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Games developed by Gainax 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.

Fushigi no Umi no Nadia

In 1992, the FM Towns game Fushigi no Umi no Nadia was released, captivating players with its stunning graphics, engaging storyline, and unique gameplay. Developed by Gainax and Lion Sleeping, this adventure game was based on the popular Japanese anime series of the same name, which aired in the late 1980s. With its combination of action, puzzle-solving, and exploration, Fushigi no Umi no Nadia quickly became a beloved title among fans of both the show and the medium of gaming. The game follows the story of Nadia, a young circus performer who becomes embroiled in a dangerous adventure after being chased by a mysterious organization. Along the way, she meets Jean, a young inventor, and together they must uncover the secrets of Nadia's past and the true intentions of their pursuers. As players guide Nadia and Jean through the game, they will encounter a variety of challenges that require both quick reflexes and clever problem-solving. One of the most impressive aspects of Fushigi no Umi no Nadia is its stunning visuals. The game was originally released for the FM Towns computer, which was known for its advanced graphics capabilities at the time. Incorporating a mix of hand-drawn and computer-generated graphics, the game's environments are beautifully detailed and bring the world of the anime to life. The character designs are also faithful to the original show, making it a treat for fans to see their favorite characters in a new medium. In addition to its graphics, the game also features a memorable soundtrack that perfectly captures the mood of the adventure. Composed by Toshiyuki Honda and featured on a CD-ROM, the game's music is a mix of orchestral and electronic sounds that perfectly complement the game's sci-fi elements. From emotional piano pieces to high-energy battle themes, the soundtrack adds another layer of immersion to the overall experience. One of the most unique aspects of Fushigi no Umi no Nadia is its gameplay, which combines various genres to create a truly captivating experience. Players will find themselves navigating maze-like levels, engaging in intense action sequences, and solving a variety of puzzles as they progress through the game. The puzzles in particular are well-crafted, requiring players to think outside the box and use their abilities to progress. To add even more replay value, the game features multiple endings that depend on the player's actions and choices throughout the adventure. This not only encourages players to revisit the game, but also adds to the overall sense of immersion and agency within the story. With its engaging gameplay, beautiful graphics, and unique story, Fushigi no Umi no Nadia stands the test of time as a classic adventure game that continues to be enjoyed by fans worldwide.

Neon Genesis Evangelion: Kōtetsu no Girlfriend

Neon Genesis Evangelion: Kōtetsu no Girlfriend, released in 1997, is a Japanese-style role-playing game based on the popular anime series Neon Genesis Evangelion. Developed by Gainax and published by Bandai, the game follows the story of the series and puts the player in the role of Shinji Ikari, the protagonist of the show. Players take control of Shinji and must use his piloting skills to help protect Tokyo-3 from the Angels, alien creatures who threaten the city. With the help of his fellow pilots, Rei Ayanami and Asuka Langley Soryu, Shinji must battle the Angels and use his weapons and mecha to defeat them. The game features a unique combat system in which players must strategically choose the right weapons and attacks to defeat their enemies. The game also features an extensive story mode which tells the story of the anime series, allowing players to relive the events of the show. Players can also explore the city of Tokyo-3 and interact with the characters from the show, as well as take part in a variety of mini-games. Neon Genesis Evangelion: Kōtetsu no Girlfriend was well-received upon its release, and is considered to be one of the best games based on the series. The game's unique combat system and story mode make it an enjoyable and engaging experience for fans of the show. The game is also noted for its detailed graphics and sound effects, which add to the overall atmosphere of the game. Overall, Neon Genesis Evangelion: Kōtetsu no Girlfriend is an excellent game that offers a unique and engaging experience for fans of the series. The game's combination of strategic combat, detailed graphics, and captivating story make it a must-play for fans of the anime.

