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KlopjerO

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Everything posted by KlopjerO

  1. thanks for the mention 007 !
  2. scummvm - Sherlock Holmes and the case of the serrated scalpel-klopjero View File The Lost Files of Sherlock Holmes is an adventure game series developed by Mythos Software and published by the American computer game company Electronic Arts for DOS in the 1990s. The series contains The Case of the Serrated Scalpel (1992), and The Case of the Rose Tattoo (1996). The Case of the Serrated Scalpel The player, as Sherlock Holmes, is engaged by Scotland Yard to help with the murder investigation of a young actress. While the manner of her death suggests this is another strike by Jack the Ripper, Holmes believes someone else had committed the crime. The investigation takes Holmes and Watson to many parts of late 19th Century London, including a perfume shop, the zoological gardens, the morgue, a pub, several dwellings, Surrey Commercial Dock, Savoy Street Pier, St Pancras Station, and of course 221B Baker Street. The graphics are VGA, with MIDI music and a few scenes with digitalized speech (in the intro and end sequence, and the cutscene at St Pancras Station. In the other scenes there are sound effects, but no speech). The player interacts with the characters through a command menu with verb icons that is intuitive for anyone who had played other adventure games of the period. In 1994 the game was released for 3DO as full talkie and the portraits of the talkers were replaced by clips with video actors. Submitter KlopjerO Submitted 05/20/2017 Category Themes (4:3) HyperBase Version Media Dimensions File Count Credits
  3. Version 1.0.0

    82 downloads

    The Lost Files of Sherlock Holmes is an adventure game series developed by Mythos Software and published by the American computer game company Electronic Arts for DOS in the 1990s. The series contains The Case of the Serrated Scalpel (1992), and The Case of the Rose Tattoo (1996). The Case of the Serrated Scalpel The player, as Sherlock Holmes, is engaged by Scotland Yard to help with the murder investigation of a young actress. While the manner of her death suggests this is another strike by Jack the Ripper, Holmes believes someone else had committed the crime. The investigation takes Holmes and Watson to many parts of late 19th Century London, including a perfume shop, the zoological gardens, the morgue, a pub, several dwellings, Surrey Commercial Dock, Savoy Street Pier, St Pancras Station, and of course 221B Baker Street. The graphics are VGA, with MIDI music and a few scenes with digitalized speech (in the intro and end sequence, and the cutscene at St Pancras Station. In the other scenes there are sound effects, but no speech). The player interacts with the characters through a command menu with verb icons that is intuitive for anyone who had played other adventure games of the period. In 1994 the game was released for 3DO as full talkie and the portraits of the talkers were replaced by clips with video actors.
  4. Next time, please please please don't use magic wand.. look at that wheel it could have been so awesome.. the misses a few chuncks out of it's outline.. the the other letters are half black outlined half not.. and the added shadow as a result looks horrible.... fix it. you have the technology! best thing is probably cut a new one..
  5. ScummVM - ThatPurpleStuff's Themes View File ScummVM - ThatPurpleStuff's Themes Greetings, I tend to post a excerpt from the corresponding Wikipedia Article, but not today. As I am currently working on the completing the missing themes for the ScummVM system, I noticed that the themes that ThatPurpleStuff made back in 2013/2014 were not available here in the downloads section. So without boring you any further with why and how I am hereby releasing his work as two archives, one containing the themes and the other containing the wheels. 221 themes and wheels. Hopefully this pack will find you well and out of appreciation go over to @thatpurplestuff's Profile and write something on his wall as a thank you. Submitter KlopjerO Submitted 05/15/2017 Category Themes (4:3) HyperBase Version Media Dimensions File Count Credits  
  6. Version 1.0.0

