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Games developed by Imagine Software 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.

Ah Diddums

Ah Diddums is a single player game with 99 levels in which the player builds stairs to advance to the next level. Teddy is not in a normal toy box, he is in the center toy box of a nested set of 99 boxes, and to get out he must build a series of steps by stacking building bricks in a specific order. In his box, Teddy hears a baby crying, and his job is to bring him toys to stop him from crying. However, if the baby stops crying, the mother will turn off the light. The other toys in the toy box with Ted can only play when the light is on, so they try to stop Teddy from comforting the baby. Contact with any of these toys will tear Ted apart and cost him a life. There are weapons available and these will kill the other toys, however killing all the other toys in a level / in a box brings the invincible lump of plasticine to hinder TedTed's only friend in all this is a jack-in-a-box, Jack jumps out of his box when when Ted touches him and this scares all the other toys into staying still for a short period. The game screen is a top-down view of the toy box. The play screen is a top-down view of the toy box. Other toys patrol the play area and contact with any of them is lethal. To move Ted to the left or right use the keys in the row CAPS SHIFT to SPACE in alternate order, i. e. CAPS SHIFT, X, V, N move Ted to the left, Z, C, B, M move to the right. To move Ted up the screen, or to pick up objects, the keys in the Q to P row are used, so the Q, E, T, T, U, O keys will move Ted, while the W, R, Y, I, and P keys will make Ted pick up an object.

Arcadia

Arcadia arrived on the Commodore 64 in 1983, during the era when home computers were still learning how to feel like consoles. The title is often described as a burst of imagination wrapped in a very strict hardware envelope: limited color choices, chunky sprites, and memory that demanded efficient design decisions. Even without flashy cinematic flourishes, it aims for immediacy, putting the player into a shifting challenge loop right away rather than asking for patience. That directness is part of its charm, the sense that the game wants to pull you forward. In play, Arcadia centers on navigation and quick reactions. The world is presented in a way that rewards scanning, with hazards and objectives arranged so that attention matters as much as speed. Journeys tend to be broken into short segments, meaning you constantly re-evaluate where you are, what you have collected, and what route makes sense next. Success typically comes from learning patterns and exploiting small openings, a style common to early action-adventure experiments on the platform. If you rush without reading the layout, the game punishes that impulse. Visually, the design leans on high-contrast sprite work and readable tile composition. The background never tries to do everything at once; instead, it offers clean separation between movement space and danger zones. You can feel the constraints in the simplified forms, but the art still manages to look lively through careful animation timing and a consistent palette. Subtle motion cues help you track threats, while the level structure nudges you to keep moving even when you would rather stop and think. Sound also plays an important role in maintaining tension. The machine’s SID chip can turn simple tones into a convincing atmosphere, and Arcadia uses that strength for feedback, not just background music. Expect audible cues tied to risk, progress, and moments of contact, helping you react even if your eyes are busy. When the action spikes, the audio supports it with sharper rhythms rather than drowning everything in melody. Arcadia is remembered less for mainstream fame than for the way it captures the early 64-bit imagination in miniature: ambitious intention paired with practical limitations. Its durability comes from that learning curve that feels earned, where skill is developed through repetition and observation. For anyone exploring the 1983 catalog, it offers a useful snapshot of how creators tried to stretch an 8-bit system toward something closer to adventure than arcade one-shots.

Cosmic Cruiser

The Rallom Empire's plan to invade Earth has gone one step further, as they have taken over a space station belonging to Earth in a distant area of space holding the entire crew hostage. You are the pilot of an old-fashioned Cosmic Cruiser flying around the area so you have been tasked with the mission of rescuing the station's crew in what could be a suicide mission. As you get closer you realize that your only plan is to leave your ship in your spacesuit and fire as many portals as you can at the rotating station from your roof mounted cannon. You then have to take out the crew members and bring them back to your ship through various levels. Cosmic Cruiser is a side view single screen shooter in which you can move your hero in multiple directions, but once he is moving he can't stop, so you can only adjust his direction. The cannon is at the bottom right of the screen while the station is at the top and moves up and down. The portals move from left to right in the station moving around the station and you have to shoot them to open them sitting on the cannon. Once you have opened some portals you have to fly to one and take out a crew member who will float around the screen and once you grab him, you then take him to an open hatch at the bottom left of the screen. As you shoot and fly there are Rallom fighters that move around the screen and try to bomb or touch you, you are immune while firing the cannon but you will lose one of three lives if you are hit while flying. As the portals open some Alien Warriors will appear and try to retrieve a crew member if they are outside the station and will also try to kill you. You can kill them with your gun, but ammo is limited and you lose a life if they hit you or take a crew member back to the station. A level is completed when a timer reaches zero and you receive bonus points for any crew member rescued and your ammo level is full again.

Wacky Waiters

VIC-20 1983
Wacky Waiters is a classic game for the VIC-20 computer system, released in 1983 by Commodore. Known for its quirky and engaging gameplay, Wacky Waiters quickly became a must-have for VIC-20 users and remains a beloved title among retro gaming enthusiasts. The premise of Wacky Waiters is simple yet entertaining. Players take on the role of a waiter in a chaotic restaurant, tasked with serving drinks to a table of hungry customers. However, the catch is that the customers are constantly moving and changing seats, making it a challenging feat to get the correct drinks to the right person. To add to the chaos, there are also pesky flies buzzing around that can disrupt the flow of the game. One of the standout features of Wacky Waiters is its vibrant and colorful graphics. The game's pixelated sprites are full of personality and charm, from the wacky customers to the bustling restaurant setting. The attention to detail in the graphics makes for a visually pleasing experience, even for a game released over 35 years ago. But it's not just the graphics that make Wacky Waiters a standout game for the VIC-20. The gameplay itself is addictive and fun, with a steep learning curve that keeps players engaged and coming back for more. As the levels progress, the game becomes faster and more challenging, requiring quick reflexes and strategic thinking to succeed. It's a perfect balance of difficulty and enjoyment, making it appealing to both casual and hardcore gamers. In addition to its addicting gameplay, Wacky Waiters also features an upbeat and catchy soundtrack that enhances the overall gaming experience. The music changes as players progress through the levels, adding to the game's sense of progression and accomplishment. Despite being released in 1983, Wacky Waiters has stood the test of time and is still highly regarded by retro gaming enthusiasts. Its simple yet engaging gameplay, charming graphics, and nostalgic soundtrack make it a beloved title among many gamers. In fact, it was even re-released for modern platforms such as iOS and Android, introducing a whole new generation to the wacky world of waiters.
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