Neon Genesis Evangelion: Shinji Ikari Raising Project

Windows 2004
Neon Genesis Evangelion: Shinji Ikari Raising Project, released in 2004, is a unique adventure game that takes inspiration from the iconic anime series Neon Genesis Evangelion. Developed by Gainax and published by VisualArt's, the game offers a distinctive blend of visual novel storytelling and simulation mechanics, capturing the essence of the original series while providing a fresh interactive experience for fans. The narrative revolves around Shinji Ikari, the protagonist, and his efforts to mature as an individual while grappling with the emotional complexities of teenage life, all against the backdrop of a world threatened by mysterious beings known as Angels. In this interactive simulation, players assume the role of a guardian guiding Shinji through critical moments of personal growth. The gameplay involves managing various aspects of Shinji's life, including his training, relationships with other characters, and decision-making during crucial plot points. Players can form bonds with characters such as Rei Ayanami, Asuka Langley Soryu, and Misato Katsuragi, influencing Shinji's development and ultimately determining the course of the story. This element of character interaction adds a layer of depth to the experience, as players navigate through multiple endings based on their choices. The game's visual style is reminiscent of classic anime art, evoking the aesthetics of the original series while incorporating vibrant colors and detailed character designs. The soundtrack consists of atmospheric compositions that enhance the overall mood, drawing players into Shinji's world. The blend of narrative and gameplay mechanics creates a balance between strategy and storytelling, inviting players to invest emotionally in the outcome, as their decisions can lead to vastly different experiences. One notable aspect of Shinji Ikari Raising Project is its focus on psychological themes, mirroring the struggles faced by the characters in the anime. Players witness Shinji grappling with his relationships, dealing with issues of acceptance, self-worth, and isolation, while also confronting the external conflict of the Angels. This introspective approach resonates with audiences, making the game not just a mere title associated with the franchise, but an exploration of character dynamics and personal dilemmas. For fans of the series and newcomers alike, the game offers a captivating experience that transcends traditional gaming mechanics. Its ability to weave complex narratives with simulation elements sets it apart in the realm of visual novels.

Neon Genesis Evangelion: Typing Hokan Keikaku

Windows 2000
In the year 2000 a Windows title surfaced among the cluttered shelves of shareware and fan made curiosities Neon Genesis Evangelion Typing Hokan Keikaku arrived with a premise. Rather than a traditional shooter or adventure, it tasks players with defending a shattered city by typing words that pop from the screen. Each keystroke sends a volley toward stylized angels and mise en scene inspired by the Evangelion mythos. The result is a hybrid that invites concentration and amusement. Gameplay choreography centers on speed, accuracy, and a vocabulary borrowed from the series. When a foe breaches the screen a word floats toward the center and the player must press the letters in sequence before it reaches the impact line. Rewards include power ups and battery-like energy that fuels larger attacks. Unlike pure typing tutors the game wraps its drill inside the narrative frame of NERV and EVA units, letting fans feel a tiny sense of piloting control. Visually the game leans into retro pixel blocks and neon palettes that echo late 90s anime posters. The interface is minimal yet dramatic, with a status bar, a small cockpit gauge, and silhouettes that evoke the giant mecha. Audio rides a hybrid path of chiptune percussion and choir-like stings, producing an uncanny blend that makes even misses feel atmospheric rather than frustrating. The overall presentation aims at immersion rather than polish. Reception among genre enthusiasts and Evangelion fans was mixed but curious. As a Windows release it circulated through early internet forums and tiny local stores, rarely reaching broad audiences. Some players praised the concept and the odd charm of turning spiritual themes into typing fatigue, while others lamented awkward pacing and a cramped learning curve. Yet the title endured as a curious artifact of cross media experimentation during a transitional era for PC gaming. Typing Hokan Keikaku stands as a relic of the year 2000, a snapshot of how fans experimented with interactive fiction and reflex training. It foreshadows niche hybrids that fuse literacy drills with licensed universes. For collectors and archivists the game offers a window into the pre broadband era where shareware gleams turned into lasting curiosities. In the annals of Evangelion ephemera it marks a bold if imperfect attempt to translate cult reverence into keystroke action. For scholars of retro computing the title remains a playful reminder that licensing power and player skill can coexist with reverent fan culture.

