking mechanism inside a skull.



The skull was only a little way to the right. I’d never even thought about using the key on it!

Key and lock, a common gameplay mechanic in videogames, existed on the same level, in nearly the same screen, but it was never made obvious. When you’re finally told where the lock is, it’s like a revelation. My other favourite section is pure “Metroidvania” in terms of design.



These guys drop snowballs.



These fire lizards can only be killed with snowballs, and in doing so, they drop firestones.



Which are the only things that can kill these monkeys.

The game has several sections like this, where you progress a little, then have to have to go back to a different stage to acquire items, progress a bit further, and so on. Very much like Super Metroid, or any other such game. It’s not original design, but it works, and is fun (I’m only breaking it down into baby steps to make it easier to understand why I enjoy this game).

Item collection works as well as you’d expect, and being able to keep everything you’ve collected up to the point when you die makes the game painless. When I first started playing, and only had three hearts, I died maybe a dozen times (I died twice as much when I played my very first NES game), but at the end, I’d accumulated a lot of money for the item stores, and also a magic lamp! All that effort felt like it paid off. Die a dozen times another game, and it means nothing.

Graphics

Ignore the cinemas. No offence to Sergei Servianoff (or my father), but East European cartoons are crap. On the other hand, I like it when a game tries something different. Okami tried something different and was praised. The Zelda games have a kind of Monet-like style to them. No, they’re not as good as Monet, but they’re trying something different which is not unpleasant. In fact, it’s quite stylish in places.

Monet:



Zelda:



The in-game graphics are another highlight of LZ, especially the backgrounds, since rather than being traditional pixel-based sprite-art, they have a Claude Monet-like pastel impressionist quality. This should be evident from the screens - strokes from when the backgrounds were first painted are still visible. Over the years only a few games have tried experimenting with different visual styles, which elevates LZ to the plateau of titles like Okami (Japanese brushwork); Donkey Kong Country and Killer Instinct (CG renderings); Skullmonkeys (claymation); Rakuga Kids and Rakugaki Showtime (graffiti); Saga Frontier 2 and Legend of Mana (water color) plus of course, Yoshi's Island (wax crayon), among others.

This was a direct result of the CD medium being able to hold the higher resolution scans, and it's a pity that not more games have tried being a little different. Also as clever, as previously stated, is that character dialogues are introduced via portrait-cinemas which overlaid onto in-game action. The problem though is that all the FMV-style cinemas are of a very low quality.

The reason for this proves fascinating: a bunch of Russian animators were flown over and placed in an apartment, then drew everything. Not to offend anyone from Eastern Europe (my surname reveals that I too hail from that area), but when you think about it, the post-communist east-bloc styling is painfully evident in the cut-scenes, and for anyone who enjoys Japanese anime (a staple in most videogames) or the kind of output from Ghibli studios, then those in LZ aren't very palatable. More beautiful Zelda shots. Viking shipwreck on a mountain:



Dead whale:



There are many others. they play a lot like most Zelda, Metroid and other adventure games, though with some rather clever ideas thrown in (and yes, they could retrospectively be considered a Metroidvania-type pair of games).

Gameplay for both is the same: you start with a large map (too large to fit in a single screenshot) and three selectable areas. Choose one to start that stage. Finishing a stage involves moving to the end and striking a triforce symbol. Doing so ends the stage, opening up a new one on the map, and so you progress. Occasionally instead of a triforce there will be a boss to defeat.

You can scroll backwards and forwards at will. Killed enemies drop items (such as snowballs and fire crystals) and rupees which can be used to buy essential items like lamp oil (for dark areas, useable once you've found an oil lamp), rope (for climbing to high platforms), and bombs (for killing enemies and breaking rocks).

Some enemies can only be killed with specific weapons, while some areas can only be passed using certain items. There are also NPCs who request you bring them items in exchange for other valuable things (such as jars to hold fairy water which restores health, the ability to shoot from your sword, and so on).

Progress is staggered, and all of this makes it very comparable to the first two Zelda games and also the Metroid titles. You're shunted to-and-fro, acquiring items which each time enable you to progress a little further. This style of design is hugely satisfying and is pulled of really well. The only flaws found in the games are due to inherent hardware problems, not sloppy design or structuring - the actual pacing and structure is impeccable.

