|Description||The player has to travel through 9 different urban spaces, in which there are many unexpected and varied situations. From each of these spaces the participant can save others, meet messages from Spanish and international public figures, activate sound and visual effects, or access two of the audiovisual messages of the Infosida block. Each time in the course of the game you get access to an Infosida information unit, the user gets one of the sixteen pieces of a puzzle as a reward. Once the sixteen pieces have been obtained, the messy puzzle will appear on the screen and the user has a limited time to put the pieces in order.|
|Remarks||This disc was offer at schools to teenagers to prevent AIDS.|
|Tips & tricks|
|Description||a word-spelling game for the whole family with automatic scoring and speaking rules.
In the alphabet you use your tiles and merge long, short, fun, common and unusual words. Build on the words that the opponents put out and get extra points.
In order to win you have to get good tiles and manage to form words that give highest marks.
The more you play, the more skilled you will be!
|Remarks||This is a regional title form Sweden.
The translation of the game in english is “Alfapet: The classic crossword game“.
|Publisher||Philips Interactive Media of America|
|Catalogue #||8100014 (Europe)
8140036 (The Netherlands)
8712581400361 (The Netherlands)
|Tips & tricks||Alice in Wonderland – Tips|
|Description||Wonderland awaits you. Mad Hatter, the Cheshire Cat, the Queen of Spades, and all the Wonderland characters are there.
This interactive fast-paced adventure game of the classic Alice in Wonderland excites the player with 250 amazing scenarios and 40 eccentric and rich characters.
There are mushrooms, cakes and potions, all ready to eat. One will make you as small as a mouse, another as big as a giant!
Characters appear to help (or hinder) you gather the clues and acquire the powers needed to escape from Wonderland and return home.
Rich digital color and sound add to one of the most inventive, fun CD-i titles yet.
|CD-i Emulator||v0.5.3b5: Working – No issues (Limited play)|
Walkthrough from The CD-i Collective.
Great work from Gir Draxa.
Alice is not an especially difficult game, but there are some tricky parts to it.
This walkthrough (of sorts) should help you over the rough spots.
When playing the game, it helps to talk as much to people as possible, although there is usually one way of talking to them (coax, argue, etc.) that will produce the best results.
It’s also fun to read the various signs along the way; some are just funny, but many contain useful clues.
Don’t be afraid to explore all the doorways, just save the game first.
Some will not lead you anywhere important, but may contain clues needed to finishing the game.
Always pick up objects that are takeable, they will be useful somewhere along the line.
Before going down the Rabbit Hole, it is important to obtain the tin of comfits from Alice’s sister, as well as the parasol from the Reverend Dodgson.
You can coax the sister to give you the candy, and argue with the good reverend for the umbrella.
The White Rabbit can be teased to give you the answer to the Caterpillar’s riddle.
Then it’s down the Rabbit Hole!
This part is pretty simple, you just keep going down most of the time.
You can actually skip the singing mouse (he wants the marmalade from the pantry), since his song isn’t used anywhere in the game.
When you reach the Cheshire cat (my favourite character) sitting on the rock, you’ll note a door off to the right.
You can’t reach it now, but you’ll be coming back this way later, so just keep on going down.
Eventually you will come to bottom, and reach a room with cakes.
The cakes make you taller, and elixirs make you smaller.
First jump to the cakes and get all of them.
Then go back down, over to the next room, and jump up four blocks.
Eat a cake, jump over (parasol open) to the ladder and climb up.
Get all the elixirs, then return down and to the cake room.
Just left of the doorway there is a tiny door.
“Eat” two elixirs, and you can enter it.
You are now in the upper room.
Eat a cake, jump over to the table, and get the cake and elixir there, then jump over to the rope.
Don’t climb the rope, instead walk off the left edge and open the parasol.
You’ll float down to the table with the key.
Take the key, jump off, and return to the ladder room.
Go up the stairs to the small door, eat an elixir, and pass through.
You’re now above the Pool of Tears.