    268 downloads

    ScummVM - ThatPurpleStuff's Themes Greetings, I tend to post a excerpt from the corresponding Wikipedia Article, but not today. As I am currently working on the completing the missing themes for the ScummVM system, I noticed that the themes that ThatPurpleStuff made back in 2013/2014 were not available here in the downloads section. So without boring you any further with why and how I am hereby releasing his work as two archives, one containing the themes and the other containing the wheels. 221 themes and wheels. Hopefully this pack will find you well and out of appreciation go over to @thatpurplestuff's Profile and write something on his wall as a thank you.
  7. scummvm - myst-win-klopjero View File Myst is a graphic adventure puzzle video game designed by the brothers Robyn and Rand Miller. It was developed by Cyan, Inc., published by Brøderbund, and initially released on the Macintosh platform in 1993. Remakes and ports of the game have been released for platforms including the Sega Saturn, PlayStation, 3DO, Microsoft Windows, Atari Jaguar CD, CD-i, AmigaOS, PlayStation Portable, Nintendo DS, iOS, OS X, and Android. The game puts the player in the role of the Stranger, who uses a special book to travel to the island of Myst. There, the player solves puzzles and travels to other worlds known as "Ages". Clues found in each of these Ages help to reveal the back-story of the game's characters. The game has several endings, depending on the course of action the player takes. After producing several interactive games aimed at children, the Miller brothers decided to create an adult-targeted game with a non-linear story, believable characters, and an ethical dilemma. Initially turned down by Activision, Cyan was later approached by Sunsoft, who helped fund Myst. The game took two years to develop and was Cyan's largest project. Upon release, Myst was a surprise hit, with critics lauding the ability of the game to immerse players in the fictional world. The game was the best-selling PC game until The Sims exceeded its sales in 2002. Myst helped drive adoption of the then-nascent CD-ROM format. Myst's success spawned four direct video game sequels as well as several spin-off games and novels. Submitter KlopjerO Submitted 05/14/2017 Category Main Menu Themes HyperBase Version Media Dimensions File Count Credits  
  8. Version 1.0.0

    99 downloads

    Myst is a graphic adventure puzzle video game designed by the brothers Robyn and Rand Miller. It was developed by Cyan, Inc., published by Brøderbund, and initially released on the Macintosh platform in 1993. Remakes and ports of the game have been released for platforms including the Sega Saturn, PlayStation, 3DO, Microsoft Windows, Atari Jaguar CD, CD-i, AmigaOS, PlayStation Portable, Nintendo DS, iOS, OS X, and Android. The game puts the player in the role of the Stranger, who uses a special book to travel to the island of Myst. There, the player solves puzzles and travels to other worlds known as "Ages". Clues found in each of these Ages help to reveal the back-story of the game's characters. The game has several endings, depending on the course of action the player takes. After producing several interactive games aimed at children, the Miller brothers decided to create an adult-targeted game with a non-linear story, believable characters, and an ethical dilemma. Initially turned down by Activision, Cyan was later approached by Sunsoft, who helped fund Myst. The game took two years to develop and was Cyan's largest project. Upon release, Myst was a surprise hit, with critics lauding the ability of the game to immerse players in the fictional world. The game was the best-selling PC game until The Sims exceeded its sales in 2002. Myst helped drive adoption of the then-nascent CD-ROM format. Myst's success spawned four direct video game sequels as well as several spin-off games and novels.
  9. ScummVM - voyeur-klopjero,thatpurplestuff View File Voyeur is an interactive movie video game released in 1993 for the Philips CD-i. DOS and Macintosh computer ports were later released. A major selling point for the game was the "mature" content of the full motion video sequences, with a number of simulated sex scenes. The player takes on the role of a private investigator hired by a member of the wealthy Hawke family in order to gain enough evidence to bring down the corrupt Reed Hawke (played by Robert Culp), CEO of Hawke Industries. Hawke has gathered his family together for the weekend to prepare for his announcement that he will be running for President of the United States. The player controls a video camera located in a building opposite to spy on the Hawke family home in an effort to gather enough evidence to destroy Reed Hawke's career. The player character's client is randomly selected each time a new game is started, and the storyline also changes according to the player's actions. The game uses the surveillance concept pioneered by the Digital Pictures game Night Trap, but without the "trap-em-up" elements. A sequel was released for DOS and Mac OS, and a finished beta version of the sequel for Philips CD-I has been discovered and distributed on various abandonware sites. Submitter klopjero Submitted 05/12/2017 Category Themes (4:3) HyperBase Version Media Dimensions File Count Credits  
  10. Version 1.0.0