The biggest problem is control, in that you only have 4 direction and 2 action buttons (less options than even a NES pad). Jumping is done by pushing up, which takes time to master, though a winged helmet later on enables bigger jumps and makes things easier. This doesn't stop the game from being enjoyable, but you need to learn its subtler nuances to make movement easy. Sword attacks are done via button 1. Accessing the inventory meanwhile is done by ducking and pushing button 2, the same button assigned for using special items. This genuinely can be annoying, since it means you can't use items such as bombs or anything else while ducking. Still, not a major problem once you're aware of it.

Some people complain it's impossible to avoid enemy projectiles without getting hit, resulting in repeated deaths. Not so! If you had read the booklet, you'd know that Link or Zelda's shield only become active if you stand still. That's right. Do nothing, and all those enemy axes, rocks and spears will simply bounce off. Once I started doing this, I found it possible to traverse stages without taking any damage - you must resist the temptation to constantly move.

Another complaint is the flying enemies, which people claim harass you relentlessly. Not so! If you stand still and continuously kill them (resulting in a lot of useful rupees), they will eventually stop. Between twenty to thirty need to be killed, but once done there are no flying enemies until you change stages. Furthermore, you can buy loaves of bread which will distract them, and you can also later acquire a bell which allows you to freeze them in mid-air (making them ripe for a quick, easy killing).

A general problem encountered by people playing LZ for the first time is one of difficulty. In truth, once you know the weak spot for certain things (enemies, jumping areas, and other sticking points), the game becomes fairly easy. There's also the jars which can hold fairy water and restores your hearts, plus also the ability to shoot from your sword and items to jump further, all of which makes things easier still. Finally, even if you die in a stage, there is no such thing as game over. You're simply placed back on the map with all the items you've collected so far in that stage. This was a brilliant move, since it means that no game time is ever a waste. If you play through an area only to die at the boss (I only ever found one boss to a major challenge), you'll still keep all the rupees and special items you've collected up to that point. This means it's possible to load the game up for fifteen minutes, dive right into a really difficult monster-filled area, kill a few brutes to rack up some rupees, then let yourself die so you can try a different stage. It ensures the gameplay remains painless.

Overall the atmosphere is one of a grand adventure, with great excitement as new and exotic areas open up. The first time you board the Viking longboat, or venture through the Harlequin Bazaar, is quite special. It feels satisfying as progress is made and, thanks to some beautiful backgrounds and unique music, makes for some memorable gaming. It baffles me how people could have such hatred for these games, and I can only assume that they've never reached later stages, or were blinded by Nintendo loyalty.

Examined in isolation from their source material, and acknowledging the inherent faults with the hardware, there isn't actually any complaint which can be raised against the raw design of the two games. They contain fun and unusual ideas, while making clever use of a well implemented item system (the feeding Glutko bombs puzzle is a personal favourite, and mimics the Grumble Grumble boss in the first Zelda).

Music

I love the music in this game, and if I could get decent recordings without sound effects I’d put them on my MP3 player. Again they try something different. Panpipes and middle-eastern music, and other non-conventional sounds. Maybe it’s a bit electronic in places, but it’s quite pleasant.

Listen to a few tracks of the soundtrack. I quite like Kobitan Village and Sakado Town. The overworld music is also fairly good. Sadly they don’t have the desert music.

People get so hung up about these being non-canon because Nintendo never made them. If that’s so, then Metroid Prime must be utterly rubbish because it was made in Texas (it’s not rubbish, just in case you were wondering, though I still prefer Super Metroid).

Ignore the Nintendo licensing, ignore the names of the characters, ignore the cinemas, and try to see the genuine quality in these titles. They’re really not that bad. Actually, they’re rather good fun if you have an open mind."

Credits: John Szczepaniak Screens: Quebec Gamers Source: Insert Credit

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Le Monde du CD-i: "Sorry we're closed"

It's already one month since one of the biggest CD-i websites "Le Monde du CD-i" shut down. We've informed you about that three weeks ago. Le Monde du CD-i has always been an excellent source for our screenshots and videos! Blurb69, CougarCDi, Burncycle, Topxicemu, Terratron and especially Omegalfa: None of them is available to communicate. Thankfully I traced down DJKoelkast who is responsible for hosting the website. According to DJKoelkast the site needs serious security updates, it is very sensitive to hack attacks right now. For 1,5 year there has been no updates to the Le Monde du CD-i engine. Probably both he and Omegalfa realize this is a heavy task and not easily done by a single patch. How it got this far we don't know, but it remains to be seen when Omegalfa takes action to update the site. Until that moment, the website of Le Monde du CD-i will remain down. We'll keep you posted!

