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Games developed by Vicarious Visions, 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.

Crash Nitro Kart

N-Gage 2004
Crash Nitro Kart, is a 2004 kart racing video game released for the N-Gage platform. It's the ninth installment of the Crash Bandicoot series and is the handheld version of Crash Nitro Kart on GameCube,Play Station 2 and Xbox. The game revolves around an intergalactic kart race taking place across the galaxy between the characters of the Crash Bandicoot universe and Emperor Velo XXVII, the leader of the alien races Tremendo, Gasmoxia and Teknee. Players take part in single or multiplayer races, time trials, and battle mode races, competing against emperor Velo's minions, Nitro Kart is set in 50 tracks featuring terrain such as beach, forest and dilapidated cityscapes. Players can control any of the eight available characters, all of whom come with different stats, such as acceleration, speed, turning and handling. Besides the usual races, the game also includes missions, in which the player has to dodge obstacles, pass checkpoints and collect tokens within a certain time limit. It also features several mini-games, such as races against other opponents, or races in which the character has to collect a certain number of tokens and make good use of their power-ups. Power-ups are another important part of the game and many of them are available to the players. These come in different forms, ranging from weapons that reduce the speed of one character, to shields that can absorb damage, and rockets that propel the character forward. Graphically, Crash Nitro Kart shows the game's cartoonish style, with bright and vivid colors. The game also features a dynamic sound system with new effects, voice overs and music. The gameplay experience is further enriched by the multiplayer mode, allowing up to four players to race against each other in two modes: split screen, or online races with up to six participants. Crash Nitro Kart promises to be an enjoyable kart racing game for the entire family, with its vibrant colors, engaging sound effects, and a cast of memorable characters.

Dark Angael

Windows 1997
Dark Angael is a 2D run-and-gun platformer with a mystical fantasy theme. In this game you play as Carina, the Dark Angael. Thanks to Azrael, the world has been thrown into total chaos and the end is near. It's up to you to defeat Azrael and his army of demons. Carina has to defend herself against the demons with the various weapons she can find or she can resort to her superpowers. Carina can obtain five superpowers that increase her combat abilities. These superpowers are the Mutator, which allows her to transform medkits into ammo and vice versa, the Psychic Attack to cause maximum damage, the Reflex to reflect enemy lasers, the Teleport Coin to teleport directly to the place where she throws it, and the Energy Wave, which damages all nearby enemies. Along the way the player will encounter several NPCs with whom he can have long dialogues. This is necessary to find passages in the levels that lead to hidden worlds. Carina can move and jump with the keyboard and aim her weapons with the mouse. Multiplayer modes include Deathmatch.

Spider-Man vs Doc Ock

J2ME 2004
Spider-Man vs Doc Ock, released in 2004, represents a significant moment in the realm of mobile gaming, especially within the Java 2 Platform, Micro Edition (J2ME) framework. This title tapped into the growing popularity of mobile entertainment during a time when smartphones were just beginning to take shape. The game drew inspiration from the iconic Marvel comic book characters Spider-Man and Doctor Octopus, offering players an action-packed adventure that allowed them to immerse themselves in the bustling streets of New York City. The plot revolves around a classic confrontation between the agile web-slinger and his formidable adversary, Doctor Octopus. Players assume the role of Spider-Man, navigating through various levels replete with danger, obstacles, and enemies that reflect the sinister intent of Doc Ock. One of the most intriguing aspects of the game is the faithfully recreated world that enhances the player’s experience. The rich graphical style, coupled with fluid animations, brings the characters to life, allowing players to execute Spider-Man's acrobatic maneuvers with remarkable ease. The gameplay mechanics are not only engaging but also intuitive, utilizing the limited buttons typically available on mobile phones of that era. Players are tasked with clinging to buildings, swinging through the city, and engaging in combat sequences against an array of henchmen before ultimately facing off against Doc Ock. The controls, while simplified, provide a satisfying sense of fluidity, encouraging players to master the physics of Spider-Man's movement. As players progress, they encounter increasingly challenging scenarios, urging them to hone their skills and strategize effectively to overcome obstacles. Moreover, the game’s soundtrack and sound effects contribute significantly to the overall atmosphere, creating a sense of urgency and excitement during gameplay. The thematic elements resonate deeply with fans of the Spider-Man franchise, connecting the in-game experience with the passion for the characters and their storied legacy. This synergy between the audio-visual components amplifies the thrill of battling against one of Spider-Man's most notorious foes. Spider-Man vs Doc Ock captures the essence of what makes mobile gaming appealing: accessibility, engaging gameplay, and a familiar narrative. While it may not be the most complex game in the pantheon of superhero titles, it undeniably carved out a niche for itself at a time when mobile gaming was still finding its footing. Its lasting legacy continues to influence mobile game design and serves as a nostalgic reminder of the excitement that came with portable gaming adventures during the early 2000s.