    78 downloads

    Voyeur is an interactive movie video game released in 1993 for the Philips CD-i. DOS and Macintosh computer ports were later released. A major selling point for the game was the "mature" content of the full motion video sequences, with a number of simulated sex scenes. The player takes on the role of a private investigator hired by a member of the wealthy Hawke family in order to gain enough evidence to bring down the corrupt Reed Hawke (played by Robert Culp), CEO of Hawke Industries. Hawke has gathered his family together for the weekend to prepare for his announcement that he will be running for President of the United States. The player controls a video camera located in a building opposite to spy on the Hawke family home in an effort to gather enough evidence to destroy Reed Hawke's career. The player character's client is randomly selected each time a new game is started, and the storyline also changes according to the player's actions. The game uses the surveillance concept pioneered by the Digital Pictures game Night Trap, but without the "trap-em-up" elements. A sequel was released for DOS and Mac OS, and a finished beta version of the sequel for Philips CD-I has been discovered and distributed on various abandonware sites.
  11. ScummVM - Sherlock holmes: The Case of the Rose Tattoo-klopjero View File The Lost Files of Sherlock Holmes is an adventure game series developed by Mythos Software and published by the American computer game company Electronic Arts for DOS in the 1990s. The series contains The Case of the Serrated Scalpel (1992), and The Case of the Rose Tattoo (1996). The Case of the Rose Tattoo[edit] Holmes' brother Mycroft is caught in an explosion when his club, the Diogenes, is blown up. The player, first as Doctor Watson and then as Sherlock Holmes, investigates the explosion and discovers that it was not a gas leak but a bomb which was the cause. This leads them to investigate a case of espionage and the strange death of an unidentified man. In this game, establishing the identity of the victim is as important as finding out who killed him. The intricate plot leads the player to a great number of locations over town and involves several subplots. The game is longer than its predecessor and features a much higher degree of historical accuracy and detail. The graphics are near-photo quality and the atmospheric sounds more are realistic, while the background music, which communicated the mood of the scenes in the first game, is applied less in the Rose Tattoo. Unlike the previous game, digitized speech is employed throughout the game and adds characterization to the NPCs. The characters in the game were made by filming real actors in costume, against a bluescreen. While the characters are thus more lifelike, Rose Tattoo did not display large, high-quality faces shown during dialogues in the first game. A similar use of in-game video can also be found in e.g. Jones in the Fast Lane and Under a Killing Moon and in retrospect appears as a transient trend permitted by the available hardware. The CD-ROM greatly increased the data storage space available to a computer game. Most games of this period filled the empty space by enhancing the game with digitized speech and cut-scene videos. Later, advances in CPU and graphic card hardware allowed high-resolution characters to be rendered in 3D. Submitter klopjero Submitted 05/11/2017 Category Themes (4:3) HyperBase Version Media Dimensions File Count Credits
  12. Version 1.0.0

    82 downloads

    The Lost Files of Sherlock Holmes is an adventure game series developed by Mythos Software and published by the American computer game company Electronic Arts for DOS in the 1990s. The series contains The Case of the Serrated Scalpel (1992), and The Case of the Rose Tattoo (1996). The Case of the Rose Tattoo[edit] Holmes' brother Mycroft is caught in an explosion when his club, the Diogenes, is blown up. The player, first as Doctor Watson and then as Sherlock Holmes, investigates the explosion and discovers that it was not a gas leak but a bomb which was the cause. This leads them to investigate a case of espionage and the strange death of an unidentified man. In this game, establishing the identity of the victim is as important as finding out who killed him. The intricate plot leads the player to a great number of locations over town and involves several subplots. The game is longer than its predecessor and features a much higher degree of historical accuracy and detail. The graphics are near-photo quality and the atmospheric sounds more are realistic, while the background music, which communicated the mood of the scenes in the first game, is applied less in the Rose Tattoo. Unlike the previous game, digitized speech is employed throughout the game and adds characterization to the NPCs. The characters in the game were made by filming real actors in costume, against a bluescreen. While the characters are thus more lifelike, Rose Tattoo did not display large, high-quality faces shown during dialogues in the first game. A similar use of in-game video can also be found in e.g. Jones in the Fast Lane and Under a Killing Moon and in retrospect appears as a transient trend permitted by the available hardware. The CD-ROM greatly increased the data storage space available to a computer game. Most games of this period filled the empty space by enhancing the game with digitized speech and cut-scene videos. Later, advances in CPU and graphic card hardware allowed high-resolution characters to be rendered in 3D.
  13. ScummVM - ques for glory 4-klopjero View File Quest for Glory is a series of hybrid adventure/role-playing video games, which were designed by Corey and Lori Ann Cole.[1][2][3][4][5] The series was created in the Sierra Creative Interpreter, a toolset developed at Sierra specifically to assist with adventure game development.[6][7] 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 was originally titled Hero's Quest. However, Sierra failed to trademark the name. The Milton Bradley Company successfully trademarked an electronic version of their unrelated joint Games Workshop board game, HeroQuest, which forced Sierra to change the series' title to Quest for Glory.[8][9][10] This decision meant that all future games in the series (as well as newer releases of Hero's Quest I) used the new name. Quest for Glory: Shadows of Darkness[edit] Main article: Quest for Glory: Shadows of Darkness Drawn without warning from his victory in Fricana, the Hero arrives without equipment or explanation in the middle of the hazardous Dark One Caves in the distant land of Mordavia. While struggling to survive in this land plagued with undead, the Hero must prevent a dark power from summoning eternal darkness into the world. Submitter klopjero Submitted 05/10/2017 Category Themes (4:3) HyperBase Version Media Dimensions File Count Credits  
  14. Version 1.0.0