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Philips Superclub, the CD-i specialist of the benelux

>> Wednesday, December 19, 2007


Although the large Kids Entertainment division of Philips Media put the system forward as family friendly, common videogames store never stocked any CD-i material. Here in the Netherlands, videogames are normally sold in toy-stores. But they never sold anything of CD-i. There was a small catalogue available in Free Record Shop, which was also a funder of the Gold Club Disc. It's one proof that CD-i was never seen as a regular games machine. But where did we buy our games? Right: Superclub.

Do you remember the Superclub Stores? It was a multimedia store from belgium (and the netherlands), owned by philips for more than 50%. It was one of the main channels for your cd-i supplies. They had a wide range of cd-i titles, and the whole store was filled with philips tv's and cd-i demo sets. Ofcourse not every store was the same, but in our local Superclub they built a big round pillar with a round table around it, suiting six cd-i demo sets. I remember playing chaos control there. There was also a CD-ROM demo set with Down in the Dumps (also published by philips..) Too bad they shut down.

Today i visited this store again. Ofcourse, it's no Superclub anymore, but this place is now rent to Van Leest. This is a CD&DVD store. They still use the same equipment of the old Superclub, the same televisions, the same CD installments in the wall, the same shelves. Only the demo pillar has been removed, leaving a wide open area. Still i noticed a big gap in the ceiling on the same place with broken circuits from the pillar. A globe with a big cd-i logo was on it, and i still see the contours of the globe. Nice ...

It made me think of other cd-i spots which are still visible these days. One of my favorite is at the Free Record Shop in 's Hertogenbosch (Netherlands) where at the front door there is still a large blue (old) neon board with the logos of Nintendo, Sega, Playstation and CD-i on it. Great to see that.

From the press: "Decision by Philips Electronics to wind up Belgian video rental chain Superclub as of 1 April 1997 marks end of Belgian rental chain's troubled history, which has cost Philips over $500m since its acquisition in 1991. Superclub, which had 87 stores in Belgium, Netherlands and France, was founded in 1983. In 1992 Philips bought out minority shareholders. Superclub was part of Philips as of 1991."

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There were more than 50 different types of CD-i players

>> Tuesday, December 18, 2007

In the early development-stage, changes looked very promising for CD-i: as almost all major consumer electronics companies announced plans to manufacture players or showed prototype models. Among those companies were Pioneer and Matsushita (Panasonic), but the players that they showed never went into production. Sony sold some portable CD-i players for a very short period of time in 1991. But in the end, Philips became the major backer of the CD-i system, supporting the system with software titles, authoring tools and some 20 or so models of CD-i players, which were produced until June 1999.

By then, CD-i had already disappeared from the consumer market for some years, but it was extensively used by a wide variety of companies in the professional field. Over the years, several companies joined Philips in producing players, or selling modified OEM-versions of existing players such a LG Electronics, Kyocera, Bang & Olufsen, Grundig, Digital Video Systems, NBS and Memorex.

Philips alone produced some 20 models of CD-i players, including consumer models to fit in a regular stereo system, mini CD-i players, portable CD-i players with and without a screen, stereo systems with an integrated CD-i player, TVs with an integrated CD-i player, professional CD-i players and special authoring CD-i players.

Philips sold various professional CD-i players next to the standard consumer models. Both types of players comply fully to the CD-i standard as defined in the Green Book and were based on the same CPU and audio and video ICs, but the professional players usually offered some extra features. There were professional players with an integrated floppy disk drive, parallel ports to connect a printer or ZIP-drive, SCSI-ports, Ethernet network connections or with up to 5 MB of extra RAM. Some players had a feature that enabled the users to customise the start-up screen of the player shell. Several professional players were especially made for CD-i development studios since they included input ports to connect an emulator to simulate the playback of a CD-i disc from an external hard disk for testing purposes.

