Uploaded November 2024 | Updated September 2026, 2 weeks ago
Evolution of All Early 90's Graphic Adventure Games - Notable Adventure Game from 1990 to 1993 - Vol II
Timestamps are below in pinned comment due to length (could not fit here in description)
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#adventuregame #pointandclick #sierraonline #lucasarts #adventuregames
No commentary. Thanks to all contributors. Adventure games featured in this video are in the "graphic adventure game" sub-genre which doesn't include text-based or other sub-genres of adventure games. While the lines can blur a bit for some adventure game sub-genres, we've done are best to include the most notable by definition.
youtu.be/Ge3331xv-lw
More on graphic adventure games (from Wikipedia):
Graphic adventures are adventure games that use graphics to convey the environment to the player. Games under the graphic adventure banner may have a variety of input types, from text parsers to mouse input. Graphic adventure games will vary in how they present the avatar. Some games will utilize a first-person or third-person perspective where the camera follows the player's movements, whereas many adventure games use drawn or pre-rendered backgrounds, or a context-sensitive camera that is positioned to show off each location to the best effect.
More on text-and-graphics adventure games (from Wikipedia):
Text-and-graphics adventure games combine interactive fiction-style text descriptions with graphic illustrations of locations. These games sometimes use a text parser, as in the Magnetic Scrolls games; a point-and-click interface, such as the MacVenture games; or a combination of both (e.g., Tass Times in Tonetown; Enchanted Scepters and other World Builder games).
More on point-and-click adventure games (from Wikipedia):
Point-and-click adventure games are those where the player typically controls their character through a point and click interface using a computer mouse or similar pointing device, though additional control schemes may also be available. The player clicks to move their character around, interact with non-player characters, often initiating conversation trees with them, examine objects in the game's settings or with their character's item inventory. Many older point-and-click games include a list of on-screen verbs to describe specific actions in the manner of a text adventure, but newer games have used more context-sensitive user interface elements to reduce or eliminate this approach. Often, these games come down to collecting items for the character's inventory, and figuring when is the right time to use that item; the player would need to use clues from the visual elements of the game, descriptions of the various items, and dialogue from other characters to figure this out. Later games developed by Sierra On-Line, including the King's Quest games, and nearly all of the LucasArts adventure games, are point-and-click-based games.
Point-and-click adventure games can also be the medium in which interactive, cinematic video games comprise. They feature cutscenes interspersed by short snippets of interactive gameplay that tie in with the story.
More on adventure games (from Wikipedia):
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games (text and graphic) are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, Monkey Island, Syberia, and Myst.
Adventure games were initially developed in the 1970s and early 1980s as text-based interactive stories, using text parsers to translate the player's commands into actions. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text commands with graphics, but soon moving towards point-and-click interfaces. Further computer advances led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from the first- or third-person perspective.
For markets in the Western hemisphere, the genre's popularity peaked during the late 1980s to mid-1990s when many considered it to be among the most technically advanced genres, but it had become a niche genre in the early 2000s. Since then, a resurgence in the genre has occurred spurred on by the success of independent video-game development.
Evolution of All Early 90's Graphic Adventure Games - Notable Adventure Game from 1990 to 1993 - Vol II
Timestamps are below in pinned comment due to length (could not fit here in description)
Subscribe bit.ly/sub-cgs
#adventuregame #pointandclick #sierraonline #lucasarts #adventuregames
No commentary. Thanks to all contributors. Adventure games featured in this video are in the "graphic adventure game" sub-genre which doesn't include text-based or other sub-genres of adventure games. While the lines can blur a bit for some adventure game sub-genres, we've done are best to include the most notable by definition.
youtu.be/Ge3331xv-lw
More on graphic adventure games (from Wikipedia):
Graphic adventures are adventure games that use graphics to convey the environment to the player. Games under the graphic adventure banner may have a variety of input types, from text parsers to mouse input. Graphic adventure games will vary in how they present the avatar. Some games will utilize a first-person or third-person perspective where the camera follows the player's movements, whereas many adventure games use drawn or pre-rendered backgrounds, or a context-sensitive camera that is positioned to show off each location to the best effect.
