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Games developed by Dingoo Games, Co, Ltd.

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.

7 Days - Salvation

7 Days – Salvation is a survival adventure set against a world approaching collapse. A mysterious catastrophe has spread across populated areas, leaving deserted streets, damaged facilities and isolated groups of survivors in its wake. The player takes control of a lone protagonist with seven days to uncover the source of the disaster and find a means of preventing complete destruction. Progress is divided into a sequence of daily chapters, each introducing new locations, characters and objectives while steadily advancing the central crisis. Exploration forms the foundation of the game. The player moves through compact environments, searching abandoned buildings, laboratories, streets and other dangerous locations for useful objects and information. Items collected along the way can be examined, combined or used with parts of the environment to open routes and solve problems. Conversations with survivors provide clues and reveal the circumstances surrounding the catastrophe, while some encounters require the player to choose between competing actions. Careful observation is essential, since a seemingly insignificant object or detail may be needed several stages later. The game incorporates action elements into its adventure structure. Hostile creatures and other threats appear in confined areas, forcing the player to react quickly and manage limited supplies. Movement, evasion and attacks must be used economically, as ammunition and health-restoring items are not plentiful. Encounters are designed around short bursts of tension rather than continuous combat, allowing investigation and puzzle solving to remain the main activities. Mistakes can cost valuable time or resources, and the seven-day schedule gives each stage a distinct sense of urgency. Visuals use a dark, industrial presentation suited to the ruined setting. Environments are built from detailed two-dimensional backgrounds and character sprites, with muted colours, heavy shadows and isolated pools of light emphasizing the abandoned surroundings. Laboratories, maintenance corridors and devastated urban areas are distinguished through machinery, broken fittings, warning signs and scattered debris. Menus and status displays are kept clear so that inventory items, health and other information can be checked quickly on a Symbian handset. The soundtrack combines subdued background music with atmospheric effects. Electronic tones and restrained melodies accompany exploration, while alarms, machinery, footsteps and sudden sounds heighten the more dangerous sections. Dialogue and written descriptions carry much of the narrative, giving the player information about the spreading disaster and the people encountered during the journey. Compact stages, item-based puzzles and limited resources make each chapter feel like a separate step toward salvation, while the fixed seven-day structure keeps the adventure moving from discovery to confrontation.

Ali Baba

Dingoo 2009
Ali Baba is a compact action game for the Dingoo, placing the player in the role of the famous Arabian adventurer as he enters guarded caves, ancient ruins, and richly decorated chambers in search of hidden treasure. Each stage presents a self-contained challenge built around exploration, quick movement, and the collection of valuables. Coins, jewels, and other treasures are scattered through the scenery, while enemies and environmental hazards make the shortest route difficult to follow. Progress depends on reaching the exit after gathering enough of the stage’s rewards and surviving the dangers along the way. The game uses straightforward platforming controls suited to the Dingoo’s directional pad and buttons. Ali Baba can run, jump, and attack, allowing him to cross gaps, climb through narrow passages, and deal with hostile creatures or guards. Movement is deliberately responsive, with hazards often requiring a well-timed leap rather than complicated combinations. Platforms, ledges, ladders, and concealed routes give the levels a modest exploratory element, while treasure placed above or beyond danger encourages careful examination of each area. Mistakes generally cost a life, making repeated attempts an important part of learning enemy positions and stage layouts. Enemies patrol the corridors and chambers in predictable patterns, but their placement turns otherwise simple scenery into a series of small tests. Some opponents can be defeated directly, while others are best avoided by waiting for an opening or taking an alternate route. Traps and obstacles provide additional pressure, particularly where narrow platforms or moving hazards restrict Ali Baba’s movement. The player is rewarded for advancing efficiently and collecting as much treasure as possible, giving each stage a balance between safe progress and riskier searches for a higher score. The presentation draws on familiar Arabian Nights imagery. Desert colors, stone walls, underground vaults, palace-like interiors, and ornamental details create a unified setting, with bright treasure contrasting against darker passages and earthy backgrounds. Ali Baba is represented by a small, clearly animated sprite whose movements remain easy to read during busy sections. The surrounding graphics favor simple shapes and strong color blocks, preserving visibility on the Dingoo’s compact screen while giving each area its own visual character. Audio supports the adventure with brief electronic melodies and compact sound effects for jumps, attacks, collected treasure, enemy encounters, and stage completion. The music provides a light sense of movement without overwhelming the action, while the sharper effects help confirm successful attacks and pickups. Ali Baba offers a direct, arcade-inspired experience: short stages, immediately understandable controls, frequent danger, and the satisfaction of mastering routes that initially appear full of obstacles.

