Platform: Philips CD-i
Philips CD-i: the ambitious multimedia console that zigged while everyone zagged
If you have ever stumbled on a clip of "Hotel Mario" or those notorious animated Zelda scenes, you have already met the Philips CD-i. It is easy to reduce the system to a punchline, yet doing so overlooks one of the more daring experiments of the 1990s. The CD-i tried to bridge living room entertainment, interactive education, and video playback before the categories had solid names. It attempted to be a console, a set-top box, a business kiosk brain, and a gateway to the future of CDs. That kind of ambition deserves a closer look.
In essence, the Philips CD-i was a family of CD-based interactive media players released in the early 1990s. The platform followed the Green Book standard for CD-i, a specification that extended the Compact Disc idea from music to full-blown interactive content. It never found mass-market success as a game machine, yet it influenced multimedia publishing, popularized Video CD in some regions, and left a strange but memorable footprint on gaming culture.
This article explores the CD-i’s origins, hardware, best-known software, cultural afterlife, and a handful of delightful oddities. If you like the feeling of paging through a vintage tech catalog while chatting with a friend who actually used the gear, you are in the right place.
The road to CD-i
To understand the CD-i, you have to step into the late 1980s, when compact discs seemed to promise everything. Audio CDs had already conquered music. The next question was obvious: what if you could put images, video, and interactive software on the same shiny discs and play them on your TV?
Philips and Sony, co-creators of the CD format, published a set of technical books defining the many flavors of Compact Disc. Among them was the Green Book standard, which defined the CD-i format for interactive applications. The basic idea was that a single consumer player could run standardized multimedia from any publisher, whether that content was a point-and-click edutainment title, a presentation, or a game.
Philips pushed forward to build actual hardware, rather than just a format. The first consumer CD-i players arrived around 1991 in Europe, followed by North America. The company marketed CD-i not simply as a game system but as a living room "interactive multimedia" player. Launch marketing highlighted educational titles, family-oriented products, and, with an optional module, full motion video. Prices were high for the time, often in the 700 to 1,000 US dollar range depending on the model and whether you bought the video add-on.
This approach put the CD-i perpendicular to the mainstream console wars. Sega and Nintendo were selling game machines. PC multimedia was emerging through CD-ROM drives. Philips tried to split the difference. If you can already hear the alarm bells for product-market fit, you are not alone.
For a deep overview of the specification and history, the entry on Philips CD-i is a solid starting point. It also links to the broader context of the CD "Rainbow Books" that defined the family of formats.
What made CD-i tick
The CD-i family is a bit of a moving target because Philips produced many models with variations for consumer and professional use. Still, a few characteristics define the platform.
At its heart, most CD-i units use a Motorola 68070 processor running around 15.5 MHz. This chip is a close relative of the better-known 68000 series, though with integrated peripherals and a few quirks. The use of a 68k-family CPU made good sense for embedded multimedia in the early 1990s, and many developers were already familiar with it. You can read more about the chip lineage at Motorola 68070.
Memory tended to be tight by PC standards of the era, respectable by console standards, and occasionally limiting for high-color graphics and CD streaming. Many baseline models carried around 1 MB of system RAM, plus dedicated video memory and small non-volatile storage for settings and saved games. Some models added more RAM, particularly when paired with the digital video module.
CD-i’s video capabilities were designed around television output. Expect resolutions in the ballpark of 320 by 240 to 384 by 280 for progressive content, with support for higher interlaced modes on some models. The color system could draw from a deep palette, often presenting hundreds of colors on screen, with clever compression techniques like DYUV to enable photo-rich interfaces. Sprites and scrolling were possible but not always effortless, which is one reason platformers and action-heavy games sometimes felt less fluid than on purpose-built game consoles.
For audio, CD-i could mix PCM music and compressed streams with multiple channels of ADPCM. Voice work and soundtrack playback were a high point, as long as developers balanced streaming and memory demands with care. CD-based storage offered around 650 to 700 MB per disc, which was huge for the time and perfect for video clips and high-resolution art assets.
The platform’s secret weapon was an optional Digital Video Cartridge. This add-on added hardware decoding for MPEG-1, enabling full-motion video playback. With it, CD-i could play Video CD movies and run FMV-heavy titles smoothly. Without it, you still got video, but at lower quality with more compression artifacts and often in smaller windows. The cartridge had another benefit that developers appreciated: it added extra memory and processing assistance that certain games leveraged even when they were not strictly video-centric.
