Hate to rain on your parade, but my memory of Phantasmagoria is not fond. Maybe the game was just too ahead of its time, because if it were made with today's technology, it would be a much better game. But then nowadays nobody would spend that much money on an adventure game, a genre whose demise was caused by, ironically, games like this one. Sierra was always biting more than it could chew in terms of technology - remember it was the first publisher to abandon DOS, a move that turned out to be a couple of years too early? So much money was spent on the visuals of Phantasmagoria: the art direction, the blue screen technology, the special effects, and yet they could only be seen on incredibly pixellated AVI video clips where you could hardly make out any of the details that they spent so much money on. LOL! Didn't anyone at Sierra think this through before coughing up all that dough?? Combine this with the fact that the heroine has to wear the exact same outfit for a whole week just so they didn't have to reshoot her in-game animated moves, somebody at Sierra should've realized maybe this approach for a game was just not feasible. With so much spent on the visuals, inevitably not enough was spent on gameplay and that was exactly what happened. Gamers at the time felt gameplay was unchallenging and too short. People seemed to like the name of the heroine's cat Spazz more than anything, and that tells you how poor the game was. It's just mindboggling that Roberta Williams has said THIS is the game she wants to be remembered for. The fact is many people were turned off by this game and the adventure genre itself because of this game and other games like this. Sure enough, adventure games drastically declined after the mid 90s and were never the juggernalt they once were again.