Enjoy another cake, then jump in and swim awhile.
You can pass by the second Rabbit Hole, the seashell in there isn’t all that important (but, you can get it if you like). Keep swimming, and you will reach the beach, and you are now in Wonderland proper.
Ok, so now you’re on the beach with the Dodo.
He has an important item, which you can obtain by giving him the tin of comfits.
Once you have the stick, keep moving to the right.
The second Alice is not all that important, but talking to her will give you some extra information.
Continue on up the hill, where the White Rabbit show up again.
He’ll mistake you for his maid, Mary Ann.
Don’t worry about it.
Tease him, and he’ll drop his fan and vanish.
Get that and keep going to the house.
Once inside, go to the door on the right and enter it, then go up the stairs.
Mary Ann isn’t all that important, but you can talk to her until she disappears.
Then go enter the doorway.
This takes you to a new room, where there is a fireplace.
Go thru there, and just follow it along.
Eventually you’ll find the Mad Hatter’s missing teacup.
Take that, and continue on and out of the fireplace.
Now you’re back downstairs again.
That’s all you need here, so leave the house, and move along to the right.
When you come to the swing, climb up and get all three teapots.
After that, continue to the right.
The puppy will get in your way, but leaves when you offer him the stick (talking will do no good, so don’t even bother trying).
Pass up the tree with the rope, you aren’t ready for that yet.
Continue on to the Caterpillar.
Along the way, pick some mushrooms, the white ones make you grow, and the purple ones make you shrink.
There is a second use for the mushrooms, but that comes later.
Ask the caterpillar why he’s doing that, and he’ll ask you a riddle.
The answer (which you should have gotten from the White Rabbit earlier), is “top hat” (Queens, being women, wouldn’t wear such a thing).
Remember the clue the Caterpillar tells you in return.
You’re done here, so move along to the right.
The Cheshire cat pops up again; you can amuse yourself by talking to him for a while.
After that, continue on until you reach the Town Hall.
Argue with the Clerk, and he’ll drop a Memo for you before he vanishes.
Pick that up, and then head back left, stopping at the Duchess’ house.
Climb up, making sure you get the muffin along the way.
Talking to the Duchess is not in the least important, although it does have its funny side.
What you really need to do is get to the room above, but you don’t have what you need yet.
So, go down the stove in the kitchen until you come to the clock.
Simply walk off the clock and open your parasol.
Climb down from the housetop and enter the house.
Go left and enter the door.
Inside is the March Hare, suffering from a broken heart.
Argue with the poor creature, and he will leave you a whisker before he disappears.
Take that, leave the room, and go upstairs.
Take the first door on the right to the Bathing Machine, and then enter it.
Go down (being careful to avoid the ferret), and you will come to the Pier.
Leave the Pier by walking left until you come to the ladder.
Climb that, and continue left.
You can pretty much ignore the painting rabbit, so keep going until you come to the platform with the rope.
Stand on the edge and jump, opening your parasol (so as to avoid the ferret below).
Swim left and continue left until you reach the museum.
Go right and upstairs and continue on until you reach the Gryphon.
Scold him, and he’ll drop a cricket bat before he disappears.
Take that, and continue right until you reach the chessboard.
Stand to the right of the chessboard, and eat a cake (or mushroom).
Turn towards the chessboard and jump.
Walk up until you reach the middle black square in the third row.
Walk up a tiny bit further, drink an elixir, and go back down to the square and enter it.
This is the Mad Hatter’s place.
Offer the teacup, and he will give you his hat, which is one of the most important and useful items in the game (of course, the Hatter disappears after giving you the hat).
The part with the Queen of Hearts in the Court Room isn’t especially important.
However, if you go through it, make sure to argue with the Queen so she asks you the riddle, whose answer is “lap”.
There is nothing else of importance here, so you can go back through the chessboard and leave the museum.
On the way back, be careful.
When you are almost to the shore, use the hat to float above the ferret.
