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The SNES CD is why we have Mario and Zelda on CD-i

>> Thursday, December 31, 2009

The story behind the Nintendo-Philips-Sony triangle will always be a mystery, I will always wonder if Philips was the reason why Nintendo didn't continue on the SNES CD with Sony (because of Philips game patents thanks to their Magnavox acquisition) and how the SNES CD would have become the CD-i 2. Somewhere in between it all didn't happen, but the Nintendo games on CD-i are the only retail left-overs of this history. Nintendo and Sony were pretty far in the SNES CD prototype state of business as you can see in these pictures. With Philips I don't know if any prototypes were made, we've never seen them.

Interesting to read the Playstation was first a product between Sony (manufacturing), Nintendo (game copyrights) and Philips (CD and console patents): "At the end of 1992 Sony, Nintendo and Philips signed a deal whereby PlayStation would be able to run SNES CD-ROMs but left Nintendo with the sole rights to all its games. The version of PlayStation being developed at that time never made it into production."

Stories on the internet always tell you that both Sony and Philips went their own way after the Nintendo break-up: Sony developed Playstation and Philips the CD-i. That's a big mistake, CD-i was way older than SNES and Playstation. CD-i was developed by Philips AND Sony in the eighties. Sony developed their own CD-i player in 1992 but banned the format. My mystery conclusion would be that Sony stopped CD-i because of the SNES debacle between Sony and Philips with Nintendo. How about that? We've read before about initial similar file formats between Playstation and how CD-i was the forerunner of Playstation. Pictures source: Lost Levels

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Happy Christmas!

>> Tuesday, December 22, 2009

We're proud to say our CD-i blog has survived its fourth year since our launch in 2005! The CD-i news was marked again with silence and news overload at the same time, just when MESS started to show interest in our format. Just when we're close to 2010 I want to say thank you again for your support and I'm happy to report we did it another year and will do again in 2010. Paying close attention to our visitor stats and the polls we did last year I noticed the majority of you are old-time CD-i buyers or brand new CD-i-googling-browsers but the ones who return frequently are all familiar with CD-i since the ninetees: interesting to see this blog serves as a nice memory trip while different game websites contact me about more information about a specific CD-i subject. It makes me feel warm we're doing something that's unique online, so thank you again for that. We'll be back next year to continue our line hopefully seeing the new CD-i Emulator soon!

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Custom boxart of Hotel Mario CD-i

>> Monday, December 21, 2009



By: DuckD0nald

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More sketches/art from Philips ADS (Redhill, UK)

Nice view on the archive tapes of Philips Media @ Redhill:

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Random CD-i Quote (7)

"One of the projects I worked on in conjunction with Philips Research Labs UK in 1994, was the creation of an MPEG-video-based networked 3D car chasing game for CD-i. Two teams would compete against each other: the good cops and the bad villains. Each player would be part of one of the teams and through his car could see the whole city in 3D-generated MPEG video. MPEG seamless branching was going to be used to seamlessly arrange on the fly thousands of pre-produced road driving sequences (also played back at variable MPEG frame rates), in order to create the illusion of an interactive 3D of very high visual quality. Other cars were going to be shown as graphical sprites. The project did not get past the prototype stage because of its cost, but if it had been completed it would have been the most complex and ambitious CD-i game ever produced. Technically it was a combination of techniques applied in Kathy Smith Personal Trainer (seamless branching), Dead End (variable mpeg frame rates) and networked gaming (this was before the days of the Internet boom!). Too bad it did not happen. It was a lot of fun designing it though!"

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Atlantis: The Last Resort CD-i: original concept sketch for the guns

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Interview with Dana Hanna - The Crow CD-i game

>> Sunday, December 20, 2009



There were a few requests to find the interview about The Crow CD-i, which was published on The Black Moon Project but due to the server transfer has been lost somewhere. Read it below until Devin has found back the lost treasures we have on cancelled CD-i games.