Connectivity and outputs varied by model. Most units offered composite video, stereo audio, and depending on region, S-Video or RGB SCART for cleaner image quality. Professional models intended for kiosks or training rooms sometimes included extra expansion ports and sturdier casing.
Controllers and other odd creatures
Philips shipped several control options, and you can sense the platform’s identity crisis by looking at them. The most common was a remote-shaped controller with a directional pad and a couple of buttons. It looked a lot like a TV remote, which matched the multimedia positioning, but it was not ideal for twitchy gaming. Many owners upgraded to a more traditional gamepad or picked up the CD-i mouse and trackball for point-and-click software. There were also light guns for laserdisc-style shooters, although support was not universal.
If you ever try a CD-i with only the remote controller, you will quickly understand why action games got a bad reputation on the platform. The hardware could handle them, but your thumb might riot.
The software library, in broad strokes
Philips envisioned CD-i as a content platform rather than a strict game console, so the catalog spans several zones: educational titles, interactive reference works, family activities, music and art showcases, FMV-based thrillers, sports experiments, and, yes, games that feel like games.
It is easy to talk only about the infamous ones, yet there is a richer story in there. CD-i hosted early ports of well-known PC CD-ROM hits. It had a few exclusives that showed off slick 2D art. It also became a haven for FMV, especially after the Digital Video Cartridge spread.
One striking aspect is the amount of professional and institutional use. Museums, theme parks, and corporate training rooms installed CD-i units because the content could be developed once and played in many places with relatively low cost compared to bespoke machines or PCs. That market helped the platform survive longer than its retail reputation suggests.
Standout and exclusive games
If you ask a random gamer what they know about CD-i, the answers might start with "Hotel Mario" and the Zelda experiments. Those are indeed a big part of the folklore, but they are not the whole story. Here are several releases that represent the console across genres. The descriptions assume typical configurations, and a few titles ran best or required the Digital Video Cartridge due to their reliance on full motion video.
Before the list, a quick note on the Nintendo connection. In the early 1990s, Nintendo and Sony clashed over a CD add-on for the Super Nintendo. Nintendo briefly partnered with Philips, then canceled. The settlement gave Philips the ability to publish a few titles using Nintendo characters on CD-i. That is how the world got animated Zelda games and "Hotel Mario" on a non-Nintendo device. History can be stranger than fiction.
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Hotel Mario: A side-scrolling puzzle-platformer starring Mario, famous for its quirky cutscenes. It is not a masterpiece, yet under the memes there is an oddly satisfying loop about closing doors to trap enemies. The game’s pacing and soundtrack capture the era’s experiment with CD sound.
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Link: The Faces of Evil and Zelda: The Wand of Gamelon: Side-scrolling action-adventure experiments with distinctive animated cinematics. They are often mocked for their cutscene style, but they also represent a rare moment when Nintendo’s icons appeared on third-party hardware. Their design shows the challenge of building responsive action on a system not centered on sprite-based games.
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Zelda’s Adventure: A top-down adventure with live-action video segments. It feels different from the other two Zelda CD-i titles, leaning into an eerie tone. It is uneven, but you can sense the ambition of blending classical adventure structure with CD-based storytelling.
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Burn:Cycle: A hacker-cyberpunk adventure that leaned hard into multimedia style. Its atmosphere and soundtrack are highlights, and it stands among the most cited "this is what CD-based adventure can be" showcases on the platform.
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Myst: The iconic point-and-click puzzle adventure arrived on CD-i as well. The platform’s video modes and audio make it a natural fit for sedate exploration. The CD-i version is not the most famous rendition, yet it brought prestige and recognizable content to the library.
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The 7th Guest: A pioneer of CD-ROM gaming and FMV puzzle design. The CD-i version reproduces the moody mansion vibe well, and the disc format suits its cinematic transitions.
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International Tennis Open: A sports title that turned heads with its slick presentation and full-screen video commentary. It became something of a showpiece for the Digital Video Cartridge.
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Dragon’s Lair and Space Ace: Interactive cartoons based on laserdisc classics. With the video module, CD-i could approximate the laserdisc experience in a compact living room package.
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Voyeur: An adult-themed FMV thriller that doubles as a time capsule for 90s noir and interactive cinema experiments.
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The Apprentice: A 2D platformer exclusive to CD-i with bright, appealing art and decent controls when paired with a proper gamepad. It is one of the better pure games on the system and a favorite among collectors.
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Dimo’s Quest and Tetris (CD-i): Two examples of puzzle gameplay that fit the CD-i’s strengths. Clean visuals, strong music, and measured pacing.