More on text-and-graphics adventure games (from Wikipedia):
Text-and-graphics adventure games combine interactive fiction-style text descriptions with graphic illustrations of locations. These games sometimes use a text parser, as in the Magnetic Scrolls games; a point-and-click interface, such as the MacVenture games; or a combination of both (e.g., Tass Times in Tonetown; Enchanted Scepters and other World Builder games).
More on point-and-click adventure games (from Wikipedia):
Point-and-click adventure games are those where the player typically controls their character through a point and click interface using a computer mouse or similar pointing device, though additional control schemes may also be available. The player clicks to move their character around, interact with non-player characters, often initiating conversation trees with them, examine objects in the game's settings or with their character's item inventory. Many older point-and-click games include a list of on-screen verbs to describe specific actions in the manner of a text adventure, but newer games have used more context-sensitive user interface elements to reduce or eliminate this approach. Often, these games come down to collecting items for the character's inventory, and figuring when is the right time to use that item; the player would need to use clues from the visual elements of the game, descriptions of the various items, and dialogue from other characters to figure this out. Later games developed by Sierra On-Line, including the King's Quest games, and nearly all of the LucasArts adventure games, are point-and-click-based games.
Point-and-click adventure games can also be the medium in which interactive, cinematic video games comprise. They feature cutscenes interspersed by short snippets of interactive gameplay that tie in with the story.
More on adventure games (from Wikipedia):
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games (text and graphic) are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, Monkey Island, Syberia, and Myst.
Adventure games were initially developed in the 1970s and early 1980s as text-based interactive stories, using text parsers to translate the player's commands into actions. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text commands with graphics, but soon moving towards point-and-click interfaces. Further computer advances led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from the first- or third-person perspective.
For markets in the Western hemisphere, the genre's popularity peaked during the late 1980s to mid-1990s when many considered it to be among the most technically advanced genres, but it had become a niche genre in the early 2000s. Since then, a resurgence in the genre has occurred spurred on by the success of independent video-game development.
![Hoyles Official Book of Games: Volume 1 - full playthrough - Sierra On-Line, 1989 - PC / DOS cards
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#sierraonline #boardgames #dosgames
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More about Hoyles Official Book of Games: Volume 1 (from Wikipedia):
Developer: Sierra On-Line
Publisher: Sierra On-Line
Platform: DOS, Macintosh, Amiga, Atari ST
Release: NA: 1989
Genre: Card game
Hoyles Official Book of Games (later Hoyle Classic, Hoyle Card Games, or the Hoyle Series) is a series of computer games released from 1989 to 2016 that was initially developed and published by Sierra On-Line. The series focuses primarily on playing cards, but has also included board games, puzzles, dice, and dominos. It spawned a spin-off series dedicated to casino table games and machines called Hoyle Casino in 1996.
The series is named after 18th century playing card expert Edmond Hoyle, but some titles in the series also used trademarks and designs from the Hoyle brand of playing cards under license from Brown & Bigelow. Early titles had a volume numbering and included humorous computer opponents drawn from other Sierra video game series. Later titles saw yearly releases or specialized in particular types of games.
Encore Software took over publishing the series from 2005 to 2016, leading to the development of their own Encore Classic Games series in 2020.
Volume 1
Hoyles Official Book of Games: Volume 1 was the first card game simulator in the series, and a spiritual sequel to Sierras Hi-Res Cribbage (1981). It included five multi-player card games and the Klondike variant of Solitaire (Patience). The Hoyle trademark and facecards were used under license from Brown & Bigelow Inc.
Games
The games included are: Crazy Eights, Old Maid, Hearts, Gin Rummy, Cribbage, and Klondike.
Characters
For all games, except the last, the player could choose opponents, each having their own AI and manner of playing. These opponents included historical figures, members of Sierra staff, and characters from Sierra games.
When the player took too long making a decision, the characters started having dialogues, each according to his background. For example, Leisure Suit Larry begins to comment about women, while Roger Wilco wants to escape the game to save the universe again.