    82 downloads

    Quest for Glory is a series of hybrid adventure/role-playing video games, which were designed by Corey and Lori Ann Cole.[1][2][3][4][5] The series was created in the Sierra Creative Interpreter, a toolset developed at Sierra specifically to assist with adventure game development.[6][7] 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 was originally titled Hero's Quest. However, Sierra failed to trademark the name. The Milton Bradley Company successfully trademarked an electronic version of their unrelated joint Games Workshop board game, HeroQuest, which forced Sierra to change the series' title to Quest for Glory.[8][9][10] This decision meant that all future games in the series (as well as newer releases of Hero's Quest I) used the new name. Quest for Glory: Shadows of Darkness[edit] Main article: Quest for Glory: Shadows of Darkness Drawn without warning from his victory in Fricana, the Hero arrives without equipment or explanation in the middle of the hazardous Dark One Caves in the distant land of Mordavia. While struggling to survive in this land plagued with undead, the Hero must prevent a dark power from summoning eternal darkness into the world.
  15. Version 1.0.0

    84 downloads

    The game begins with Roger Wilco being court martialed for various, humorous reasons (all of which Roger, being the idiot that he is, cannot defend properly). He is demoted back to his position as second class janitor aboard the SCS DeepShip 86 (a parody of the Deep Space 9). Among the reasons for Roger being simply demoted and not expelled from StarCon is the "safe return of the SCS Eureka". This is a continuity error in that the Eureka was in fact destroyed in Space Quest V. Later, on the DeepShip, Commander Kielbasa (named after the kielbasa sausage and a parody of the Kilrathi from the Wing Commander series of video games) announces that, as reward for their excellence in "A Glitch In Time Saves Gamma Nine" (a parody of "a stitch in time saves nine"), they are to be given shore leave on the planet Polysorbate LX ("LX" pronounced "sixty", after the preservative). Meanwhile, an extremely old and wrinkled woman named Sharpei (after the dog breed of the same name, also noted for its wrinkles, and voiced by Lucille Bliss) is revealed to be plotting Roger's demise. It is later revealed that she is the subject of "Project Immortality", which was supposed to prolong life indefinitely. Roger's adventures throughout the game have him dealing with a T-1000 like "endodroid" (a reference mostly to the replicants from Blade Runner, including an "endodroid runner" giving Roger the assignment and speaking with a New York accent), entering cyberspace (mostly a desert canyon like area, an "office" resembling Windows 3.1, and a seemingly endless room of file cabinets known as the "file manager"), and venturing into Stellar Santiago's digestive system (for which humor is added through Gary Owens' narrations providing scientific detail of everything within each area, as if from a textbook). Roger and Stellar develop a relationship that almost attracts Roger to the point of enamoration for her. This was designed as a way to potentially create another love interest for Roger. A running gag in the game is the inclusion of a rotting fish in Roger's inventory which he cannot seem to get rid of. It is revealed in an anti-climatic end that the fish is the only way to destroy Sharpei, who by the end of the game has become a virus infecting Stellar Santiago. The game ends on a cliffhanger, with Stellar saying that Roger "is going to like his next mission". Despite this, Space Quest 7 never came to fruition, and the cliffhanger was never resolved.