Princess Maker

Princess Maker, released in 1995, is a simulation video game developed by Gainax and published by Gainax. It is one of the first games in the Princess Maker series and quickly became a popular and well-loved title among DOS gamers. The game follows the story of a young girl who is given to the player by a god to raise and train into a princess. With elements of role-playing, adventure, and life simulation, Princess Maker offered a unique and engaging experience for DOS players. One of the most intriguing aspects of Princess Maker is the player's ability to shape the destiny of the young princess. As the game progresses, players must make various decisions and choices that will ultimately determine the outcome of the character's life. This includes raising her in various disciplines such as music, combat, etiquette, and more. The decisions made by the player affect the character's stats and skills, which in turn determine her future path and success as a princess. One of the most standout features of Princess Maker is the game's incredible soundtrack. Composed by the renowned musician Takumi Kizu, the soundtrack beautifully captures the various moods and themes of the game. From dramatic battle music to soothing melodies, the soundtrack adds depth and emotion to the gameplay experience. The visuals of the game are also noteworthy, with hand-drawn graphics that exude a classic and charming aesthetic. Another aspect of Princess Maker that sets it apart from other DOS games is its emphasis on character development. As players progress through the game, they not only shape the character's skills and abilities but also her personality and relationships. Players can interact with various NPCs and even send the princess on dates with suitors. These interactions can have a significant impact on the character's development and add another layer of depth to the game. In addition to its unique and engaging gameplay, Princess Maker also received praise for its realistic and relatable depiction of medieval life. The game accurately portrays the struggle and hardships of raising a child, especially one with royal aspirations. As such, it offers a refreshing and challenging experience for players who enjoy simulation games. Princess Maker also offers multiple endings, giving players the opportunity to play through the game multiple times and discover different outcomes. Even after 25 years since its release, Princess Maker continues to be a beloved DOS game among fans. Its timeless gameplay, charming aesthetics, and memorable soundtrack continue to captivate players of all ages. The game has also spawned numerous sequels and spin-offs, solidifying its place in the hearts of gamers around the world. For those looking for a unique and immersive gaming experience, Princess Maker is a must-try.

Princess Maker 2

DOS 1993
Princess Maker 2, a DOS release from 1993, invites players into a quiet, meticulous fantasy: you become the guardian responsible for raising a young princess who will someday inherit a realm. In this cradle-to-crown life sim, every decision ripples through the years as you mold her education, manners, and public image. The game blends light RPG flavors with a domestic sim sensibility, steering away from heroic battles toward the intimate drama of preparation, patience, and long view planning. Time moves in measured days, and each month you decide how to spend hours with the ward. You assign activities that lift various attributes, from intellect and charm to health and strength, while maintaining happiness and finances at home. There are social events, tournaments, and coursework; you can sponsor tutors, enroll her in music, study letters, or train in etiquette to shape her future prospects. The game rewards foresight: neglect one lane and consequences drift, sometimes with bittersweet endings. Affection and alliances matter. Friendly tutors, rivals, and potential suitors drift into her life as the years pass. Depending on choices, she might become a scholar, a diplomat, or a ruler, and marriage prospects reflect the era and your strategic tilt. The endings are not mere victories but portraits of a life shaped by constant balancing acts between duty, desire, and duty again. The path chosen yields a spectrum of outcomes, from serene to tumultuous, each anew on subsequent playthroughs. The presentation is austere yet endearing. The interface relies on menus, text prompts, and portraits that gesture at mood rather than thrill. Subtle sound design underscores seasons and milestones, while portraits capture a thousand expressions with minimal shading. For a DOS title, the production respects the user's imagination, inviting personal interpretation of rooms, gardens, and ceremonies. Its charm lies in restraint and carefully calibrated rewards, which encourage repeated play without gimmicks. Its atmosphere invites slow contemplation and careful, almost ceremonial decision making. Princess Maker 2 sits at a crossroads of early simulation games and later otome ambitions. It inspired players to imagine domestic strategy as a narrative engine and prefigured modern life sims that foreground character arc over dungeon crawling. The game has endured through fan translations, remakes, and retrospectives, a relic that still speaks to the patience and affection of its audience. For vintage enthusiasts, it remains a touchstone of 90s PC culture and a reminder of how choice can sculpt fate.

