Games developed by CLICK Entertainment
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.
Barbie: Super Sports
Barbie: Super Sports is a colorful Windows title that arrived in 1999, aimed squarely at kids who wanted arcade-style athletic fun wrapped in a familiar dollhouse world. Players control Barbie through a series of sport-themed challenges that feel more like bright skill games than strict simulations. The premise is playful: Barbie trains, competes, and earns victories through quick reflexes and sensible practice, all presented with cheerful animation and a strong emphasis on encouragement. Rather than punishing mistakes, it tries to keep momentum flowing, which suits younger audiences.
Gameplay is built around short, event-like stages where you guide Barbie through recognizable activities such as sprint races, accuracy tests, and movement-based challenges that resemble mini competitions. Controls are typically simple, relying on keyboard input to time actions and steer toward goals, while visual cues help you understand what to do next. As you progress, the difficulty edges upward, pushing players to coordinate timing with route choices. This structure makes the experience easy to pick up for a few minutes, yet satisfying enough to replay when you want a higher score.
Presentation is where the game leans hardest into its identity. Sprites and environments look clean for the era, with saturated colors and a cartoonish sports arena vibe that stays consistent from start to finish. Animations are snappy, and the interface design avoids clutter, so instructions remain readable even during frantic moments. Audio complements the pace with upbeat music and simple sound effects that reinforce success, turning ordinary actions like hitting a target into small bursts of celebration.
Another notable strength is its family-friendly tone. Progress is framed as practice and improvement, not relentless defeat, so the game works well for shared play as well as solo sessions. Educational value is indirect rather than textbook: timing, hand-eye coordination, and basic strategy are reinforced through repetition. That matters in 1999, when many kids’ PC games either leaned purely on story or purely on novelty; this one tries to balance both.
If you are revisiting Barbie: Super Sports today, expect a legacy experience shaped by late-90s Windows compatibility quirks. Running it on modern systems may require vintage operating systems, careful drivers, or emulation. Still, for players interested in early casual sports branding and classic Barbie-era design, it remains a charming snapshot of how PC games tried to make competition feel friendly, sparkly, and approachable.
Throne of Darkness
Throne of Darkness, released for Windows in 2001, arrives with the mood of a midnight legend: gloomy corridors, bruised colors, and a sense that every encounter matters. It leans into dark fantasy storytelling, pushing players into a world where power is extracted through danger rather than diplomacy. The atmosphere feels intentionally oppressive, with oppressive lighting and a soundtrack that tends to linger in the background, like tension waiting for footsteps behind you.
At its core, the game focuses on action-forward role-playing. You explore levels designed to reward patience, then test your resolve in combat that requires timing instead of pure button mashing. Progression is built around character improvement, where skills and gear shape how you handle different enemies. Loot plays a central role, not just as decoration but as a practical tool for survival, allowing you to fine-tune damage output, defenses, and utility. Encounters typically escalate through tougher foes, tighter spaces, and threats that punish careless positioning.
The game’s structure encourages steady advancement: you push through quests and objectives, clear regions, and return to prior spaces when new capabilities make old routes more rewarding. That loop gives it a satisfying rhythm, alternating between exploration and purposeful conflict. Controls and interface are straightforward by early-2000s standards, yet the real challenge comes from reading enemy patterns and managing resources during longer fights.
Visually, Throne of Darkness reflects its era, with stylized environments that prioritize readability over photorealism. Texture detail may not compete with later releases, but the design choice pays off in clarity, especially in dungeon-like settings where visibility is crucial. Audio contributes heavily to the immersion, with effects that reinforce impact during melee exchanges and ambient cues that help you anticipate danger even when the action pauses.
When people revisit Throne of Darkness today, it often stands out for its commitment to atmosphere and its no-nonsense approach to dark fantasy play. It is not a flashy showcase; instead, it offers a moody grind through perilous spaces, mixing progression mechanics with grim storytelling. For players who enjoy early Windows-era RPGs and value atmosphere as much as mechanics, it remains a curious artifact of 2001, remembered more for its tone than for any single headline feature.