Amiba's Candy

Amiba’s Candy is a compact arcade puzzle game designed for Symbian mobile phones. The player guides Amiba, a bright, soft-bodied creature, through a succession of small candy-filled stages, gathering every sweet before reaching the exit. Each stage is presented as a self-contained arrangement of platforms, walls, gaps, and hazards, with the objective clearly defined by the placement of the confectionery. The straightforward premise gives the game an immediate appeal, while the restricted screen area and carefully arranged routes make each level a test of observation and timing. Amiba moves directly under the player’s command, climbing, dropping, and crossing the narrow passages that form each stage. Candy must generally be collected in the correct order, since a missed item can leave the character unable to complete the route. Obstacles are positioned to turn simple movement into a series of brief puzzles: the player must judge when to advance, when to retreat, and how to reach higher or enclosed areas without wasting a life. The controls are suited to a phone keypad, with directional buttons handling movement and a central key used for confirmation or other contextual actions where required. The game’s challenge develops through increasingly intricate layouts rather than through a large collection of complicated rules. Early stages introduce Amiba’s movement and the basic requirement to collect the sweets. Later screens demand more precise positioning, quick reactions, and a greater understanding of the available route. A mistake normally sends Amiba back to the beginning of the stage or costs a life, encouraging repeated attempts and gradual mastery. The short length of individual levels makes the game well suited to brief sessions, while the desire to clear a difficult arrangement without errors provides a reason to continue playing. Visually, Amiba’s Candy uses a colorful, deliberately simple presentation suited to Symbian displays. Candy is given strong, easily recognized colors, while Amiba’s rounded form stands out clearly against the stage backgrounds. The artwork favors clean outlines, compact sprites, and bright decorative details rather than elaborate animation. Movement is accompanied by small visual responses when Amiba lands, collects a sweet, or encounters danger, giving the otherwise uncluttered screens a lively character. Menus and score information remain clear and functional, allowing the play area to occupy most of the available display. A cheerful collection of electronic sound effects accompanies the action, with distinct tones marking candy collection, successful progress, and failure. The audio is economical but effective, reinforcing the playful atmosphere without obscuring the game’s precise movement. Amiba’s Candy offers an accessible mixture of arcade action and light puzzle solving: its rules can be understood almost immediately, but completing every arrangement calls for patience, planning, and accurate control. Its bright presentation and compact stages make it a natural fit for quick play on a Symbian handset.

Decollation Warrior

Dingoo 2009
Decollation Warrior is a side-scrolling action game built around the direct force of sword combat. The player controls a lone warrior advancing through hostile territory, confronting soldiers, beasts, and heavily armed guardians along a series of compact stages. Movement is deliberately straightforward: the warrior runs, jumps, crouches, and attacks with his blade, while the limited screen area keeps the action close and immediate. Enemies enter from both sides or wait within the scenery, requiring quick reactions rather than elaborate preparation. The sword is the central tool in every encounter. A well-timed strike can interrupt an advancing opponent, while repeated attacks drive enemies backward and open a path through crowded sections. Certain foes are vulnerable at specific heights, making jumping attacks and low blows important parts of the combat system. The warrior must also judge his position carefully, since several enemies can surround him at once. Stronger opponents possess greater endurance and attack power, turning later confrontations into tests of timing, spacing, and patience. The title’s emphasis on decollation is reflected in the game’s forceful finishing strikes, which give successful attacks a distinctive sense of impact. Stages present a dark fantasy landscape of ruined settlements, fortified passages, forest paths, and forbidding strongholds. The warrior’s route moves steadily toward more dangerous territory, with enemy formations becoming denser and the scenery more severe as progress is made. Platforms, steps, narrow passages, and other changes in ground level break up the forward march and create opportunities for ambushes. Battles against powerful end-stage guardians provide the main milestones, demanding that the player recognize attack patterns while avoiding contact and waiting for a safe opening. The visual presentation uses colorful two-dimensional sprites against richly shaded backgrounds. The warrior is given a clear silhouette, allowing his sword movements to remain readable even when several opponents occupy the screen. Enemy designs range from ordinary foot soldiers to larger armored creatures, and their weapons and costumes help distinguish their attack styles. Decorative details such as stone walls, banners, trees, and torch-lit interiors give each area a strong identity. Blood effects and exaggerated defeat animations add a harsher edge to the otherwise bright, compact presentation. Music and sound effects support the brisk rhythm of the action. Sword swings, impacts, enemy cries, and the sounds of defeated foes provide immediate feedback during combat, while stage music maintains a steady sense of movement between encounters. The small Dingoo screen and responsive controls suit short sessions, although advancing through the later stages requires concentration and repeated attempts. Decollation Warrior offers a focused arcade-style challenge: enter a dangerous world, master the reach of the blade, and cut a path through every obstacle standing between the warrior and his destination.