It's common place for game related projects to be cancelled without explanation as has been witnessed on occassion in the past including high profile titles like DiscWorld. Another trend which continues to this day in the video game industry is the film license. Philips Media was no exception negotiating the rights from Pressman to use The Crow license in a video game for CD-i. It was obviously quite a catch for Philips and would give increasing street credibility to the system as described in CDi magazine, David McElhatten President of Philips Media Games comments "I can think of no better property than The Crow to use as a basis for a game. It's a hit at the box office and a huge success in video rental stores. It is a perfect match between the interactive entertainment and film industries." Besides this press release and an earlier article in a video trade magazine from Novemeber 1994 with the article "With 'Crow' Game, Philips Flies Beyond CD-i" little else is known about the title. Fortunately Dana Hanna producer/designer of The Crow game was prepared to answer some questions about the project, yet it will still remain a mystery as to why Philips never fully developed such a highly marketable video game.

Black Moon Project: First of all, could you please tell us a bit more about yourself, your career at philips, any projects you've been involved with before and after "The Crow"?

Dana Hanna: I started my career in games at Philips. I didn't really think of it as something you could do for a living. But I had always loved games and been the weird little girl beating all the boys in the arcade growing up. I like a lot of folks who got into the industry a while back, kind of fell into the gig. I was working my way through grad school in film production / animation at UCLA, and I needed cash badly. I took a job as a temporary secretary and got sent to Philips. They liked me, and I just sort of...stayed.

I went from temping to doing cleanup animation on a children's title, to being the first hire in QA, to getting sent to front line QA a title in the UK, to somehow producing that title and living in the UK for a year. I still think QA is a great starting point for folks who want to be game devs. But now, universities offer entire programs for game development. I feel really old :)

BMP: The first press release on "The Crow" was in December 1994, and I believe the project was cancelled in 1996, is that correct?

Dana Hanna: Not sure when the press releases were, but that sounds about right.

BMP: Was "The Crow" being produced in house at Philips or externally?

Dana Hanna: Well, now, that's complicated. Here's where I have to haul out the history book.

Philips bought the license to do a game based on the motion picture "The Crow". They paid a pretty good chunk of money (for the time) for the rights. The execs originally envisioned it as a "mocap fighter" - a genre that never really went much further than Sony's Johnny Mnemonic game. The gig went to Philips POV, the folks who made the best-selling CD-i game "Voyeur". They were an external team, but obviously had very close ties to Philips.

POV was also doing Voyeur 2 at the time, and were stretched pretty thin. They did a prototype app for the mocap fighter, which worked well and demonstrated the basic game mechanic. It was quite an accomplishment, especially considering the workload they had at the time. I believe Philips decided to go a different direction with the game, though, and elected to start from square one. They let various external production groups bid on it, since POV was swamped with other projects.

At the time, I was running a small internal production team at Philips. We'd just finished localizing every flavor of Burn:Cycle you could imagine. We decided throw our hat into the ring on The Crow, and crunched out a pitch doc.

I knew we had an advantage over other bidders, because two of us on the team were bigtime comic book readers. Rantz Hoseley, our art director, was an experienced and published comic book artist. I'd been a reader since college, and knew a lot of folks in the trade through friends and animation work. We both loved The Crow. Our pitch really showed our appreciation and understanding of the material.

The execs reviewed our pitch and liked it. They tossed it over to Pressman Films (the owners of The Crow movie license) to get their feelings. Rantz and I met with the Pressman folks (as I remember, it was a meeting during the San Diego Comicon) to see if it was a good match. It was. We were two very happy campers. We were doing a game we really cared about.

BMP: How would you describe your role in the project?

Dana Hanna: I was the producer and designer on it. Pulled the team and the design together, and handled a lot of the client relations part.

BMP: What kind of game did you envision 'The Crow' to be, and how far from that was the project when it was aborted?

Dana Hanna: We were in the age of the "cinematic action adventure". Burn:Cycle had done that really well. The genre was more or less still viable. We were using the basic system that Burn:Cycle used, with some nice enhancements. Lots of full motion video (with hopefully nicer compression than had been done before), CG environments. The gameplay was an action / puzzle mix, with a heavier emphasis on action than Burn:Cycle had.

These games dried up in the market pretty quickly in the mid-nineties. I think it was a good choice at that time for The Crow, especially considering the target audience. But the novelty of this genre wore thin. Nothing really changes - the Next Big Gimmick always comes and goes in games, but really, it's about whether the game is fun to play. Most of these cinema games honestly just weren't much fun. Great cut sequences don't make up for poor gameplay.

Of course, I think The Crow would have been a great game, too :)


BMP: How far in development did "The Crow" come, and why was it actually cancelled?