Sonny Bonds
Bulldog
Cassie
Christina
Devin
Diane
Colonel Henri Dijon
King Graham
The Kid
Larry Laffer
Shelly LeBlanc
Lenny
Jerry Moore
Princess Rosella
Warren Schwader
Sol Silverman
Thelma
Roger Wilco
Development
The original concept was submitted to Ken Williams (CEO/Founder of Sierra On-Line) by Warren Schwader. Once the project was greenlit, Warren acted as the Lead Programmer as well as the Game Designer. The games were programmed using Sierra On-lines proprietary scripting language: Sierra Creative Interpreter (SCI). SCI was originally created to aid in the development of Sierras core line of adventure games. Working with SCI to implement card games and to code artificial intelligence for the characters proved challenging.
Warren Schwader continued as the Lead Programmer and Game Designer for the next two games in the series. Rob Atesalp was the composer and sound designer for the original and next two games.
Reception
The game sold over 250,000 copies by 1990.
Computer Gaming World stated that interacting with Sierra characters in Volume 1 such as Leisure Suit Larry and Princess Rosella was fun, but annoying for those who preferred cards to humor. It criticized Volume 1 for slow performance and cribbages deviation from the official Hoyles rules, and stated that the other games were really childrens games and offer no great excitement.
By the mid 1990s, new versions of the game were published yearly, with some variants for particular types of games. All these releases are for PCs, unless otherwise specified.
Hoyle Casino series (1996–2016)
Hoyle Childrens Collection (1996)
Hoyle Classic Solitaire (1996, 1998)
Hoyle Classic Board Games (1997)
Hoyle Bridge (1997)
Hoyle Card Games (1997, 1999, 2000, 2001, 2002, 2003, 2004, 2005)
Hoyle Board Games (1998, 1999, 2000, 2001, 2002)
Hoyle Battling Ships & War (1998)
Hoyle Bridge & Euchre (1998, 1999)
Hoyle Hearts & Spades (1998, 1999)
Hoyle Classic Games 2 (1999)
Hoyle Word Games (1999, 2000, 2001)
Hoyle Backgammon & Cribbage (1999)
Hoyle Solitaire and Mahjong Tiles (1999, 2000)
Hoyle Crosswords (1999)
Hoyle Card Games (Game Boy Color; 2000)
Hoyle Kids Games (2000, 2001)
Hoyle Mahjong Tiles (2000)
Hoyle Puzzle Games (2002, 2003)
Hoyle Table Games (2003)
Hoyle Majestic Chess (2003)
Hoyle Puzzle & Board Games (2004)
Hoyle Backgammon (2006)
Hoyle Enchanted Puzzles (2008)
Hoyle Childrens Collection (2007)
Hoyle Puzzle & Board Games (2008, 2009)
Hoyle Card Games [2010] (2009)
Hoyle Card Games [2012] (2011); re-released as Encore Classic Card Games (2020)
Hoyle Puzzle & Board Games [2012] (2011); re-released as Encore Classic Puzzle & Board Games (2020)
Hoyle Classic Board Games Collection series (2012–2015)
Hoyle Official Card Games Collection (2015); re-released as Encore Card Games Collection (2019) Hoyles Official Book of Games: Volume 1 - full playthrough - Sierra On-Line, 1989 - PC / DOS cards](https://i.ytimg.com/vi/uMiGqeuCOKo/mqdefault.jpg)






![Mike Tysons Punch-Out!! full playthrough - Nintendo R&D3, 1987 - NES Nintendo Entertainment System
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#miketysonspunchout #punchout #nes #retrogaming
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More about Mike Tysons Punch-Out!! (from Wikipedia):
Punch-Out!!, originally titled Mike Tysons Punch-Out!!, is a 1987 boxing video game developed and published by Nintendo for the Nintendo Entertainment System (NES). Part of the Punch-Out!! series, it is an adaptation of the arcade video games Punch-Out!! (1984) and Super Punch-Out!! (1984). Differences from the arcades include the addition of former undisputed world heavyweight champion Mike Tyson as the final boss. It received critical acclaim, and is retrospectively considered one of the greatest video games of all time.