Dingoo Link Em Up

Dingoo 2009
Dingoo Link Em Up is a compact puzzle game built around the simple idea of joining matching pieces across a changing playfield. Each stage presents a grid filled with colored sections, symbols, or connectors, and the player must arrange them so that related pieces form complete links. The objective is to clear the board or establish all of the required connections without leaving an incomplete route behind. Its rules are quickly understood, but the limited space and increasingly intricate layouts give the later stages considerably more depth. Pieces are moved directly around the grid with the Dingoo’s directional controls. Depending on the arrangement, a section may need to be shifted into an open space, turned to face the correct direction, or placed beside another section of the same type. A successful connection joins its components into a continuous line, while an incorrect placement can block a route and force the player to rethink the entire board. Movement is deliberately precise, allowing individual sections to be examined and repositioned without hurried inputs. The game rewards planning several moves ahead rather than relying on speed. The stages are presented as clean, self-contained puzzle screens rather than as a continuous adventure. Early layouts use only a few colors and uncomplicated patterns, providing an effective introduction to the linking system. As progress continues, boards become more crowded and routes begin to cross, bend, and divide. Empty spaces become important, since they provide the room needed to maneuver pieces into position. The best solutions often require temporarily breaking apart a promising arrangement before rebuilding it in the correct order, giving each puzzle a satisfying sense of structure and discovery. Visually, Link Em Up uses a bright, uncluttered presentation suited to the Dingoo’s screen. Colored tiles and bold borders make the individual pieces easy to distinguish, while simple backgrounds keep attention focused on the puzzle itself. Connections are clearly shown when sections meet correctly, and completed arrangements provide an immediate visual confirmation of progress. The interface is restrained, with straightforward menus and readable stage information, allowing the board to remain the central feature of every screen. Audio support is equally understated. Short electronic tones accompany movement, selection, and successful links, while completed puzzles receive a more noticeable celebratory effect. The music and sound effects maintain the light arcade character of the game without distracting from careful thought. Link Em Up is consequently well suited to short sessions, but its steadily more demanding boards invite repeated attempts. Its accessible rules, methodical controls, and emphasis on logical planning make it a natural fit for portable play.

Dingoo Snake

Dingoo 2009
Dingoo Snake brings the classic snake formula to the Dingoo handheld with a clean, instantly understandable presentation. The player guides a small snake around a single-screen playfield, collecting food items that appear at changing positions. Each item increases the snake’s length and adds to the score, while the growing body makes every subsequent movement more demanding. The objective is to survive as long as possible, gather as much food as possible, and produce the highest score before the snake collides with an obstacle. Movement is handled entirely through the directional controls, with the snake traveling continuously in the selected direction. Once a turn has been made, the creature continues forward until another direction is pressed, giving the game a steady rhythm and making planning essential. Sharp changes of direction are possible, but reversing directly into the snake’s own body is not. The playfield boundaries also represent a constant danger, requiring the player to judge distances carefully and leave enough open space for future movement. The central challenge develops naturally as the snake grows. At the beginning of a round, the open area allows broad movements and quick trips toward newly appearing food. After several successful pickups, the body occupies more of the screen, narrowing the available routes and turning simple collection into a problem of positioning. Players must decide whether to pursue a nearby item immediately or guide the snake through a longer, safer route. A careless turn can end a promising run in an instant, while careful circulation around the playfield can extend the game considerably. The visual style is compact and functional, suited to the Dingoo’s small screen. The snake and food are presented as clearly defined sprites against a plain background, with the segmented body making growth easy to follow at a glance. The uncluttered layout keeps attention on movement, spacing, and the next available target. Score information and other play details are arranged around the action without obscuring the playfield, preserving the straightforward arcade character of the game. Audio supports the action with brief electronic effects for movement, food collection, and failure, accompanied by simple game music or a restrained background presentation. The controls respond quickly, making each directional press immediately important. Dingoo Snake is built around short sessions and repeated attempts: a round can be started quickly, understood without lengthy instruction, and replayed whenever the player wants to improve a score. Its uncomplicated rules, escalating difficulty, and emphasis on precision give the handheld a focused arcade experience that remains accessible while rewarding concentration and practice.