There are many more, of course. The library is a bit like a yard sale from the multimedia era. You sift past some weirdness and find genuinely interesting design ideas that were hard to fund anywhere else.
If you want quick context on the platform’s best-known names, the pages for Hotel Mario, Link: The Faces of Evil, and Burn:Cycle sketch the public perception and development history.
The video cartridge that defined perceptions
It is hard to overstate the importance of the Digital Video Cartridge. In the early 1990s, real-time decompression of full-screen video was a major technical challenge. MPEG-1, combined with specialized decoding hardware, offered a practical solution for consumer devices. With the cartridge installed, CD-i could play Video CD content and run FMV-heavy games smoothly.
This add-on affected game design. Developers could count on better-quality video playback if they targeted owners with the cartridge, so some titles relied on it. Others offered degraded modes without it. Owners who bought CD-i for movies or educational video had the module anyway, so the content mix skewed toward video-oriented experiences. That helped distinguish CD-i from cartridge-based consoles, for better and worse.
On the positive side, video-heavy games and interactive films looked surprisingly good on a standard TV. On the negative side, the association with FMV cemented a reputation for style over substance. The best CD-i releases cut against that narrative, but perceptions formed quickly in a market already saturated with strong 2D game libraries elsewhere.
Development and tools
CD-i development followed the model of embedded multimedia rather than console cartridges. Content shipped on standard compact discs, authored with tools that mixed audio, video, bitmap graphics, and program logic. Philips provided SDKs and documentation to studios and to professional content creators serving the kiosk and education markets. The platform supported multiple types of media streams, custom file systems, and performance tricks to juggle streaming audio with user input.
One technical detail that often trips up modern tinkerers is the save memory. Many consumer CD-i models have a small amount of non-volatile storage for configuration and game saves. Some titles expect more space than you have. Professional models, or those outfitted with video cartridges or optional memory expansions, make life easier. It is one reason collectors often hunt specific revisions.
Why it struggled in stores
The CD-i faced strong headwinds almost immediately. Here are the big ones that come up in every postmortem, and they are all fairly convincing.
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Price and positioning: The initial cost put it in a premium bracket. Households deciding between a game console and CD-i often chose a cheaper Sega or Nintendo system with a stronger game library. People interested in PC multimedia tended to buy a computer instead.
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Identity confusion: Was it a game console, a movie player, an education tool, a corporate kiosk brain? The answer was "yes," which made marketing hard. Retail staff had a tough time explaining it in one breath to parents or teenagers.
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Competition timing: By the mid 1990s, the Sony PlayStation and Sega Saturn arrived with true 3D graphics and strong developer ecosystems. Even earlier, the Super Nintendo and Sega Genesis had refined 2D gaming to an art. CD-i’s sweet spot, interactive multimedia, did not align with what most gamers wanted in the living room.
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Controller mismatch: The default remote-like controller sent the wrong signal to the action-game audience and made those games feel worse. The alternative gamepads helped, but perception stuck.
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Inconsistent library: For every standout, there were plenty of awkward ports and middling FMV experiments. That ratio is fatal for a mass-market console.
The platform did find niches. Museums, trade show booths, and educational institutions adopted CD-i players because they were robust, standardized, and easy to deploy. Philips supported this professional segment with dedicated models and services, which kept the platform alive longer than its consumer sales might suggest.
Impact and legacy
No, CD-i did not win the console war. Yet it contributed several threads to the industry:
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Pushing full-motion video forward: The Digital Video Cartridge brought MPEG-1 into living rooms well before DVD. Video CD gained traction in parts of Asia and other markets, and CD-i helped normalize the idea of video on optical discs.
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Standardization mindset: The Green Book approach treated interactive content as a standardized medium like audio CDs. While the specific standard faded, the mentality carried forward into DVD-Video, Blu-ray, and even streaming set-top boxes that expect a baseline environment for interactive menus and features.
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Cross-pollination with PC CD-ROM culture: Many CD-i titles intersected with the multimedia CD-ROM boom on PCs. Techniques for compressing video, streaming audio, and juggling limited memory influenced authoring practices across both worlds.
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The pop culture echo: Ironically, the CD-i’s biggest cultural footprint is the meme-ification of its licensed Nintendo titles. That visibility keeps the platform in conversations, which in turn helps enthusiasts preserve hardware and software that might otherwise be forgotten.
There is also the corporate lesson. Ambition is admirable, but clarity of purpose matters just as much. When you try to be everything to everyone, you risk being nothing to anyone in particular.