Dana Hanna: Oh my, we'd been crunching for about 6 months on it when it got killed. I believe POV had been going at least that long on it, too, and probably longer.

Saddest part is that we had *just* managed to assemble God's own dev team. We found a truly wonderful solution for getting top-notch 3D talent at a price we could afford by using the uber-talented Mr Daniele Colajacomo as a contractor. (Shameless plug: visit Dani's 3D artist resource site at www.3dsite.com). Dani put together a team of artists that could work from home, managed by him, saving us a ton of overhead. And we had also *just* decided on a director - the incomparable Mr Gustavo Garzon. Gustavo and I were students at UCLA Film at the same time. His visual style was exactly the right choice for The Crow. He's gone on to direct music videos for everyone from Ricky Martin to Shakira to Gloria Estefan to... Johnny Cash. Really.

As for why it was canceled, well, I can only speculate. We'd recently had a management change. The person who killed the project had never actually talked to me about it - or anything else. I'm not sure if he knew much, if anything, about the game. I really didn't know him. Perhaps he thought it was the wrong time to do this kind of game. Can't really say, since I never got a chance to ask him.

It was the first project for which I'd ever had full responsibility. Rantz and I both loved the material, so it wasn't really just another job for us. We were both really disappointed on a personal level when we got the news. But it definitely taught me that if you want to survive in the games industry, you have to be able to live with seeing some of your babies strangled. First and foremost, it's a business.


BMP: "The Crow" was primarily developed for CD-i with CD-ROM and MAC ports planned as well. Did the PC/MAC versions ever see the light of day, and is "The Crow: Complete Interactive Collection" in anyway connected to all this?

Dana Hanna: Nope, no PC or Mac versions of our game, at least. No versions at all as a matter of fact! As far as I know, we had no connection to the other piece you mention. I left Philips a few months after The Crow was killed, so I'm not really sure what happened to Philips' rights to the license after that.

BMP: Was conversion to PC/MAC going to happen using Philips Media's famous XP platform?

Dana Hanna: I believe so, yes. (Memory foggy... too many years of crunch...)

BMP: How do you look back at working for Philips Media, any nice memories you wish to share?

Dana Hanna: Wow. What a question. :)

I wouldn't trade anything for my years at Philips. We used to call it Philips University, and for a good reason - many, many of the folks who started there are now making great games all over the world. You worked for Philips, you learned, and often, you moved on. And most of us didn't come in thinking of game dev as a real job. I still count lots of the Philips crew as close friends.

Many of the nice memories are not repeatable in polite company. I don't know which one to pick. But here's a random one I've always enjoyed...

When I worked in QA, we had one tester (who shall remain nameless... let's just call him Bob for the purposes of the story) who was a bit... gullible. We would test the games in desks that looked a bit like library carels - long rows of desks separated by little partitions. As you probably remember, Philips remotes were wireless gadgets with a little thumbstick in the middle.

Well...

One day "Bob" was testing a product, and someone decided to rib him by standing silently behind him and moving the cursor around the screen with their remote. Bob lifted his glasses to adjust them, and his cursor went up. Hmmm. He lifted them again. And the cursor moved the same way. Heavens! Stop the presses! A new bug!

The QA lead was called over. A group gathered around the machine. Somehow, everyone managed to keep from laughing and kept the Serious Face on. Wow! That's amazing! Do it again Bob! Move the cursor with your glasses!

It would have been only marginally funny, if someone had not then convinced him that he could do the same thing by sticking out his tongue and moving it. After a few minutes of this, someone lost it and cracked up. End of joke.

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Professional CD-i development of using the Digital Video Cartridge

>> Wednesday, December 16, 2009


"A lot of the development on the professional side focused on titles that made extensive use of the DVC, as we were essentially replacing touch screen / videodisc-pc combination systems with cd-i players and video was an essential part of that equation. There was quite a bit of development that went into dealing with proper encoding, mastering and playback of FMV, and we developed code to allow us to enter and exit FMV streams at specific I frame entry points and in some cases cache-ahead streams being switched between that allowed for seamless switching of fmv streams on the disc. I also developed a lot utilities for extracting and color-match-converting frames from the encoded FMV streams to DYUV/RGB888 and which allowed us to seamlessly transition to and from FMV between graphic frames for interactions. I also had developed capabilities for overlay popup controls for FMV which allowed forward/reverse scan, slow/fast motion, step, pause/play, and branching (i.e. back/next) within titles. I mentioned some other things I think in a post in another forum. I included some of these capabilities in CD-i capability demo discs we developed for Philips Professional Media.