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Oldergames CD-i prototypes: Super Fighter, Super Mario, Jack Sprite

>> Monday, December 17, 2007


Now that the Oldergames domain is handed over to the Super Fighter Team, another CD-i era is over which has boosted CD-i attention a lot since 2002. Interactive Dreams takes a look at what Oldergames brought to the CD-i scene. It all started in 2001 when the CD-i scene was owned by The Black Moon Project and CD-i Heaven, Pete Dabbs was busy coding his CD-Ice emulator which eventually never made it happen (Try the new CD-i emulator instead!). Robin Bivins announced that they bought a PC-CD-i development set including a basket of discs and prototypes. Bivins announced to the CD-i scene they were planning to release five games: Plunderball, Jack Sprite: The Crimson Ghost, Go, Space Ranger and Super Mario's Wacky Worlds (SMWW).

Bivins speculated to make a special release of SMWW, but eventually he backed out probably realizing the legal issues. The other games were not trademarked and the developers didn't exist anymore. So these are the only unreleased games which are 'released', although it's been done with just a 'pat on the back', according Bivins. You could guess that Philips would never approve the use of its name on the covers, but in a retro perspective it's a nice touch. They probably just don't care anyway. But it's in no way an 'official release', which makes these games a little obscure. Bivins ensured at the time that the discs were not able to be copied, but in a long thread at Digital Press some fanatic members succeeded anyway after some time. Thanks to them, I was able to play these games.

So, Bivins started a little the hype of Super Mario's Wacky Worlds. There were more valid prototypes, apparently, and I think Spoonman brought the info to the public. We all know SMWW as the most well-known CD-i prototype with high potential, coded by Novalogic. It's all in the pipeline to cover that game here.



Unfortunately, with Super Fighter Team taking over the place, there's no chance of getting new CD-i games of them. Brandon Cobb, the man behind Super Fighter Team, explains: "As of December 14, 2007, the OlderGames name and internet domain (www.oldergames.com) have been acquired by Super Fighter Team. At this time, we have no interest to produce games for CD-based systems; we intend to continue our focus on cartridge-based games. The plan to port Super Fighter to CD-i was cancelled several years ago. At the time (2001?), OlderGames was interested in licensing Super Fighter and paying to produce and publish it for several CD-based consoles including CD-i. Obviously it didn't happen."



Plunderball
This is one of the favorites of Devin and after some hours of playtime I have to agree it's a very clever game. It has a little in common with Breaker, where you shoot the ball through the level. As in Jack Sprite, you're starring in a movie tie-in and you see video scenes of the story all over the game. Plunderball is basically a Pinball game but enhanced with a story mode it translates the pinball boards into space where your ball is a ship flying through space.Lots of bonus places, it's as varying as Pinball can get and I really like the story and how they implemented this with Pinball. Converting two totally different genres into a videogame always makes for a popular game, like in Puzzle Quest recently. From the booklet: "Real Life Space Drama, Pinball Style. The story begins with the kidnapping of a space princess and moves on from there as you hit certain objects on the pinball field."



Jack Sprite: The Crimson Ghost
Out of the four games that Oldergames released on CD-i, in my opinion Jack Sprite is the best. Along with Plunderball, this one is a 'big' game and it's very complete (considering the prototype status). This game was coded by PF Magic, who also brought Max Magic to CD-i. Basically you're watching the movie about the Crimson Ghost with Jack, and from time to time Jack feels the need to help the movie characters. When you agree, push the button and jack will jump into the screen. Some kind of minigame is started and you'll either fight against the bad guys of the movie or you race like in Micro Machines against an opponent, depending on what kind of movie scene you were watching. The racing scene has still some bugs in it, with hang-ups and some visual bugs in it. From the booklet: "Hey Jack! It's Time To Save The World! Perhaps the first game of it's kind ever - Jack Sprite vs The Crimson Ghost is a truly unique blend of FMV U-Direct type play with a twist of Platform Fighting Action! Designed and concieved by Night Trap Creator Mr. Rob Fulop, Jack Sprite is one game that deserves a place in game history. In this game you take on the role of Jack, an inventor who created a piece of machinery that will allow you to teleport into classic Republican Pictures "Crimson Ghost" movies and save the world from the evil hands of the one and only fiend himself!"