Development
Punch-Out!! was developed by Nintendo Research & Development No. 3. Genyo Takeda (the producer of the Punch-Out!! arcade games), was the director of the NES game. Because the NES was not as powerful as the arcade hardware, they could not recreate the arcade graphics. Instead of making the playable boxer wire-framed or transparent in order to see the opponent, they made the playable boxer smaller and named him Little Mac, a 17-year-old boxer weighing about 107 pounds. The behavior of each opposing boxer follows a set pattern requiring trial and error and memorization to defeat them.
Release
Gold version
Before the public release of Mike Tysons Punch-Out!!, Nintendo released it in a gold-colored Famicom cartridge titled Punch-Out!! in Japan, without Mike Tyson, as a prize for participating in the Famicom Disk Systems Family Computer Golf: U.S. Course tournament held in September 1987. 10,000 units were produced—half were given as high score prizes, and the rest were given as a lottery prize. Its final opponent is Super Macho Man, who is also the final opponent in the arcade game Super Punch-Out!!.
Mike Tysons Punch-Out!!
The initial box art for Punch-Out!!, featuring Mike Tyson
Nintendo of Americas founder and former president Minoru Arakawa attended a boxing match during the Heavyweight unification series that featured its future champion Mike Tyson. Arakawa became so astonished with the athletes power and skill that he was inspired to use his likeness and the tournament itself in the upcoming game. Tyson was rumored to have been paid $50,000 for a three-year period for his likeness. This transaction was something of a risk for Nintendo, as it occurred before Tyson won the World Boxing Council (WBC) heavyweight championship from Trevor Berbick on November 22, 1986, which greatly increased the profit for the game. Nintendo would release the Mike Tyson version of Punch-Out!! in Japan soon after its North American release.
Punch-Out!!
Mike Tysons Punch-Out!! was rebranded to simply Punch-Out!!, and re-released in the U.S. and Europe in 1990 and 1991, respectively. When Nintendos license had expired with Mike Tyson, his likeness was replaced by a fictional character named Mr. Dream. This version of the game was used in all major re-releases, including the Virtual Console, Animal Crossing for GameCube, the NES Classic Edition, and on the Nintendo Classics service (which Mike Tyson humorously contested).
Reception
More than 2 million copies of Mike Tysons Punch-Out!! were sold in North America by 1988. It is one of two NES games to reach this sales milestone that year, along with The Legend of Zelda.
Punch-Out!! was well received by critics. In 1989, Computer and Video Games magazine said the NES version of the great boxing arcade game had big, brilliantly drawn and animated sprites, a brilliant control method and utterly superlative gameplay, making it definitely THE best boxing game available on any machine. ACE magazine in 1989 listed it as the second highest-rated NES game, after Super Mario Bros. They stated it bashes the proverbial s@*t out of any other home boxing game on any other console or computer and it proves that even if Nintendos hardware may be technologically naff, they can still squeeze an excellent game onto a cartridge.
A GameSpot reader poll ranked it as the 6th greatest NES game. Nintendo Power magazine ranked it as the 17th best game for a Nintendo system in its Top 200 Games list. In August 2008, Nintendo Power listed it as the sixth best NES game, praising it for putting arcade-style fun over realism. Historian Steve L. Kent called it the second major game of 1987. Author Nathan Lockard cited the graphics, violence, controls, and the variety for making it a true classic and one of the best NES games. In 2005, Punch-Out!! is on GameSpots list of the greatest games of all time. Editor Shawn Laib of Den of Geek ranked it 7th out of the 15 Best NES Games of All Time, and Esquires Dom Nero and Cameron Sherrill ranked it fifth.
GamesRadar ranked it the 11th best NES game ever made, calling it a brilliant puzzle game [disguised] as a sports game. Game Informer ranked Mike Tysons Punch-Out!! as its 14th favorite game ever in 2001. Mike Tysons Punch-Out!! full playthrough - Nintendo R&D3, 1987 - NES Nintendo Entertainment System](https://i.ytimg.com/vi/wmQR6sZx6jo/mqdefault.jpg)


