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Games developed by Conexus, 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.

Babes in Toyland

Babes in Toyland is a quirky Windows title from 1997 that lands somewhere between platformer cheer and arcade mischief. The premise revolves around a lighthearted toy world where trouble escalates through slapstick contraptions, suspiciously sentient playthings, and puzzles that feel more imaginative than cruel. Visually, it leans into bright cartoon shapes, bold outlines, and stage designs that shout playtime without becoming overly frantic. Even before you press start, the vibe suggests playful danger, the kind that makes you laugh, then immediately reach for a key. In play, the game centers on side-scrolling movement through themed levels, mixing run-and-jump problem solving with occasional combat or defensive maneuvers. You will bounce across platforms, dodge hazards, and trigger mechanisms that reshape the layout. What stands out is the steady rhythm between exploration and action: one moment you are testing levers or collecting usable objects, and the next you are timing jumps while an enemy patrol tries to ruin your momentum. Difficulty scales gradually, so early attempts feel like learning the rules rather than suffering punishment. The presentation further supports that tone. Sprites are clean for the era, animations are readable, and the environment dressing adds personality to otherwise straightforward corridors. Sound design plays a surprisingly important role, with music that stays upbeat while still changing between zones, helping you orient yourself as the gameplay swings from stealthy navigation to direct confrontation. Background effects are subtle, yet they provide feedback when you are close to a trap or a puzzle sequence. Controls are typical of mid to late 90s Windows games, responsive enough to encourage retries after small mistakes. Collision feels fair, and checkpoints help keep momentum, which matters because the fun depends on experimenting rather than grinding through long setbacks. The challenge often lives in quick spatial judgments: where to land, when to trigger a switch, and how to plan a route through narrow passages packed with dangers. The main charm is how confidently it stays silly. Instead of chasing realism, it embraces theatrical set dressing and colorful hazards, delivering a casual diversion that still feels charming today. For players who enjoy 90s platforming experiments and oddball aesthetics, it remains a memorable snapshot of its moment, when game designers regularly took chances with whimsical worlds that invited you to keep going just to see what came next.

Little Caesars Fractions Pizza

Windows 1998
Little Caesars Fractions Pizza is a whimsical educational game that made its debut in 1998, delighting young learners with its engaging blend of fun and math. Developed by a team passionate about creating interactive learning experiences, the game sought to demystify the concept of fractions through a vibrant and playful pizza-themed environment. In a world where traditional methods of teaching often fell short, this innovative approach created an engaging platform for students to grasp mathematical concepts with enthusiasm. At the heart of the game is Little Caesars, the beloved pizza chain known for its quick service and iconic deep-dish pies. Players step into the role of a pizza chef, tasked with preparing delicious pies for customers who come with their unique fraction-based orders. The challenge lies in accurately dividing pizzas into specified fraction portions, transforming what could be an abstract concept into a tangible and relatable experience. The colorful graphics and cheerful audio soundtrack add to the immersion, creating an inviting atmosphere that motivates players to explore the fascinating world of fractions. The game's design incorporates various levels of difficulty, allowing it to cater to a wide range of learning abilities. Young mathematicians can progress at their own pace, gradually building their confidence while mastering the intricacies of fraction addition, subtraction, and equivalencies. This flexibility not only supports individualized learning but also fosters a genuine love for mathematics as players celebrate their victories upon successfully completing orders. The feedback system, accompanied by encouraging sound effects and animations, enhances the experience, making each success feel rewarding. In addition to its core educational content, Little Caesars Fractions Pizza emphasizes critical thinking and problem-solving skills. Players are occasionally faced with time constraints, requiring them to make swift yet accurate decisions in delivering orders. This added layer of urgency encourages students to think on their feet, reinforcing the idea that math is not just about numbers but also about applying knowledge to real-world scenarios. Collaborative sessions can also lead to exciting group learning experiences, as players share strategies and solutions, fostering a community of young mathematicians. Little Caesars Fractions Pizza stands out as a pioneering tool in educational gaming. By effectively combining mathematics with an entertaining narrative, it successfully engages young learners who might otherwise shy away from math-related subjects. The game exemplifies how interactive technology can revolutionize traditional educational practices, leaving a lasting impression on those who experienced its unique charm. As educational methodologies continue to evolve, this classic remains a testament to the power of creative, playful learning.