Continue on back to the Pier, and return up to the house (there is nothing else of great importance here, but you might find it amusing to chat with the Cheshire cat in the Carousel Room).
After leaving the Bathing Machine, you might want to try the next “door” down.
This is the door to Blenheim Palace. It’s not especially necessary, but if you go through it, remember to give all three teapots to the Queen.
Ok, now leave the house and go left until you come to Lacie the artist.
Give her the Memo, Muffin and Mushroom.
She’ll disappear, and you can continue on to the Treacle Well.
Climb down that and go right to the Cricket Ground.
Enter that, and keep going left to the School.
Go to the Music Room, and coax the turtle, who will sing a song for you.
Then go to the Dance Room and enter the mirror on the left, which will take you back to the house.
Now go up to the Duchess, stand on the block to the right of her, make yourself tall (with cake or mushroom), and use the hat.
You’ll float up and bang into the wall, but if you stand in the right spot, you’ll end up standing on the rope afterwards.
Eat a mushroom or elixir to get to normal size, then go up the rope and make your way to the cradle.
Examine the cradle.
There is an ugly baby inside, who will turn into a pig and walk off when you try to take it, but it leaves behind a rattle (which you have automatically; you don’t need to use the Take command).
Ok, now comes the tedious part.
You must make your way ALL THE WAY BACK to the rabbit hole you first came down (yeah, I know, but ya gotta!).
Use the hat to float up to the ledge to the left of the Cheshire Cat.
Then eat a cake and jump over to the Cat.
Stand on the right edge of the rock, face right, and use the whisker.
Shrink down to normal, and then walk along the whisker, and up to the door.
Inside is the Dormouse (don’t worry, you still have the whisker!).
Tease him, and he’ll sing you a song.
Now, leave and go all the way back to the tree with the rope hanging down.
Climb that, and make your way up to the bird’s nest. Sing “Shut Your Beaks” to them, then wait for 12 o’clock, when you can go through the mirror into Looking-Glass Land.
Ok, so now you’re through the Looking Glass!
Take the door on the left, which leads to another room.
Take the center door, and try to help.
She’ll leave a brooch before vanishing.
Get that, and go through the mirror to Room Two.
Climb the rope there to Room One, and go out the window.
Jump (opening your trusty parasol), and you’ll be at the bottom of the Birdbath.
If you go left, you’ll find a garden and a Buttercup in it, but it’s not necessary to go there.
Walk right, passing the small Birdbath, and keep going until you come to the house with the rope.
Go up to Cloud Land, and use the hat to get to the door you see there.
Inside is the White Knight.
Help him, and he’ll sing you a song.
Teasing him also produces good results.
Leave, and make your way over to the other end of Cloud Land, where you’ll find the Bread and Butter Fly.
Take that, then go back down to earth.
Now go to the railroad station (it’s next to the house with the rope).
You’ll need a mushroom or elixir to get in.
Once inside, return to normal size, take the first door, and then walk right to the train.
Inside is a Unicorn.
Talk to him if you like, then go left to the Gnat.
Try calming him, and he’ll ask you a (very old) riddle.
The answer is “Duck”.
Then use the hat to float up out of the train.
When you fall back, you’ll be in a different train.
Walk right to the exit and leave.
Continue left, passing up the Waxworks (if you prefer, you can enter), until you reach the Jabberwocky.
Use the fan and he’ll disappear.
Keep going left until you come to the tree.
Stand on the left side, and use the hat to fly up.
You’ll find Humpty Dumpty up there, sitting in a nest.
Tease him, and he’ll leave a cravat for you.
Climb down, and walk left.
Here you need to be careful.
There is a ferret bouncing around the next screen.
As soon as you enter that screen, use the hat to float above him.
Do this as quickly as you can.
You’ll float up to the top of the steps (taking a fall in the process).
From there, go left to Tweedledum (or is it Tweedledee?).
Offer the rattle, and he’ll get out of your way.
Continue Left until you come to the White Queen again.
Give her the brooch, and keep going until you come to the door.