Shin Seiki Evangelion: Ayanami Ikusei Keikaku

Windows 2001
Shin Seiki Evangelion: Ayanami Ikusei Keikaku brings the world of Neon Genesis Evangelion to Windows as a character-raising simulation centered on Rei Ayanami. Rather than placing the player directly in an Evangelion cockpit, the game follows Rei’s daily life in Tokyo-3 and the changing relationship between instructor and pupil. The objective is to guide her development over an extended period, balancing education, physical conditioning, domestic duties, recreation, and the demands of NERV. Decisions made throughout the schedule influence Rei’s abilities, temperament, health, and eventual future. Each period begins with the preparation of a timetable. Activities are assigned in advance, allowing Rei to attend school, train, study, work, rest, or undertake special assignments. Lessons improve academic knowledge and practical skills, while exercise and combat-related training develop physical ability. Rest is important, as excessive activity can reduce her condition and affect later results. The player must also consider Rei’s mood and motivation, since a carefully arranged routine can produce better progress than an exhausting program focused on a single statistic. Money and available resources further influence which activities and items can be selected. The game’s calendar structure provides a steady succession of events drawn from the Evangelion setting. Visits, conversations, school scenes, shopping trips, and encounters with familiar personnel create opportunities to learn more about Rei’s reserved personality. Certain choices open additional scenes or alter the direction of her development, while the accumulated results of training and care lead to different conclusions. These outcomes give the simulation a strong sense of continuity: Rei’s appearance, behavior, capabilities, and surroundings gradually reflect the player’s decisions rather than remaining fixed from the beginning. Presentation combines anime-style character illustrations with clean Windows interface screens. Rei is shown in school uniform, plugsuit, casual clothing, and a variety of specially selected outfits as the player advances through the program. Menus display schedules, parameters, finances, and condition in an orderly format, making the many aspects of her routine easy to follow. Story sequences use expressive portraits and event artwork, while familiar locations such as the classroom, apartment, and NERV facilities establish a recognizable Tokyo-3 atmosphere without requiring direct-action stages. Audio supports the quiet, observational character of the program. Dialogue scenes feature spoken lines and characteristic reactions, while background music moves between subdued electronic passages, gentle everyday themes, and more dramatic Evangelion-style arrangements. The result is a slower, more personal form of interaction with the series. Success depends less on reflexes than on patience, planning, and attention to Rei’s changing needs, making each playthrough a carefully managed account of her growth.