Multiplication Tour with Mike & Spike

Windows 1996
Released in 1996, Multiplication Tour with Mike & Spike emerged as a delightful educational title for young learners eager to sharpen their mathematics prowess. Developed for the Windows platform, this interactive game was designed to infuse fun into the sometimes daunting task of memorizing multiplication facts. By combining vibrant graphics, charismatic characters, and a variety of spirited mini-games, Multiplication Tour with Mike & Spike offered a compelling alternative to tiresome flashcards and rote learning. Players are whisked away on a math-filled adventure led by Mike, a friendly human guide, and Spike, his energetic canine companion. Together, they explore whimsical locations that serve as backdrops for the multiplication challenges. With each leg of their journey, users encounter increasingly complex problems, all wrapped in lively animations and sound effects that keep the experience engaging. The educational philosophy underpinning the game focuses on practice through play, encouraging children to build speed and confidence while solving multiplication equations. Game progression unfolds across several thematic environments, each uniquely designed to reinforce numeracy through variety. Whether traversing a bustling carnival or navigating through mysterious forests, players tackle numerous puzzles and interactive challenges. Immediate feedback and progressive difficulty play crucial roles, ensuring that beginners are not overwhelmed while also offering seasoned learners a chance to stretch their abilities. The inclusion of friendly competition, such as scoreboards and time trials, inspires a sense of accomplishment and motivates players to strive for improvement. By harnessing multimedia capabilities of 90s-era computers, the game created a truly immersive educational atmosphere. Catchy tunes, amusing voiceovers, and engaging sound design complemented the striking visuals, helping to sustain children's interest through multiple play sessions. Parents and educators appreciated its capacity to seamlessly integrate learning into leisure time, while children relished the feeling of embarking on an adventure rather than sitting through a conventional math lesson. Multiplication Tour with Mike & Spike also contributed to a broader movement within the mid-90s aimed at leveraging home computing for enrichment activities. It recognized that children responded well to playful environments and that learning could be deepened when associated with positive experiences. As a result, it held a distinctive place among other edutainment titles of its era, remembered fondly by those who grew up with it. The game stands as a nostalgic artifact from the golden age of educational software, conjuring memories of colorful CRT monitors and the promise of learning through play. Its blend of entertainment and instruction set a standard for how technology could make even the most challenging subjects approachable and fun for young minds.

Radio Addition with Mike and Spike

Windows 1996
Radio Addition with Mike and Spike, released in 1996, is a unique Windows game that seamlessly melds entertainment and education. Developed by Devo's productions, it offers a captivating adventure where players assume the roles of two quirky characters, Mike and Spike. Their objective? To create engaging radio broadcasts that capture the attention of their listeners while navigating various challenges along the way. From its vibrant graphics to its eclectic sound design, the game immerses players in the whimsical world of radio broadcasting. Each level is designed to test the user's creativity and problem-solving skills. Tasks vary from selecting music, crafting engaging stories, to managing the station's logistics. This multifaceted gameplay keeps players on their toes, constantly adapting to new scenarios that arise. The integration of creative elements encourages players to think imaginatively, making every session a unique experience. One of the standout features of Radio Addition is its emphasis on educational content. While players engage in crafting radio shows, they inadvertently absorb valuable information related to media production, sound editing, and storytelling. These lessons enhance critical thinking and time management skills, creating a balance between fun and learning that is rare in the gaming landscape. Such an approach not only entertains but also imparts lasting knowledge that can prove beneficial beyond the screen. The game's user-friendly interface makes it accessible to a wide audience, appealing to both young players and adults. The controls are intuitive, allowing players to focus on creativity rather than getting bogged down by technicalities. This accessibility fosters an environment where experimentation is encouraged, resulting in truly diverse radio shows that reflect individual personalities and styles. Radio Addition with Mike and Spike stands out in the crowded field of 1990s educational games with its fresh concept and engaging gameplay. It sparks imagination in its players while teaching essential skills in a light-hearted, enjoyable manner. The nostalgia factor is undeniable, evoking fond memories for those who experienced the golden era of early computer gaming. As a product of its time, it represents an innovative spirit that sought to captivate young minds while firmly planting the seeds of creativity and critical thought. Radio Addition with Mike and Spike is a delightful fusion of fun and learning. It reminds us of the power of creativity and the importance of educational content in entertainment. For those who cherish retro games that push the boundaries of conventional learning, this title is undoubtedly a treasured gem from the bygone era of 1990s gaming.