  16. ScummVM - Space quest 6 -klopjero(20170507) View File The game begins with Roger Wilco being court martialed for various, humorous reasons (all of which Roger, being the idiot that he is, cannot defend properly). He is demoted back to his position as second class janitor aboard the SCS DeepShip 86 (a parody of the Deep Space 9). Among the reasons for Roger being simply demoted and not expelled from StarCon is the "safe return of the SCS Eureka". This is a continuity error in that the Eureka was in fact destroyed in Space Quest V. Later, on the DeepShip, Commander Kielbasa (named after the kielbasa sausage and a parody of the Kilrathi from the Wing Commander series of video games) announces that, as reward for their excellence in "A Glitch In Time Saves Gamma Nine" (a parody of "a stitch in time saves nine"), they are to be given shore leave on the planet Polysorbate LX ("LX" pronounced "sixty", after the preservative). Meanwhile, an extremely old and wrinkled woman named Sharpei (after the dog breed of the same name, also noted for its wrinkles, and voiced by Lucille Bliss) is revealed to be plotting Roger's demise. It is later revealed that she is the subject of "Project Immortality", which was supposed to prolong life indefinitely. Roger's adventures throughout the game have him dealing with a T-1000 like "endodroid" (a reference mostly to the replicants from Blade Runner, including an "endodroid runner" giving Roger the assignment and speaking with a New York accent), entering cyberspace (mostly a desert canyon like area, an "office" resembling Windows 3.1, and a seemingly endless room of file cabinets known as the "file manager"), and venturing into Stellar Santiago's digestive system (for which humor is added through Gary Owens' narrations providing scientific detail of everything within each area, as if from a textbook). Roger and Stellar develop a relationship that almost attracts Roger to the point of enamoration for her. This was designed as a way to potentially create another love interest for Roger. A running gag in the game is the inclusion of a rotting fish in Roger's inventory which he cannot seem to get rid of. It is revealed in an anti-climatic end that the fish is the only way to destroy Sharpei, who by the end of the game has become a virus infecting Stellar Santiago. The game ends on a cliffhanger, with Stellar saying that Roger "is going to like his next mission". Despite this, Space Quest 7 never came to fruition, and the cliffhanger was never resolved. Submitter klopjero Submitted 05/07/2017 Category Themes (4:3) HyperBase Version Media Dimensions File Count Credits
  17. ScummVM - beavis and Butthead virtual stupidity-klopjero(20170504) View File Special Thanks to WesFranks for providing the background. he's a great fart knocker~! Beavis and Butt-Head in Virtual Stupidity is a point and click adventure computer game based on the American animated television series created by Mike Judge, Beavis and Butt-Head, that was developed by ICOM Simulations and published by Viacom New Media. It was released on August 31, 1995.[1] It featured vocals from the series' cast of voice actors, including Mike Judge.[2] Besides the main game, four mini-games are featured, called Hock-A-Loogie, Court Chaos, Bug Justice, and Air Guitar. The main game plots the two main characters, Beavis and Butt-head, trying to get into Todd's gang. Over the course of the game, they have to complete tasks[3] and explore areas in the fictional town of Highland, Texas. It was originally released on the PC. A CD-i port of Virtual Stupidity was planned but was cancelled due to falling sales of the console. A PlayStation port was made, but was only released in Japan. Submitter klopjero Submitted 05/05/2017 Category Themes (4:3) HyperBase Version Media Dimensions File Count Credits
  18. Version 1.0.0