The Nintendo detour that launched a thousand debates
It is impossible to tell the CD-i story without the Nintendo chapter. The short version goes like this. Nintendo planned a CD add-on for the Super Nintendo and worked with Sony on a prototype. Negotiations broke down. Nintendo then explored a partnership with Philips, which also fell apart. As part of the exit, Philips obtained rights to produce a handful of titles featuring Nintendo characters for CD-i.
The results included the Zelda titles and "Hotel Mario." Those games, more than anything else, cemented the CD-i’s image within gaming culture. They are often cited as cautionary tales about licensing and platform fit. They are also time capsules from a period when everyone knew CD-based media was the future, but no one agreed on what form it would take.
If you are curious about the broader background, the Wikipedia page on Philips CD-i connects to the SNES CD saga and the fallout that eventually led Sony to build the PlayStation. That part of the story alone could fuel a multi-episode documentary.
Curiosities and collector notes
The CD-i scene has many lively corners. A few tidbits will make you sound like you have actually handled one.
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The Timekeeper quirk: Many units rely on a combined real-time clock and non-volatile memory chip often called the Timekeeper. When its internal battery dies, systems can fail to boot or lose saves. This is a standard repair among collectors and requires care because it involves delicate soldering or modern replacement modules.
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Multiple families of models: Numbers like 200, 400, and 600 series identify consumer and professional lines with various feature sets. Some have built-in Digital Video Cartridges, others accept them as add-ons, and a few budget models lack certain outputs. If you shop for hardware, double-check that a unit supports the video features you want and includes enough save memory.
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Region display differences: Depending on your region, you might prefer a model with RGB SCART output for crisp video on compatible displays. Composite-only units will look softer. There are also subtle differences in how NTSC and PAL models handle interlacing and color modes.
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Odd peripherals: From roller controllers to infrared remotes, the accessory catalog reads like a between-worlds artifact. Many are perfectly usable once you get used to them, but serious gaming benefits from a standard gamepad or mouse.
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CD-i Ready: You may encounter audio CDs labeled "CD-i Ready." These discs contain CD-i data tucked into areas that do not interrupt audio playback on normal CD players. It is a reminder that Philips envisioned CD-i data piggybacking across the broader music market.
One personal note. The first CD-i unit I ever touched was not in a living room but in a science museum where it ran an interactive exhibit about ecosystems. It booted quickly, survived constant use by children, and did exactly what the designers needed. That use case, not the living room, is where CD-i arguably succeeded most.
Emulation and preservation
If you want to explore the CD-i library today, you have options. The MAME project has drivers for several CD-i models, and it is a great way to learn about the hardware layers involved in booting and running discs. Be prepared for some setup effort and the need for system ROMs. The official MAME site at MAME Dev provides release notes and documentation.
There is also a dedicated CD-i Emulator project maintained by enthusiasts, along with community tools for extracting and analyzing disc images. Because the platform served museums and education, you will sometimes find archival projects preserving kiosk discs and documentation. If you own hardware, the usual retro advice applies: recap power supplies if needed, replace or service the Timekeeper chip, and consider region-appropriate video output to get the best image.
Preservation matters here. Multimedia titles from the early 1990s often relied on proprietary formats and production pipelines that are not trivial to reconstruct. Emulation helps, but aging discs and hardware need careful handling to ensure that the ecosystem remains accessible to researchers and curious players.
Technical footnotes that explain the vibe
Several design decisions shaped the "feel" of CD-i software.
The streaming model influenced user interface design. Since the system often read data continuously from the disc while mixing audio, designers favored screen layouts that could tolerate occasional load delays. This encouraged slower-paced experiences, menu transitions, and cinematic pauses. It is one reason puzzle and adventure titles stand out, while twitch platformers struggled.
The graphics pipeline supported rich still images and overlays, which made CD-i perfect for art books, encyclopedias, and educational apps. Developers could display high-color images with smooth fades and composited elements. Moving, tile-based worlds with parallax scrolling were possible but required careful optimization. That skew influenced the catalog and the kinds of games that felt "native" to the system.
The Digital Video Cartridge not only decoded MPEG-1 but often provided expanded memory and auxiliary functionality. Some non-video games ran better with it installed because they could stash assets or work with larger buffers. Owners who invested in the cartridge got a smoother overall experience, which unfortunately widened the gap between base units and upgraded setups.
How CD-i compares to its contemporaries
It is tempting to stack CD-i against the Sega CD, 3DO, early PC CD-ROM setups, and the later PlayStation. Doing so highlights both its strengths and its missteps.