Hell Striker II

Hell Striker II is a fast-paced arcade shoot-’em-up for Symbian phones, placing the player at the controls of a heavily armed combat craft sent into a hostile world overrun by infernal forces. The action is presented from a top-down viewpoint, with the craft moving through continuously scrolling battlefields while enemies attack from every direction. Demonic machines, airborne creatures, fortified emplacements and larger guardian vessels fill the screen, demanding constant movement as well as accurate fire. The game follows the direct, immediately accessible style of classic arcade shooters, concentrating on short missions, rapid combat and the pursuit of a higher score. The player guides the craft with the phone’s directional controls and fires using the central action key. Movement is responsive, allowing the ship to weave between bullets, ground hazards and enemy formations, while the automatic forward advance keeps each stage in motion. Destroyed opponents release weapons, bonuses and other useful items, giving the player opportunities to increase firepower during a run. Additional shots spread across the screen or travel in concentrated streams, making it possible to adapt the craft to different formations. Careless flying is quickly punished, however, and limited lives or continuing resources place importance on learning enemy patterns and choosing a safe route through crowded sections. Each stage presents a different region of the game’s bleak underworld. Twisted landscapes, ruined installations, burning passages and mechanical strongholds form the backdrop to the fighting, with the scenery scrolling steadily beneath the player’s craft. Enemy attacks become denser as missions progress, introducing larger formations, faster projectiles and more durable adversaries. Stage-ending encounters provide the main tests of skill, confronting the player with oversized bosses whose patterns must be studied before a successful attack can be made. Their movement and weapon arrangements turn the open playfield into a series of rapidly changing hazards. The visual presentation uses compact Symbian graphics to create a dark, fiery atmosphere. Bright weapon flashes, explosions and hostile projectiles stand out against shadowed backgrounds, making combat readable even when the screen becomes crowded. Enemy sprites are designed with a mixture of sinister organic shapes and industrial armor, while the larger bosses receive more elaborate animation and color treatment. The interface keeps essential information visible during play, including the score, remaining lives and current weapon status, without taking attention away from the action. Sound effects reinforce every stage of the battle with sharp firing noises, impacts, explosions and warning tones during major encounters. The music supplies a tense arcade backdrop, matching the game’s hellish setting and maintaining pressure as enemy attacks intensify. Hell Striker II is built for repeated attempts: an initial run reveals the routes and attack patterns, while later games reward precise movement, efficient use of power-ups and a willingness to challenge more dangerous sections. Its straightforward controls and relentless pace make it well suited to brief sessions, while the score-driven structure provides a reason to return and refine every run.

Landlord

Dingoo 2009
Landlord brings the popular Chinese card game Dou Dizhu to the Dingoo handheld in a compact, easy-to-learn format. Three players compete with a standard 54-card deck, including the two jokers. At the beginning of each round, cards are dealt and a bidding phase determines which player becomes the landlord. The remaining two players form a temporary partnership, while the landlord receives the undealt cards and takes on both opponents alone. Play proceeds around the table, with each player attempting to beat the previous combination or pass. Legal plays include single cards, pairs, triples, sequences, and combinations built from groups of matching cards. Powerful special hands, including bombs and the pair of jokers known as the rocket, can overcome ordinary combinations and change the course of a round. The landlord wins by playing every card in hand before either opponent, while the opposing team succeeds when one of its members goes out first. The Dingoo version presents the action through a clear, uncluttered card-table display designed for the handheld’s screen. Cards are arranged in rows at the bottom of the play area, with the current trick and each player’s remaining hand shown above. Menus, prompts, and bidding indicators make the rules easy to follow, while simple graphical effects mark played cards, successful combinations, and the end of a round. The visual style remains functional rather than decorative, keeping attention on the hand, the changing trick, and the decisions required from the player. The directional pad is used to move through cards and menu choices, while the face buttons confirm selections, play a chosen hand, or pass. Computer-controlled opponents maintain a steady pace, giving the game a brisk character suited to short sessions or repeated rounds. Light electronic sound effects accompany card selection, bidding, and completed plays, with menu tones and compact music providing a suitably traditional handheld presentation. With its combination of quick rounds, tactical bidding, and changing alliances, Landlord offers a portable card game in which careful timing and the intelligent use of strong combinations are as important as the cards dealt.