Go
Actually this is not really a prototype game but it has been released before as a regional release in Italy. This one is called Go: Special Edition and may be on the agenda of Philips to get a full release instead of a regional one, just like how Shaolin's Road two years after its initial release got a full release as well. The full release of Go didn't see the light of day so in the end this showed up in the basket of Oldergames. It's a very simple board game of Othello, nothing more and nothing less. From the booklet: "Welcome to the game of GO! A game of War, Wits, Wisdom and Strategy. GO has deep roots beginning in Asia many hundreds of years ago. Much older and sophisticated than Othello which was modeled on the principles of GO. This game is nowhere near short of a loyal following with tournaments just about any time and clubs just about anywhere in the world today."



Space Ranger
Space Ranger has a lot of potential but in the current state it's a rather worthless game. It only shows you what ISG was able to get right on CD-i, some kind of shooter like Steel Machine. In this demo, there are no enemies or anything interesting so you're done with it real fast. It could have been a nice shooter if Philips had the money to invest in these CD-i projects a little earlier. From the booklet: "This game plays one level only and is not complete by any means whatsoever. This is an Alpha Stage CD-i game and contains bugs. This title is for the TRUE CD-i Collector!"

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Santa plays on CD-i in Christmas Crisis! (c)

>> Sunday, December 16, 2007

Christmas is in trouble. "The presents are missing. The toys have gone insane. Time to suit up, grab your weapons, and kick some possessed to butt. Unfortunatly, your James Bond tux is in the cleaners, the Solid Snake costume is out for cleaning, and you don't want to dress up like Megaman. So, you'll just have to go it in your normal everyday wear... SANTA." That's how Gir starts his review of Christmas Crisis on CD-i Collective. He was online last week with the latest news on his upcoming Collective on the CDInteractive Network: "What's happening to the collective? I've tried SMART FTP as suggested by Devin and I still cannot regain access to the space offered by him. After some recent PC issues, it has become difficult to say when and where the Collective can return. I really do want it back up, but finding space I can work in, and time I can get to really do it justice, are scarce. I'm hoping early 2008 will see the Collective return." Until that time, Interactive Dreams visits some memories of the CD-i Collective, with today, following the current Christmas theme: Christmas Crisis!



Ok, so that intro was laced with a ton of cheap old jokes, its still a good promotion for this mediocre Christmas based clone of Super Mario Brothers. You take on the role of the jolly old elf and have to round up all the presents and take out the monsters and toys that have wreaked havoc on Christmas. This is a reasonable platform game with smooth scrolling both vertically and horizontally, but the most of the levels seem very small. Keeping in the vein of the 8-Bit Super Mario, everything on the screen is quite small, yet reasonably animated. The details on the still objects are much higher than the animated ones, making some of the game look a bit disjointed. Color levels though, are much higher than in other platformers, especially in the backgrounds, a major plus to giving this a much more "Christmas-y" feel. A real plus.

Gameplay is pretty straight forward. Run, jump (incredibly high for someone supposedly so fat) and throw snowballs. Colision detection for the weapons is quite good, but its a bit flakey when you are trying to make jumps to even the nearest platforms. A bit frustrating to make the jump perfectly, but because 3-5 pixels of your foot were off the edge, it slides you back and off the edge. To top it off though, that happens inconsistently. So you can make the same exact jump 5 times, and only succede once out of all of them. Also, you can run out of snowballs, but lack of an on-screen counter for how many you have is incredibly irritating when you're late in the game. Also, since presents are hidden in the floors of each level, having a consitency as to which type of floor contain them would have been nice. Its easy to release the gifts as they pop up if Santa hits the floor with his head or jumps on top of it.



The holliday music is a nice touch, but minimal in game sounds are a bit harsh. Theres no sound effects for the planes, trains or cars that you think would make some noise. A bit forgivable since if they were trying to emulate SMB, none of their enemies make noise either. BUT, the lack of sounds for Santa isn't as negotiable. Sure, his throwing a snowball makes a almost there THWOMP sound, theres no sound for his jumps, and no noise if he dies. Annoying. This adds to the feel that this title was rushed out.

To sum this up, its a mediocre platformer. But since there are so few of this type of game on the CD-i, its a nice addition to your library even if it's a bit flawed. If you're a fan of platform games, and are willing to put up with some frustrating gameplay, this title is for you. It can be a fun little game for a while. But don't get too attached, while it may sport alot of levels in its self promo on the packaging, most are so small, the game is over before you know it.

Credits: CD-i Collective

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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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