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Games developed by Interlight Productions, Inc.

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

David and Goliath

CD-i 1992
David and Goliath arrived on the Philips CD-i in 1992 amid a clutter of multimedia experiments that dreamed of turning viewers into players. The title attempted a biblical narrative with interactive elements rather than a straight documentary, inviting curious gamers to inhabit the ancient world through a computer screen. Its designers balanced reverence for the source material with the novelty of CD-ROM animation, trying to fuse liturgy and action into a single, audible experience. Its debut promised spectacle and learning. Gameplay blended exploration with brisk combat and puzzle sequences, a design choice meant to reflect moral choices as much as practical skill. Players might switch between David and Goliath viewpoints, solving environmental riddles while managing resources and timing a sling shot against towering adversaries. The game used digitized sprites, backdrops, and video bursts to punctuate moments of triumph or peril. Puzzles rewarded patience, while combat demanded rhythm rather than brute force, a nod to ancient tactics adapted for the era. Graphically the title leaned on saturated earth tones and stark silhouettes, a stylistic choice that amplified the sense of myth. The CD-i's full motion video clips delivered immediate drama, while still frames served as quiet bridges between skirmishes. Voice acting varied in quality, yet occasional choral cues and brass fanfares created a ceremonial mood. On the control side, players navigated with a chunky joystick and a numeric keypad, a setup that felt clumsy but oddly tactile during tense moments too. Critical response varied with reviewers praising ambition while lamenting execution. Some outlets applauded the game for weaving a familiar tale into interactive canvas, others scratched heads at the control quirks and uneven pacing. Educational potential was acknowledged as a smart companion to classroom study, yet general audiences sometimes preferred faster thrills. Despite flaws, the title carved a niche among experiments, proving that religious material could be presented with cinematic polish rather than sermonizing. It became a footnote of the era. In hindsight David and Goliath stands as a snapshot of interactive religion oriented games, where ambition outpaced polish yet imagination still found a way to shine. Collectors praise its packaging and the charm of its voice samples, while historians note it as a stepping stone toward more confident storytelling on disk. For players who discovered it, the experience offered a gateway to antiquity framed by blinking icons and timbre. As technology moved forward, the title remained a relic worth revisiting.

Moses: Bound for the Promised Land

CD-i 1991
Moses: Bound for the Promised Land is a CD-i adventure released in 1991 by Philips Multimedia. The game places the player in the sandals of Moses, guiding the Exodus from Goshen toward Canaan. The CD-i format enables a cinematic approach, with vivid, illustrated backdrops and full-screen sequences used to deliver key narrative beats. The design emphasizes a steady pace through a sequence of chapters, each presenting a particular stage of the journey, from the Nile Delta to the wilderness and beyond toward the borders of the Promised Land. Gameplay centers on exploration, dialogue, and puzzle solving. The player moves Moses through a series of connected scenes, using the CD-i controller to trigger hotspots, collect items, and interact with companions such as Aaron and the elders. Puzzles require reading signs, assembling relics, and performing gestures in the correct order to secure safe passage or divine aid. A simple inventory system tracks artifacts and provisions, while decision points influence encounter order and the availability of miracles or warnings. Visual style combines hand-drawn art with digitized animation and era-appropriate set dressing. Environments range from the opulence of Pharaoh's court to the arid desert and the storm-tossed shores of the Red Sea. The art direction favors bold color palettes and clear silhouettes to maintain legibility on the CD-i display. Characters are rendered with expressive sprites, and cutscenes employ rapid transitions to preserve momentum. On-screen text panels present map data, commands, and biblical verses to anchor the player in the world. Audio is a prominent element, with a musical score that blends orchestral motifs with Middle Eastern percussion. Voice work provides narration and dialogue for Moses and key figures, reinforced by ambient crowd chatter, wind, and the crackle of campfires. The CD-ROM medium enables synchronized music and effects with on-screen actions, heightening the sense of immediacy during plagues, the crossing of the Red Sea, and revelations at Sinai. Sound cues alert the player to environmental hazards and story turning points. Player experience is designed to be immersive without sacrificing accessibility. The pace balances quiet exploration with urgent sequence moments, aligning with the epic arc of the journey. The interface remains straightforward: move, trigger, collect, and speak, with optional on-screen help and a glossary of terms. The game invites careful planning and attentive reading of the texts, yielding a sense of participation in a historic trek. Its blend of narrative storytelling, puzzle-solving, and cinematic presentation marked a distinctive approach for early CD-i software.