Nose Breaker

Dingoo 2009
Nose Breaker is a fast-paced arcade action game for the Dingoo handheld, built around short stages, simple controls, and constant forward movement. The player takes control of a determined street fighter whose unusual talent is breaking through obstacles with powerful headbutts. Each stage presents a route packed with barriers, rivals, traps, and breakable objects. Progress depends on choosing the right moment to attack, avoiding hazards, and maintaining enough momentum to reach the end of the course. The main attack is the titular nose breaker, a direct charge that can smash wooden boards, cracked walls, crates, and other obstructions. Some barriers require repeated blows, while others can only be destroyed after the player has built up speed. Enemies patrol the paths and attempt to stop the character before he reaches the next checkpoint. A well-timed attack can knock them aside, but careless charges leave the player exposed. Movement is deliberately straightforward, with directional controls handling positioning and a dedicated action button used for attacks and interactions. The game’s stages are set across a colorful collection of urban locations, including narrow streets, construction areas, warehouse yards, and crowded back alleys. Each area introduces small changes to the action, such as moving platforms, collapsing floors, rolling hazards, or passages concealed behind breakable scenery. Bonus items are placed along the routes, rewarding players who explore side paths or destroy objects that might otherwise appear decorative. Checkpoints divide the longer stages into manageable sections, while later levels combine several hazards at once and demand more accurate timing. Visually, Nose Breaker uses bright, compact sprites and strongly outlined scenery suited to the Dingoo’s screen. Characters have exaggerated animations, particularly during attacks, collisions, and defeats, giving the action a comic-book character without interrupting its brisk pace. Backgrounds are detailed with signs, pipes, vehicles, brickwork, and scattered street furniture. Destructive objects visibly crack and disappear when struck, making the player’s progress easy to follow. The interface remains uncluttered, displaying the current score, remaining energy, and stage information without obscuring the playfield. The audio combines energetic arcade music with sharp sound effects for every impact. Headbutts, shattered barriers, enemy collisions, and collected items each have distinct effects, helping players judge the action even when several events occur together. The short stages make the game well suited to quick sessions, while score bonuses, hidden objects, and increasingly demanding layouts encourage repeated attempts. Its appeal comes from the immediacy of the controls and the satisfying rhythm of running, striking, breaking, and advancing through each obstacle-filled route.

Puzzle Bobble

Dingoo 2009
Puzzle Bobble brings the classic bubble-shooting action of the arcade to the Dingoo handheld. Players guide a small launcher at the bottom of the screen, aiming colored bubbles toward formations suspended above. A fired bubble attaches to the arrangement, and groups of three or more bubbles of the same color burst with a bright pop. The objective is to clear each screen before the ceiling descends too far, with careful shots often allowing several bubbles to disappear at once. Bub and Bob provide the familiar on-screen presence, giving the game a cheerful character amid its compact, single-screen puzzles. The Dingoo controls make aiming direct and responsive. The directional pad adjusts the launcher’s angle, while the action button sends each bubble toward the selected target. Shots can be bounced from the side walls to reach enclosed spaces, strike bubbles from unusual angles, or remove supports holding large clusters in place. A preview of the next bubble encourages players to plan ahead rather than fire at random. Some arrangements leave only narrow openings, demanding patience and accurate bank shots, while other screens reward quick combinations and the removal of bubbles hanging beneath a single connection. Each stage presents a carefully arranged pattern of colored bubbles, with the layouts becoming increasingly difficult as new formations and tighter spaces appear. The screen remains uncluttered, keeping the current arrangement, launcher, and descending boundary easy to read on the Dingoo’s display. The backgrounds use simple illustrated scenery and clear, brightly colored shapes, while Bub and Bob animate during play and celebrate successful clears. The presentation preserves the lighthearted arcade identity of Puzzle Bobble, favoring bold outlines, smooth movement, and instantly recognizable effects over complicated visual detail. Sound supports the action with upbeat melodies, playful character sounds, and crisp effects for launching, bouncing, matching, and bursting bubbles. A successful chain is accompanied by a more pronounced flourish, making large clears immediately satisfying even when the action is viewed on the handheld’s compact screen. The steady rhythm of aiming, firing, and waiting for bubbles to settle gives each puzzle a relaxed beginning, but the descending ceiling steadily increases the pressure. Puzzle Bobble is easy to begin yet demanding to master, offering short sessions for portable play and enough variation in its formations to encourage repeated attempts at cleaner, faster solutions.
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