This 1996 adaptation of the video board game series Atmosfear takes cues from features in other CD-ROM computer games. Some ideas improve the video board game format; others don’t.
An interview with Bob Stein, co-founder of the Voyager Company. Stein dives into the continually changing nature of digital information and the role that the CD-ROM and multimedia played in feeling out the future of art and content.
We made recipes from CD-ROM cookbooks. Here are our thoughts about them and their (mostly terrific) food.
Inspired by CD-ROM adventure games, Dorling Kindersley’s virtual museum of earth science is like an encyclopedia blown up into a colossal educational destination.
Ghosts and Weird invite you into virtual museums of the paranormal. They walk a thin line between misinformation and good-natured spookiness. And Christopher Lee is there!
Technical constraints and a very brief length prevent Hell Cab from being more than a roller coaster ride with an attitude.
This early CD-ROM novel by Hyperbole Studios imagines how to tell a story across multiple perspectives and mediums, an inventive idea even though the story is muddled.
Microsoft Home’s Jurassic reference guide upends the digital encyclopedia model by showing the relations between articles, even if its information is out-of-date.
This unique, stunning surrealist self-help guide gets arrogant when it uses the strengths of the multimedia CD-ROM format to make players examine how they think.
Real World’s multimedia art collage uses its fragmentation to reveal anxieties about relationships and social behavior, an inventiveness that outpaces the parts dedicated to Peter Gabriel’s music.