Go in, and try to calm the cranky machine.
It will sing you a song.
After that, leave, and go back right all the way until you come to the ladder going down (a note here about the Red Queen in the balloon.
If you decide to visit her, the answer to the riddle is “content”).
Climb down, go left (ignore the birdcage, it’s a trap) until you come to the sheep.
Sing “Munch, Munch, Munch”, and you’ll be able to get to the next room.
Offer the Bread and Butterfly to the Sgt Major, then climb up the ladder and go left.
Tease the baker, who will ask a riddle.
The answer is “Nightmare”.
Continue left and enter the Banquet Room.
Sing “God Save Queen Alice” to the Wasp, and you will be in the real Banquet Room with the talking Mutton.
Sing “No More Mutton” for it, and he’ll leave a paper crown (NOTE: you MUST have the crown before you visit the Bellman).
Ok, now go back the way you came, and return to the Palace.
Keep going left there, past the Easter Rabbit, until you reach the Barrister (British for “lawyer”).
Coax him, and he’ll ask a riddle.
The answer to that one is “Buttercups”.
Keep on left to the Bell Room. Stand directly under the rope, and use the cravat.
It will provide a way for you to climb up.
Continue to use the cravat to get up to the Belfry (note: always climb up on the right side).
If the Bellman isn’t there yet, just wait around (you can stand there, doing nothing, time will pass in the game regardless).
Offer the cricket bat to the Bellman, who will give you a key.
Take that, and go back down, and out to the ladder again, and make your way to the room that has the Banquet Room door.
This time, however, go up the stairs to the door above it and enter the Beryl Throne Room.
You can talk to the Throne or not, as you please.
Go through the door on the other side.
This leads you to a room with a ferret.
DO NOT go through the door on the bottom, it is a trap, you must go up via the rope.
You can pass the ferret by using the hat, it may take a few tries until you find exactly the right spot to stand, and the right timing as well.
Once past the ferret, get up the rope quickly, and make your way over to the White Rabbit.
Give him the fan, and he’ll get out of your way.
Now keep going.
You’ll come to another ferret, use the hat to get past him, as well.
You’re almost out now!
Go through the door at the top, and you’ll be in the Ballroom.
Go out the other door, and you’re in the Rabbit Hole.
Use the cravat (it may take you a few tries to find the best place).
Climb up the cravat, face right, and use the whisker.
Walk along the whisker as far as you can.
Then turn left and use the hat.
|Publisher||Philips Media Benelux|
|Catalogue #||8100049 (Europe)
|Tips & tricks||Alien Gate – Tips|
|Description||A terrifying evil is threatening the safety of your planet. Hordes of monsters are advancng through the Alien Gate with one objective in mind, the destruction of your world! Only you can ward off this danger. As a rocket fighter pilot, your coolheadeness will be tested to the utmost. The last battle has begun…|
|CD-i Emulator||v0.5.3b5: Working – Small sound issue at the game menu|
Level 05 -> CWOA
Level 10 -> ASJA
Level 15 -> VZOA
Level 20 -> SAKA
Level 25 -> TNNB
|Producer||Dark Vision Interactive, Dark Horse Comics|
|Tips & tricks|
|Credits||Erronous – Interactive Dreams|
|Age||8 and up|
|Producer||CODIM Interactive Media C.V.|
|Publisher||Philips Media Benelux|
|Catalogue #||8140056 (The Netherlands)|
8712581400569 (The Netherlands)
|Tips & tricks|
|Description||The annual Country Fair is coming to Bear Country, but no one has time to take Brother and Sister. Oh boy, are the Bear Cubs going to be upset! So Mama agrees to let them prove they can be responsible enough to go to the fair on their own. Children can join this story and visit delightful locations with over twenty games and learning activities and nine new songs.|
|Catalogue #||8140083 (The Netherlands)|
|EAN||8712581400835 (The Netherlands)|
|Catalogue #||8140065 (The Netherlands)|
|EAN||8712581800659 (The Netherlands)|