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Games developed by Creative Multimedia Corporation

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.

Highlights Interactive: Fun with a Purpose

Windows 1996
"Highlights Interactive: Fun with a Purpose" is a Windows title released in 1996 by Highlights Interactive. It blends entertainment with structured learning tasks for home and classroom use. The game offers a modular adventure in which a player moves between themed rooms, each presenting a concise set of activities. Challenges cover memory, logic, language, and arithmetic, delivered through friendly puzzles. The CD-ROM integrates with Windows 95, providing an approachable interface and a calm, instructional tone suitable for independent play or guided demonstrations. From a central hub, players move between rooms via a map or panel of doors. Each room houses a sequence of minigames such as word assembly, pattern matching, and quick quizzes. Controls rely on the mouse and keyboard; dragging elements, clicking hotspots, and typing short responses are supported. A gentle hint system reveals optional guidance, while progress is tracked by a badge board and a printable certificate. Difficulty scales with performance, encouraging persistence without harsh penalties for early missteps. Visually, the game favors warm, approachable art with hand-drawn environments and bold outlines. The interface uses oversized icons and color-coded status indicators arranged in a simple grid. Animated characters offer encouragement, while transitions between activities are smooth fades. Backgrounds present classrooms, parks, and cozy living spaces in a friendly palette designed for quick recognition and minimal eye strain. The result is a clear visual language that supports focused play without distraction. Audio design uses a light, upbeat MIDI library with adaptive cues that pace tasks to the player's progress. Menu and action sounds are crisp and friendly, providing immediate feedback for selections. Voice prompts guide the player through new rooms, clarifying objectives without speaking over the action. The overall mix emphasizes clarity and reassurance, with accessible volume controls that suit typical computer speakers of the era. Play sessions are paced to fit short classroom blocks and extended home play alike. The game fosters achievement through a badge system, printable certificates, and progress saves that invite retry. It supports solo play as well as classroom groups using an optional mode, including progress summaries and class-wide statistics. Overall, Fun with a Purpose delivers approachable interactivity where curiosity leads to skill, and completing each activity yields tangible feedback that invites the next step.

The Magic Death: Virtual Murder 2

An anthropologist turns up dead in her apartment as a sacrifice in a voodoo ritual. The Magic Death is the second entry in the Virtual Murder series of FMV murder mystery games. As in the previous title, the player has to solve the crime within 5 hours. The time decreases when an action is performed (examining an object at the crime scene, watching the interrogation of a suspect), the exception being a brief summary of the case that can be accessed and played without penalty. After gathering enough evidence (automatically stored in the notebook area), the player can call a press conference and answer questions about the case. If this questionnaire is completed correctly, the game moves to its second level, where the player must present the case to the judge.

Who Killed Brett Penance?: The Environmental Surfer

An activist surfer is found dead on the beach. It is up to the player to collect the evidence and solve the crime. The third installment of the Virtual Murder series (now renamed Murder Mystery) follows the same general design as the other games. The player has six hours to solve the murder, and the time decreases with each action performed (interviewing suspects, examining crime scene objects), with the exception of a brief summary of the case that can be played without decreasing time. After gathering enough evidence (automatically stored in the notebook area), the player can call a press conference and answer questions about the case. If this questionnaire is filled out correctly, the game moves to its second level, where the player must present the case to the judge. In previous iterations, the murderer was randomly selected by the computer from three possible choices. This time, the player can directly select one of the three game paths at the beginning of the game. Each has minor alterations and different clues, although the scenario remains the same.

Who Killed Sam Rupert: Virtual Murder 1

Sam Rupert has been found dead in the restaurant he owns. Police detectives arrive on the scene and must gather clues and solve the mystery to figure out which of the 8 suspects might have killed Sam Rupert. Also, since 'most' crimes are solved within 6 hours, the city demands that this case be solved within that time limit. Who Killed Sam Rupert is a full-motion multimedia detective game. Players assume the role of the investigating detective and must search for clues and interview witnesses through a first-person adventure game interface. Each action consumes a set amount of time, and after 6 hours, the case ends and the player must explain what they have found at a press conference for a chance to arrest the culprit from a short list of 3 suspects. There are three possible 'motives' for the case and therefore three possible endings to solve the murder of Sam Rupert.

Who Killed Taylor French?: The Case of the Undressed Reporter

Who Killed Taylor French?: The Case of the Undressed Reporter arrived in 1995 as a rather audacious Windows mystery, built for players who wanted their entertainment to feel like a newsroom investigation rather than a simple game hunt. The premise kicks off with a shocking discovery, then quickly pivots toward motive, procedure, and messy human stories. Instead of blasting through levels, you are nudged into careful observation, piecing together how a scandal became a crime. The tone blends noir atmosphere with the grimy curiosity of tabloid culture, and it expects you to keep track of details that other titles would dismiss as decorative. At its core, the gameplay is classic detective work translated into point and click decision making. You roam a small cast of locations, then interact with people, objects, and documents that reveal themselves one clue at a time. Dialogue choices matter, and many conversations function like mini investigations: press here, redirect there, compare responses against what you have already collected. Evidence management is central, often handled through an inventory and case-style organization where items, notes, and observations gradually connect into a larger explanation. A defining feature is the way the mystery structure encourages deduction from contradictions. Witness statements may appear consistent at first glance, yet shift when you revisit the scene or approach an informant with fresh context. Puzzles tend to follow investigative logic, such as matching reports to physical details, interpreting clues in a plausible chain, and using the right information at the right moment. The game does not merely reward fast clicking; it rewards methodical skepticism, which can feel surprisingly modern for a mid 90s Windows release. Visually, the experience leans on the era’s approach to immersion, mixing static backgrounds, readable interface elements, and the impression of real spaces through carefully staged scenes. The presentation supports the narrative’s simmering tension, while occasional rough edges remind you that you are playing a product of its time. What stands out most is pacing: the story keeps reintroducing new leads without letting you forget the central question burning under every conversation. If you revisit this title today, it reads like a time capsule from the golden age of PC sleuthing, when interactive fiction and graphical adventures were competing to see who could feel most like a genuine case file. It is not a lightweight diversion; it is a structured investigation that asks you to treat every fragment as evidence and every awkward pause as a potential signal. For fans of mystery design, the case remains a fascinating artifact of narrative-driven gameplay.
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