Moses: The Exodus

CD-i 1992
Moses: The Exodus is a CD-i title released in 1992 by Philips Multimedia. Presented as a cinematic interactive experience, the game recounts the biblical story of Moses from his early life in Egypt to the departure of the Israelites from bondage and beyond. The setting traverses the Nile valley, the desolate desert, the Red Sea crossing, and Mount Sinai. The program blends documentary-style narration with dramatized scenes to create a continuous narrative experience for a home computer audience. Players guide Moses and other figures through a sequence of environments, using a cursor to move between hotspots, pick up items, and trigger events. The title combines exploration with puzzle-solving: locate keys, interpret signs, align symbols, and perform simple ritual actions to advance. Interactions are textually supported by on-screen dialogue and voice-over. The game emphasizes a linear progression through canonical episodes, with occasional choices affecting outcomes of scenes but not the overall arc. Visuals rely on painted or stylized background art, framed by the CD-i's color palette. Scenes are enhanced with digitized imagery and animated sequences; lighting and textures evoke ancient Near Eastern architecture, deserts, and gardens. The interface presents a clean map and a set of action icons, allowing players to select tasks, examine objects, or speak with characters. The overall look marries period-appropriate costume design with the fidelity of early multimedia hardware. Sound is integral: a full score with choral and instrumental motifs underscores major moments, while atmospheric effects—wind, water, distant drums—lend immersion. Voice work is used for Moses and other key figures, with textual captions for dialogue. Cutscenes and interactive passages are punctuated by narration that guides players through the plot and provides historical context. The audio design aims for a sense of grandeur without overwhelming the gameplay pace. The experience is intended to be accessible to a broad audience, combining education with entertainment. The pacing is measured, allowing players to absorb the narrative while solving era-appropriate puzzles. The CD-ROM format permits longer sequences of video and richly recorded sound, delivering a cinematic feel within a home console environment. Moses: The Exodus invites exploration of a foundational story through a disciplined, family-friendly adventure where the journey itself becomes the instructional focus. Technical presentation is optimized for the CD-i’s interactive multimedia capabilities, employing full-color artwork, digitized video passages, and a pace that suits the limited processing power of early home systems. A compact manual details episode order, key characters, and the control scheme, enabling players to jump into major moments or replay earlier sequences to revisit lessons from the journey.

Noah's Ark

CD-i 1991
Noah's Ark is a beloved CD-i game that was released in 1991. Developed by American studio Lightspan Production, this game follows the biblical story of Noah's ark in a fun and interactive way. Unlike many other games of its time, Noah's Ark was targeted towards a younger audience, making it a popular choice for parents and children alike. Let's take a deeper dive into the world of Noah's Ark and explore what makes this game so special. The game is set in ancient times and follows the story of Noah, who has been chosen by God to build an ark and save animals from a great flood. As players progress through the game, they must complete various tasks and solve puzzles to help Noah gather and save different types of animals. With over 30 levels, each with unique challenges, players are kept on their toes and thoroughly entertained throughout the entire game. One of the most notable features of Noah's Ark is its educational aspect. The game teaches players about different species of animals and their habitats, and also incorporates biblical lessons and values. This makes it a great choice for parents looking to introduce their children to religious stories in a fun and engaging way. The game also supports multiple languages, allowing players from all over the world to enjoy the experience. Visually, Noah's Ark is quite impressive for a game released in 1991. The colorful and detailed graphics bring the animals and environments to life, creating an immersive experience for the players. The game also features impressive cutscenes, adding to the overall cinematic feel. The sound design is equally impressive, with lively background music and charming sound effects that enhance the gameplay. Noah's Ark received mostly positive reviews upon its release, with critics praising its educational value, engaging gameplay, and stunning visuals. However, some users found the game to be too easy and repetitive, which can be expected in a game targeted towards younger players. Despite this, the game remains a classic and a favorite among many.

