Sonic the Hedgehog is a video game franchise created and produced by Sega. The franchise centers on a series of speed-based platform games. The protagonist of the series is an anthropomorphic blue hedgehog named Sonic, whose peaceful life is often interrupted by the series' main antagonist, Doctor Eggman. Typically, Sonic—usually along with some of his friends, such as Tails, Amy, and Knuckles—must stop Eggman and foil any plans of world domination. The first game in the series, released in 1991, was conceived by Sega's Sonic Team division after Sega requested a mascot character, the title was a success and spawned sequels, and transformed Sega into a leading video game company during the 16-bit era in the early to mid-1990s.
Veil of Darkness is a horror-action-adventure game for DOS, FM Towns and PC-98, which was developed by Event Horizon Software and published by Strategic Simulations, Inc. in 1993. Veil of Darkness is a third person, 2D point-and-click adventure game with RPG elements featuring a fixed isometric perspective and a fair share of action-RPG style combat.
The Player assumes the role of a cargo pilot whose plane is shot down by a mysterious force while flying over a remote valley in Romania. A helpful village girl named Deirdre Kristoverikh rescues the Player from the crash and takes the Player to her father Kiril, who informs them that their arrival via plane crash marks them as the chosen one who is prophesized to destroy Kairn.
Kairn is the local vampire lord who long ago murdered his father and brothers so he could inherit control of the valley. Becoming a vampire, he's used his powers to cut off contact with the outside world. The valley rests in perpetual darkness or as the game’s title suggests a “veil of darkness” and the Player moves about the map, learning of new locations from the populace as you assist in various quests.
Veil of Darkness features an isometric point of view, a control panel customizable in size and an inventory system. All actions are controlled by the mouse and by areas / items within the control panel
The Sound Blaster family of sound cards was the de facto standard for consumer audio on the IBM PC compatible system platform, until the widespread transition to Microsoft Windows 95, which standardized the programming interface at application level (eliminating the importance of backward compatibility with Sound Blaster), and the evolution in PC design led to onboard motherboard-audio, which commoditized PC audio functionality. By 1995 Sound Blaster cards had sold over 15 million units worldwide and accounted for seven out of ten sound card sales
Model CT1330, announced in May 1991, was the first significant redesign of the card's core features, and complied with the Microsoft MPC standard. The Sound Blaster Pro supported faster digital input and output sampling rates (up to 22.05 kHz stereo or 44.1 kHz mono)
with added a "mixer" to provide a crude master volume control (independent of the volume of sound sources feeding the mixer), and a crude high pass or low pass filter. The Sound Blaster Pro used a pair of YM3812 chips to provide stereo music-synthesis (one for each channel).
The Sound Blaster Pro was fully backward compatible with the original Sound Blaster line, and by extension, the AdLib sound card. The Sound Blaster Pro was the first Creative sound card to have a built-in CD-ROM interface. Most Sound Blaster Pro cards featured a proprietary interface for a Panasonic (Matsushita MKE) drive. The Sound Blaster Pro cards are basically 8-bit ISA cards, they use only the lower 8 data bits of the ISA bus. While at first glance it appears to be a 16-bit ISA card, it does not have 'fingers' for data transfer on the higher "AT" portion of the bus connector. It uses the 16-bit extension to the ISA bus to provide the user with an additional choice for an IRQ (10) and DMA (0)m channel only found on the 16-bit portion of the edge connector.
Leisure Suit Larry's Greatest Hits and Misses! is your first exclusive chance to play the long lost Leisure Suit Larry 4: The Lost Floppies! Not. Just kidding, the infamous floppies are still missing, and the fourth game of the series remains Al Lowe's sweet mystery. The package, however, includes the following classic adventure games from the chronicles of the wannabe notorious womanizer, Larry Laffer:
A interview with the creator of Leisure Suit Larry which was included on the Larry´s Greatest Hits (And Misses!)
"Get 6 Leisure Suit Larry Games for only 1c* .... *plus any additional retail price marked on the front, back, side panel, shrink-wrap, tag, sign, floating balloon, or the life size stand-alone semi-nude photo of Al Lowe which Marketing thought would be a good idea" :)
Sierra released five so-called "AGI Demo Packs". The packs contain demos of several AGI games like Police Quest, Leisure Suit Larry, Helicopter Simulation and Space Quest. Demo Pack 2, which was released in 1988. In this video we show the demo of Luise Suit Larry in The Land Of The Lounge Lizards.
The series had its origins in Sierra's earlier Softporn Adventure, a 1981 text adventure created by designer Chuck Benton. That game is also included in this awesome compilation.
Here is the list of games included in this package :
-Leisure Suit Larry in the Land of the Lounge Lizards (both the original and the VGA version!)
-Leisure Suit Larry Goes Looking For Love (In Several Wrong Places)
-Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating Pectorals!
-Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work!
-Leisure Suit Larry 6: Shape Up Or Slip Out
-The Laffer Ultilites for Windows
-Larry´s Big Score
-Leisure Suit Larry's Casino Games
-Playable demo and video from Freddy Pharkast, Frontier Pharmacist
Quest for Glory is a series of hybrid adventure/role-playing video games, which were designed by Corey and Lori Ann Cole. The series was created in the Sierra Creative Interpreter, a toolset developed at Sierra specifically to assist with adventure game development. The series combines humor, puzzle elements, themes and characters borrowed from various legends, puns, and memorable characters, creating a 5-part series in the Sierra stable.
The series consisted of five games, each of which followed directly upon the events of the last. New games frequently referred to previous entries in the series, often in the form of cameos by recurring characters. The objective of the series is to transform the player character from an average adventurer to a hero by completing non-linear quests.
The game also was revolutionary in its character import system. This allowed players to import their individual character, including the skills and wealth s/he had acquired, from one game to the next.
The games include a number of easter eggs, including a number of allusions to other Sierra games. For example, if a player types "pick nose" in the first game, (or clicks the lockpick icon on the player in the new version), if their lock-picking skill is high enough, the game responds: "Success! You now have an open nose". If the skill is too low, the player could insert the lock pick too far, killing himself. Another example is Dr. Cranium, an allusion to The Castle of Dr. Brain, in the fourth game.
The Sharp MZ 700 series replaced the aging MZ 80 (MZ 80K, MZ 80A and MZ 80B) series. Moreover, the MZ 700 was compatible with the MZ 80K and MZ 80A.
The MZ 700 series is composed of four machines: the first three models were launched in 1983 (November 1982 in Japan) and the last one was launched in late 1985 (in fact, this one is the "ancestor" of the MZ 800):
- the MZ 711 was the "naked" model (without any peripheral),
- the MZ 721, has an integrated tape recorder
- the MZ 731, has built-in plotter and tape recorder).
- the fourth model was the MZ 780 which was actually a MZ 731 with a 80 columns card, a floppy disk drive and a Centronics port. It worked under CP/M.
There was no language in ROM (the ROM size is only 2 KB, it is just used for boot and OS calls), it has to be loaded from tape. So there was a lot of languages adapted for this machine (more than five versions of BASIC, assemblers, Pascal, Lisp, C, Fortran, Comal, Forth, & others).
The games were a bit poor because of the low resolution (which was actually graphical characters), but there were 512 graphic characters in ROM, which can be used to offset it (sort of).
Yngvi Th. Johannsson
Retro gaming enthusiast and all around computer collector.
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