Compared to the Sega CD, Philips had a cleaner path to full-screen video once the digital cartridge was installed, while Sega leaned on custom codecs and CPU-assisted streaming. Sega had a clear identity as a games platform, stronger developer relationships in gaming, and the gravitational pull of Genesis owners. CD-i often felt like a living room appliance that happened to play games.
Against the 3DO, CD-i was often cheaper over time, especially with discounted models, but 3DO offered stronger pure-game capabilities and a more conventional controller. Both suffered from overreliance on FMV in the mid-90s and both struggled amid the rise of PlayStation.
Versus early PC CD-ROM, CD-i offered simplicity and consistency. Pop in a disc and play on your TV with no configuration. PCs were more powerful and flexible but more expensive and sometimes finicky. As Windows 95 and better video cards arrived, the PC quickly outpaced dedicated multimedia players.
Stacked against PlayStation and Saturn, CD-i was outgunned in 3D, game engine performance, and third-party support for mainstream genres. By 1995, the next generation had rewritten expectations, and CD-i’s multimedia pitch felt dated.
The legacy worth celebrating
Despite its retail story, CD-i deserves recognition for embracing a vision of multimedia that became normal over the next decade. Playing movies from a disc at home, navigating interactive menus, and blending video with casual interactivity migrated to DVD players and cable boxes. CD-i took early steps toward that living room model.
It also served as a stepping stone for developers who learned how to balance audio streaming, compression formats, and constrained memory. The production teams that cut their teeth on CD-i and contemporary PC CD-ROM would go on to build polished DVD-era content and web experiences.
For game historians, CD-i is a lens on the experimentation phase before 3D took over. You can see designers stretching the definition of "game" toward interactive cinema, multimedia albums, and educational experiences that did not quite fit elsewhere. Some of those ideas resurfaced later as narrative-driven indie games and episodic titles with video-heavy storytelling.
Should you try one today
If you are curious about the CD-i as a player rather than a museum piece, start with a compatible model that supports clean video output in your region and hunt down a proper gamepad or mouse. Make sure the unit either includes a Digital Video Cartridge or you are comfortable with titles that do not rely on it. Expect slower pacing and a catalog that is part history lesson, part curiosity shop, and occasionally, a genuine delight.
Several titles remain fun on their own terms. "Burn:Cycle" still oozes style. "The Apprentice" is a solid platformer with a 90s European flair. "International Tennis Open" is fun as a time capsule of sports presentation. Even "Hotel Mario" has pick-up-and-play charm once you set expectations. For the cultural historian, the three Zelda projects are essential, not because they are perfect, but because they represent a bizarre moment when licensing trumped platform orthodoxy.
Final thoughts
The Philips CD-i tried to solve a problem that was only half formed. It chased the promise of CDs as a universal container for interactive media, then arrived in living rooms that mostly wanted arcade-sharp action games. The platform’s mixture of daring hardware choices, optional upgrades, and eclectic software makes it catnip for historians and collectors. It is also a reminder that technology evolves through experiments that do not always win on the scoreboard.
If your mental image of CD-i is just exaggerated cutscenes and internet jokes, there is a richer, messier, and more interesting machine waiting underneath. Spend some time with its better titles, explore its role in kiosks and classrooms, and you may come away impressed by how many ideas it previewed. Not every path leads to a bestseller. Some lead to a weird, fascinating cul-de-sac that tech people talk about for decades. The CD-i lives there, and it is worth the visit.
Most played games
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NobeliaStory -Extras 1h 20mComplete -
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TangramStory -Extras -Complete -
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Dimo's QuestStory -Extras -Complete 3h 13m
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Lucky LukeStory 2h 24mExtras 3h 0mComplete -
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Lords of the Rising SunStory -Extras -Complete -
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Zelda: The Wand of GamelonStory 1h 21mExtras 3h 36mComplete 2h 30m
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Zelda's AdventureStory 6h 0mExtras 7h 21mComplete 9h 1m
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VoyeurStory 0h 51mExtras 2h 23mComplete -
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The 7th GuestStory 8h 6mExtras 7h 50mComplete 8h 55m
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ShadoanStory -Extras -Complete -
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Lost EdenStory 4h 11mExtras -Complete 4h 6m
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Link: The Faces of EvilStory 2h 5mExtras 4h 6mComplete 3h 52m
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Creature ShockStory 3h 0mExtras 3h 39mComplete 7h 0m
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Burn:CycleStory 3h 35mExtras -Complete 5h 9m