The Story of Jonah

CD-i 1992
The Story of Jonah, released in 1992 for the Philips CD-i, invites players to experience the biblical narrative through interactive cinema. The game follows the prophet Jonah as commanded by the Deity to deliver a warning to Nineveh, begins with his attempt to flee by sea, and proceeds through tempest, encounter with the great fish, and the eventual mercy shown to the city. The work integrates narration, dialogue, and dramatized scenes to present the familiar tale in an interactive form appropriate for the CD-i format. Gameplay unfolds as a guided adventure in which players advance the story by selecting actions and dialogue choices at key moments. The CD-i control scheme is used to move a cursor across cinematic backdrops, examine objects of interest, and trigger conversations with characters such as sailors, the captain, and the Ninevite envoy. Pacing is driven by scene transitions and branching dialogue, with occasional puzzles that require interpreting simple clues or rearranging symbols encountered on scrolls and carved tablets. Visual presentation combines period-accurate settings with stylized, painterly artwork and film-like motion. The voyage scene is rendered through pre-rendered backgrounds that evoke the open sea, coastal towns, and the markets of ancient cities. Characters appear in animated vignettes with period costume and gesture, while the weather and ship deck are animated with convincing attention to light, shadow, and texture. Color is earthy and saturated, with blues and ochres conveying sea and desert, while large, legible subtitles accompany dialogue. Audio design supports the narrative with an original score that threads thematic motifs through quiet passages and dramatic cues. A cast of voice performers delivers Jonah, the ship’s crew, and city denizens with straightforward diction appropriate to the period setting. Ambient sounds—winds, waves, creaking timbers, and crowd murmur—surround the listening experience, while optional subtitles remain synchronized to dialogue. The result is a cohesive auditory backdrop that reinforces the sense of place and purpose throughout the voyage. Player progression emphasizes contemplative storytelling, inviting exploration of motive, mercy, and obedience as the narrative unfolds. The balance of simple interactivity with cinematic presentation aims to accommodate players new to interactive cinema while offering enough branching moments to reward repeat play. The Story of Jonah for CD-i blends historical ambiance with accessible interaction, delivering a compact, family-friendly adventure that preserves the gravity of its source material and invites reflection as the voyage reaches its resolution.

The Story of Samson

CD-i 1992
The Story of Samson is a multimedia adventure released for the Philips CD-i in 1992. The game presents the biblical tale of Samson through an interactive, cinematic format that combines exploratory navigation with narrative text, voice-over narration, and short video segments. Players move through locations drawn from the ancient setting—villages, strongholds, and temple precincts—tracking Samson’s life from his miraculous birth to his final acts. The presentation emphasizes period atmosphere, with careful art direction and atmospheric audio that support a grand, mythic scope. Core gameplay blends exploration, puzzle solving, and character interaction. Players control Samson by selecting destinations on-screen or using a cursor to examine objects and speak with figures encountered along the journey. Dialog choices influence information gained and unlock alternate routes or outcomes, while environmental puzzles require combining found items with strength-based actions. Samson’s superhuman power serves as a practical tool, allowing the hero to move giant obstacles, lever doors, or break through barriers when the situation permits, all within a measured, puzzle-driven pace. Visually, the game uses a mix of pre-rendered backgrounds and cinematic sequences that were common to the CD-i era. The art direction favors warm desert tones, stone textures, and richly detailed garments to evoke the Near Eastern setting. Transitions between exploration screens and film-like cutscenes are smooth, with framed compositions and occasional zooms to emphasize character moments. The interface presents a clean set of actions and a node-based map that guides the player through the story while maintaining a sense of discovery. Audio design complements the imagery with a score performed on period-inspired instruments, including lyre-like strings, drum patterns, and wind effects. Voice acting is present in dialogue segments, delivering biblical narration, character interactions, and occasional exhortation. Ambient sounds—crowd murmur in a market, clashing metal, chanting from temple interiors—fill the environment and reinforce immersion. Sound cues synchronize with puzzle triggers and actions, providing auditory feedback that helps players understand when an obstacle is ready to be engaged. The Story of Samson offers a steady, contemplative player experience that marries traditional adventure pacing with multimedia storytelling. The game rewards curiosity and careful observation, balancing serenity in exploration with moments of tension during conflicts and chases. The control scheme remains approachable for CD-i players, and the branching dialogue and puzzle structure invite replay to explore alternate outcomes and interpretations of the tale. In its presentation and design, the title stands as a distinctive example of early-CD-i narrative games built around a classic epic.
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