Shinseiki Evangelion: Eva to Yukai na Nakama-tachi

Shinseiki Evangelion: Eva to Yukai na Nakama-tachi, released in 1998 for the SEGA Saturn, is a true gem in the realm of anime-inspired video games. Drawing upon the rich narrative tapestry of the acclaimed Neon Genesis Evangelion series, this game captures the intricate relationships and existential dilemmas faced by its characters. Unlike many other adaptations, it embraces the unique storytelling style of the anime, offering players a more immersive experience that blends visual novel elements with traditional gameplay mechanics. One of the standout features of this title is its engaging dialogue system, which allows players to develop relationships with the iconic characters from the series. The player assumes the role of an unnamed protagonist, whose interactions with Shinji, Rei, Asuka, and others significantly influence the storyline. Choices made during conversations can lead to vastly different outcomes, promoting replayability and encouraging players to explore various narrative paths. This branching system highlights the thematic depth of the original series, addressing complex issues such as identity, loneliness, and the search for connection. Graphically, Shinseiki Evangelion showcases the distinctive art style that fans would recognize from the anime, with beautifully rendered character sprites and striking backgrounds. The game’s aesthetics are complemented by an evocative soundtrack, which includes haunting melodies that heighten the emotional weight of pivotal moments. Each scenario is meticulously designed to evoke the atmosphere of the anime, ensuring that players feel as though they are traversing familiar yet profound territory. The combination of visuals and sound deepens the emotional resonance, making the game's narrative impact all the more striking. In addition to its rich storytelling, Eva to Yukai na Nakama-tachi features various mini-games that diversify the gameplay experience. These challenges range from battle simulations where players engage in strategic confrontations with Angel adversaries, to more lighthearted activities, providing a balance that keeps players engaged. While the primary focus remains on the narrative experience, these segments offer a refreshing change of pace, inviting users to interact with the world in fun and entertaining ways. Despite its age, Shinseiki Evangelion has maintained a dedicated fan base, celebrated for its ambitious storytelling and innovative design. The game serves as a remarkable testament to the capabilities of the SEGA Saturn and remains a crucial part of the Evangelion legacy. Enthusiasts of the genre continue to appreciate its unique ability to merge interactive storytelling and character development, ensuring that it remains a cherished classic among anime and gaming aficionados alike. As a seminal work, it stands as a reminder of the depth that video games can achieve, transcending mere entertainment to explore the complexities of the human condition.

Silent Möbius: Case: Titanic

Released in 1990 for NEC PC-98, Silent Möbius: Case: Titanic sits at the hinge point between late-1980s adventure sensibilities and the flashier early nineties anime tie-ins. It borrows the brooding glamour of the Silent Möbius saga, where occult intrigue collides with futuristic police work. Even today, the title feels like a time capsule: sharp UI frames, clipped menus, and that unmistakable era’s brisk, text-led pacing. The scenario drops you into an assignment tied to the legendary ship, and the plot keeps twisting like a detective story written in neon ink. You trail clues, interview witnesses, and react to sudden supernatural eruptions, all while balancing mission goals against character tensions. Core cast members from the source material appear in recognizable archetypes, yet the game gives them breathing room through small animated beats and scenario-specific dialogue choices. Mechanically, it leans on classic PC-98 point-and-investigate flow: move through locations, inspect objects, consult leads, then decide which line of inquiry to pursue next. Inventory management is lightweight, but consequence lurks beneath every selection, nudging you toward a careful reading of clues rather than mindless wandering. Combat exists only as intermittent interruptions, handled with quick, sprite-based action that contrasts sharply with the quieter investigative stretches. Graphically, the game favors tasteful sprites and restrained background art, using color restraint that makes faces and icons pop without smothering the screen. Transitions between scenes feel brisk, and the interface guides you with polite, utilitarian prompts instead of flashy effects. Sound design leans on chiptune melodies and atmospheric clicks, creating a mood of anxious anticipation. The learning curve is steep by modern standards, yet the structure rewards persistence and note-taking. Within the broader universe, this installment is notable for how tightly it frames fan-familiar aesthetics into a self-contained case file. Rather than relying purely on spectacle, it emphasizes deduction, timing, and branching conversation outcomes, which makes replays feel like revisiting a report with fresh eyes. For anyone curious about early visual-adventure design on Japanese PCs, it offers an odd, compelling blend of mystery, sci-fi unease, and period-accurate charm worth chasing. Because it appeared before widespread international localization, today’s audience often plays it via emulator setups, fan patches, or archived images. A controller is unnecessary, though a mouse speeds UI work. If you read Japanese, clue text becomes the central engine, turning plot beats into actionable hints. Even without that, scene pacing and character staging supply atmosphere for new explorers.
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