
This was Lawrence Holland’s first originally designed and developed software entertainment title, a simulation game involving the construction and the research & development activities on America’s initial long term space station. The core design was based on and accurately modeled the Space Shuttle and other NASA space technology. (Commodore 64, Apple II, PC, 1985, HesWare).
“In so many ways Project: Space Station was a forerunner product for us, a harbinger of things to come. This was our first full design effort that ventured into space, many more of TG’s later products would explore this same landscape from all sorts of directions. Also this product was the beginning of a strong interest in simulating a complex world based on real life machinery and technology.”

In this naval simulation action game, you command the U.S. Navy’s latest high-tech warship, a hydrofoil missile boat, in a variety of tense Cold War era missions. Set in the Persian Gulf and dealing with contemporary political events, the player must successfully complete attack as well as surveillance and escort missions while operating under realistic rules of engagement. Mission success leads to rank advancement from a lowly deckhand all the way up to Admiral. (PC, 1986 for LucasFilm Games published by Electronic Arts).
“PHM Pegasus was our first military game and our first that put the player in control of a vehicle, in this case a speedy, futuristic looking naval vessel. It was also the beginning of long and successful relationship with LucasFilm Games that ultimately became Lucas Entertainment Company and with the game’s designer Noah Falstein.”

In this unofficial sequel to the naval war game PHM Pegasus, Lawrence Holland was the lead programmer and the title was designed by Noah Falstein. While carrying on the Cold War era focus of PHM Pegasus, Strike Fleet greatly expanded the theater of naval conflict to include major hot spots from all over the world including Argentina and the Soviet Union. Players took command of entire American and British fleets over a course of ten combat scenarios, the last four of which could be played as a single campaign. (Amiga, Apple II, Atari ST, Commodore 64, and DOS 1987 LucasFilm Games developer, Electronic Arts publisher).
“This product came out of such a different time and place than today, where the Cold War was still cold, where we could imagine a Third World War fighting against the Russians. How times have changed! Now Russian programmers are common sight on our development teams. This product also had a great team on both the developer side (LucasFilm Games) and the publisher side (Electronic Arts) all of whom went on to make great contributions to their respective company’s rise to prominence.”

An early and noteworthy Wizardry style role playing game in which Lawrence Holland composed the music and programmed the music interface. (Apple II, Commodore 64, Interplay developer, Electronic Arts publisher 1985).
“Little did I know that my childhood passion and training in music (I’ve played the trombone since I was in 4th grade) would manifest itself in a computer game. Actually the music for Bard’s Tale and another game I designed called Music Box are a tribute to my mother's long love of music that was instilled in me at an early age. I still take an active interest is how music is used in each and every one of Totally Games’ products.”

A pioneering pseudo-3D arcade game that Lawrence Holland ported to the Commodore 64. Developed before the days of real time 3D graphics were possible, Super Zaxxon’s unique overhead camera perspective, game control system and isometric graphics anticipated many technology advancements that would come years later. It was a true forerunner to modern games. (Commodore 64, HesWare developer, Sega publisher, 1984)
“Hard to believe that over 20 years ago Totally Games was working on a Sega arcade title. Though it’s not surprising that even back then the games we were working on had space elements and science fiction themes, in some ways anticipating our recent work with Sega on Alien Syndrome. There were 2 challenges with this game, the first was the need to achieve arcade style graphics on the C-64, and the second was the team had only 6 weeks to develop the entire game!”