    90 downloads

    Special Thanks to @wesfranks for providing the background. he's a great fart knocker~! Beavis and Butt-Head in Virtual Stupidity is a point and click adventure computer game based on the American animated television series created by Mike Judge, Beavis and Butt-Head, that was developed by ICOM Simulations and published by Viacom New Media. It was released on August 31, 1995.[1] It featured vocals from the series' cast of voice actors, including Mike Judge.[2] Besides the main game, four mini-games are featured, called Hock-A-Loogie, Court Chaos, Bug Justice, and Air Guitar. The main game plots the two main characters, Beavis and Butt-head, trying to get into Todd's gang. Over the course of the game, they have to complete tasks[3] and explore areas in the fictional town of Highland, Texas. It was originally released on the PC. A CD-i port of Virtual Stupidity was planned but was cancelled due to falling sales of the console. A PlayStation port was made, but was only released in Japan.
  19. ScummVM - Phantasmagoria-klopjero(20170505) View File Phantasmagoria is a point-and-click adventure game designed by Roberta Williams for MS-DOS and Microsoft Windows. Released by Sierra On-Line on August 24, 1995, it tells the story of Adrienne Delaney (Victoria Morsell), a writer who moves into a remote mansion and finds herself terrorized by supernatural forces. Made at the peak of popularity for interactive movie games, Phantasmagoria features live-action actors and footage, both during cinematic scenes and within the three-dimensional rendered environments of the game itself. Upon release, it was noted for its graphic gore, violence, and sexual content. Williams had long planned to design a horror game, but waited eight years for software technology to improve before doing so. More than 200 people were involved in the making of Phantasmagoria, which was based on Williams' 550-page script, about four times the length of an average Hollywood screenplay. It took more than two years to develop and four months to film. Originally budgeted for US$800,000, the game ultimately cost $4.5 million to develop, and it was filmed in a $1.5 million studio Sierra built specifically for the game. Directed by Peter Maris, the game features a cast of 25 actors, all performing in front of a blue screen. While most games at the time featured 80 to 100 backgrounds, Phantasmagoria includes more than 1,000. A professional Hollywood special effects house worked on the game, and the musical score includes a neo-Gregorian chant performed by a 135-voice choir. Sierra stressed it was intended for adult audiences. The company willingly submitted it to a ratings system, and included a password-protected censoring option within the game to tone down the graphic content. Released on seven discs after multiple delays, Phantasmagoria was a financial success, grossing $12 million in its opening weekend and becoming one of the best-selling games of 1995. Sierra strongly promoted the game. It received mixed to positive reviews, earning praise for its graphics and suspenseful tone, but was criticized for its slow pacing and easy puzzles. The game drew controversy, particularly due to a rape scene. CompUSA and other retailers declined to carry it, religious organizations and politicians condemned it, and it was banned altogether in Australia. A sequel, Phantasmagoria: A Puzzle of Flesh, was released in 1996, although Williams was not involved. Submitter klopjero Submitted 05/05/2017 Category Themes (4:3) HyperBase Version Media Dimensions File Count Credits
  20. Version 1.0.0

    90 downloads

    Phantasmagoria is a point-and-click adventure game designed by Roberta Williams for MS-DOS and Microsoft Windows. Released by Sierra On-Line on August 24, 1995, it tells the story of Adrienne Delaney (Victoria Morsell), a writer who moves into a remote mansion and finds herself terrorized by supernatural forces. Made at the peak of popularity for interactive movie games, Phantasmagoria features live-action actors and footage, both during cinematic scenes and within the three-dimensional rendered environments of the game itself. Upon release, it was noted for its graphic gore, violence, and sexual content. Williams had long planned to design a horror game, but waited eight years for software technology to improve before doing so. More than 200 people were involved in the making of Phantasmagoria, which was based on Williams' 550-page script, about four times the length of an average Hollywood screenplay. It took more than two years to develop and four months to film. Originally budgeted for US$800,000, the game ultimately cost $4.5 million to develop, and it was filmed in a $1.5 million studio Sierra built specifically for the game. Directed by Peter Maris, the game features a cast of 25 actors, all performing in front of a blue screen. While most games at the time featured 80 to 100 backgrounds, Phantasmagoria includes more than 1,000. A professional Hollywood special effects house worked on the game, and the musical score includes a neo-Gregorian chant performed by a 135-voice choir. Sierra stressed it was intended for adult audiences. The company willingly submitted it to a ratings system, and included a password-protected censoring option within the game to tone down the graphic content. Released on seven discs after multiple delays, Phantasmagoria was a financial success, grossing $12 million in its opening weekend and becoming one of the best-selling games of 1995. Sierra strongly promoted the game. It received mixed to positive reviews, earning praise for its graphics and suspenseful tone, but was criticized for its slow pacing and easy puzzles. The game drew controversy, particularly due to a rape scene. CompUSA and other retailers declined to carry it, religious organizations and politicians condemned it, and it was banned altogether in Australia. A sequel, Phantasmagoria: A Puzzle of Flesh, was released in 1996, although Williams was not involved.
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