One of the original demo discs that Philips produced for the FMV card had some source code embedded (intentionally, although not documented anywhere) as files in the file system that gave a leg up to developers who were developing code for the DVC cards. The Green Book extensions were not really very helpful always in terms of practical issues surrounding use of DVC capabilities. We also repurposed allocated FMV buffers when they were not in active use to be able to maximize the memory utilization/capabilites of the system for interactive/graphic content in FMV titles."

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Programming on a CD-i 605 using a hard drive

>> Tuesday, December 8, 2009


"You can actually use the 605 without a disc emulator for program development. You simply burn your assets to a disc and run the software from a connected hard drive or the floppy drive - starting the software from the terminal connection. With the right software on the 605 hard drive and connecting the box to the pc with a terminal emulator you can transfer software to the box from the same session. We used it this way quite a bit as another (hardware) alternative to debugging on the I2M cards. At one point we had worked out how to share a drive on the SCSI chain between a PC and the 605 so that we could compile directly to the connected hard drive.

We experimented with sharing the hard drive between the 605 and the PC also and it works okay as long as you keep in mind the FAT and directory caching issues. You need a special SCSI cable and rejumper either the 605 or your PC SCSI interface, otherwise both end up using SCSI ID 7.

The OS-9 PCF file manager caches almost nothing, so using it for reading data written by the PC works fine (sometimes you have to force a cache flush but this usually happens automatically within a few seconds). However, if you want to write to the hard disk from the 605 and subsequently read it from the PC you have to flush the PC cache and reload it after the writing is done.

We initially used Windows 3.1 and found that we had to quit Windows and use SMARTDRV /F (or something). With Windows 9X it got easier: you could just take a full drive lock from a DOS box (I think we used the LOCK command).

The technique you describe for using an asset disc also works on most consumer players if you download the application using the serial port; we even went to far as to have special file open routines that looked for downloaded versions of specific asset files. This was sometimes necessary to debug player incompatibilities. You needed a DVC, of course, or there usually wasn't enough RAM for the downloading as our CD-i games had a tendency to use all of the available base-case memory for screen buffers, compiled sprites and sound effects.

At the time we used a crappy Philips tool called PCCDI to do the serial downloading (it had serial port bugs), but nowadays you could use my CD-i Link program (works on modern PCs and over an USB-Serial adapter).

Of course, you could also use CD-i Emulator nowadays..."


Credits: cdifan and sfetchit

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Defunct Games reviews Dragon's Lair CD-i

>> Monday, December 7, 2009

It's been a long while since Defunct Games introduced CD-i reviews on their website and recently Tom has put up his latest review of Dragon's Lair CD-i. A few quotes: "I didn't expect much of it, since I always found it hard to appreciate the "gameplay" aspect of laserdic games in general. But to my surprise I enjoyed this game more than I thought beforehand."
"The CD-i version of Dragon's Lair looks quite impressive -- very close to the original and much better than the PC/Mac editions. Also the control of this edition is a little more forgiving than in other versions. If you do an action too early you don't die instantly this time."
"Most annoying is that every time Dirk dies (which is very, very often) or when he accomplishes a scene or a sequence of scenes the player has to face a high score screen - which really interrupts the flow of the game. The scores aren't even saved when you turn the game off, making it totally pointless. Besides that this game is almost impossible to finish. You only get three lives and no continues. "

Read more here.
Thanks to Tom Lenting from Defunct Games

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CD-i in the US Army

>> Wednesday, December 2, 2009

The US army is very close to using war games as a tool to recruit new people nowadays. Recently this disc was offered which is indicated as a CD-i disc from the US Army Infantry School (The US Army Training Support Center). It is called "Bradley Fighting Vehicle Operation Desert Storm Sustainment Training". So it could be a slideshow, but it could also be something more interesting. But, as there are no CD-i logos or brands printed on the picture, I'm sceptic that it might not even be a CD-i at all (it wouldn't be the first time). But I'm eager to find out more info if anyone can offer. You know this title? Please let us know.

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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

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