Reading Adventure with Kenny Kite

Windows 1996
"Reading Adventure with Kenny Kite," launched in 1996 for Windows, is a whimsical educational title that sought to ignite a passion for literacy among young minds. With its vibrant graphics and upbeat soundtrack, the game positioned itself as both a delightful pastime and a robust learning tool. Players step into the shoes—or rather, wings—of Kenny Kite, an endearing animated character, as he soars through colorful landscapes, encountering a host of quirky friends and surprising challenges along the way. The core gameplay revolves around a series of interactive storytelling sessions, punctuated by fun-filled mini-games. Each chapter presents a unique setting, such as enchanted forests or bustling towns, where players must use reading comprehension and vocabulary skills to progress. Puzzles frequently require children to choose correct words, complete sentences, or identify sounds—integrating core fundamentals of reading with seamless gameplay mechanics. This approach transforms the process of learning into a captivating, hands-on adventure, making educational development feel more like play than study. Visually, "Reading Adventure with Kenny Kite" blended cheerful cartoon animation with expressive character design, which helped foster a welcoming atmosphere. Animations were fluid and rich with detail, drawing in even the most reticent young reader. Sound and music complemented the visuals, with cheerful tunes accompanying each section and charming voice acting for every character encountered along Kenny's journey. These polished production values contributed to an immersive environment that kept children engaged throughout extended sessions. A distinctive feature of the game was its adaptive difficulty, which dynamically adjusted to a player’s progress, ensuring that users felt both challenged and supported. Hints and encouragement would appear when necessary, while successful completion of tasks was met with enthusiastic feedback from Kenny and his friends. Such positive reinforcement was designed to build confidence, making literacy milestones feel both meaningful and rewarding. Educators and parents alike applauded "Reading Adventure with Kenny Kite" for its thoughtful integration of educational principles into a compelling narrative structure. The game became a staple in computer labs and homes, recommended as a supplementary tool for early readers. It drew praise for its ability to nurture not only reading skills but also a lasting love of stories and language. Today, "Reading Adventure with Kenny Kite" is remembered fondly as one of the standout examples of mid-90s edutainment. Its blend of creativity, interactivity, and pedagogical soundness forged an experience that entertained countless children while laying the groundwork for a lifetime of reading success.

Sound It Out Land

Sound It Out Land, released in 1993 for the Windows 3.x operating system, marks a distinctive entry in the nascent era of educational computer games. Developed with the intention of fostering early literacy skills, the game seamlessly blends entertainment with foundational instruction for young learners. By leveraging the graphical possibilities of Windows 3.x, the designers introduced children to an engaging, vibrant world where spelling and phonics challenges are woven into playful exploration. Upon starting, players find themselves in a whimsical setting populated by friendly characters and colorful landscapes. Navigation is intuitive, with mouse-driven controls tailored for early elementary students. Throughout the adventure, children encounter a dynamic series of activities, including letter matching, word-building puzzles, and auditory identification tasks. Each exercise is punctuated by lively animations and encouraging feedback, which serve both to maintain interest and reinforce learning objectives. The pacing allows users to progress comfortably, making the experience as stress-free as it is instructive. What truly set Sound It Out Land apart from its contemporaries was its creative use of sound—a feature not universally exploited in early 1990s educational software. Each correct answer is celebrated with cheerful tones, while incorrect responses prompt gentle guidance rather than punitive sounds, cultivating an environment where mistakes are seen as positive learning opportunities. The auditory cues are clear and pleasant, ensuring that children not only see but also hear the connections between letters and their phonetic sounds. The visuals, though simple by today's standards, were quite effective and appealing during the era of Windows 3.x. Brightly colored backgrounds, expressive characters, and visual rewards like stars or balloons added a sense of accomplishment to each session. The art style was intentionally non-threatening and friendly, calming potential anxieties for novice users. This careful attention to design detail speaks to the developers' understanding of their young audience's needs. Sound It Out Land enjoyed popularity in classrooms and homes alike, becoming a favored tool for both teachers and parents eager to supplement traditional instruction. Its accessibility required only modest system resources, making it compatible with the wide array of hardware in circulation at the time. Additionally, the game's replay value was bolstered by randomized activities and a natural progression system, which encouraged repeated play and sustained interest over time. Looking back, Sound It Out Land represents a significant stride in the integration of technology and early childhood education. It stands as a cheerful artifact of the early 1990s edutainment wave, exemplifying how thoughtful game design can make foundational learning both accessible and enjoyable for emerging readers. Its legacy can be seen in the many literacy programs that followed, all aiming to capture that elusive balance between fun and effective pedagogical practice.
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