Spider-Man: Mysterio's Menace

Launching during the mid 2000s portable play era, digiBlast release titled Spider-Man: Mysterio's Menace arrived in 2005 with a promise of brisk action and comic cadence. The game pitched fans into a condensed New York where webbed acrobatics courted quick reflexes and puzzle minded leaps. Its presentation leaned into vivid color and ballooning character caricatures, aiming to feel like a living panel from a favorite issue. Despite hardware limits, the developers chased dynamic movement, exaggerated villain schemes, and a sense of breezy heroism that kept jump cuts and danger close. For players raised on web swinging, it offered immediate immersion altogether. Streamlined controls invited players to chain aerial somersaults with responsive web shots, while combat blended fast punches with improvised gadgetry. The adventure unfolded across a handful of city districts, each arena offering environmental puzzles that teased timing and observation. Collectibles rewarded exploration with messages from allies and hints about Mysterio's deceptive theater. Boss encounters emphasized misdirection as much as raw power, forcing players to anticipate holographic illusions before landing a decisive strike. On handheld guts and grainy sprites, the action rang clear, trading cinematic cutaways for immediate, pulse quickening challenges that kept pace with the platform's tempo and rhythm solidified. Visually the digiBlast runtime sketched bold silhouettes against a high contrast skyline, leaning into pop art sensibilities rather than trying to imitate real life. Mysterio himself operated as a roaming theater, his tricks refracting into faux futures that challenged players to think several steps ahead. Sound design married punchy percussion with light synths, producing a playful yet tense mood during chase sequences. The city breathed through scrolling billboards and flickering neon, while character models carried cartoonish exaggeration that made encounters feel theatrical rather than punitive. Even with hardware constraints, the art direction carried charm and a mischievous heartbeat for fans. Critical reception tended toward a mixed but affectionate tone, praising momentum and accessibility while noting the platform's modest power limited exploration depth. For a handheld spinoff of a beloved hero, the game offered an approachable entry point that rewarded curiosity without demanding encyclopedic knowledge. Collectors remember its compact packaging and the novelty of a license framed by gadget hardware rather than consoles with sprawling budgets. In the long run, Spider-Man: Mysterio's Menace became a reminder that portable systems could host bright, breezy adventures that still honor comic roots, despite modest sales and brief shelf life. Its charm quietly echoes today.

Spy Muppets: License to Croak

Windows 2003
Kermit the Frog, an agent of M. U. P. P. P. E. T. must find three villains and ruin their evil plans in this children's game. In 'story' mode, to stop each villain you must complete a series of arcade mini-levels, such as spy car chases or snowball battles (with a choice of three difficulty levels). These mini-games can also be played individually in 'activity' mode. Muppet fans will enjoy the spy-themed twists on familiar characters such as Gonzo the Great as 'Dr. Nose' or Fozzie Bear as 'Agent Triple-F', although there is no voice acting for their dialogue and the cutscenes are slideshows rather than animations (a limitation of the GBA design).

Terminus

Windows 2000
Terminus arrived on PC in 2000 for the Windows crowd, landing in a brief era when 3D rendering felt fresh and configuration screens looked like engineering consoles. Even now, the title carries a distinct atmosphere: a claustrophobic sci‑fi vibe, tight corridors of light and shadow, and a sense that every step might trigger something irreversible. The game’s mood is not built only through visuals; it leans heavily on sound design, using hiss, distant alarms, and careful silence to make the environment feel awake. What stands out most is how the experience paces exploration. Instead of rushing from objective to objective, Terminus often encourages careful movement, reading the level layout like a map of risk. Encounters tend to reward patience and timing, since aggression without situational awareness can turn into a fast spiral of damage and dwindling supplies. The controls, typical of the turn-of-the-millennium PC scene, emphasize responsiveness over flourish, letting players steer with deliberate intent while the world presses in around them. The game also leans into puzzle-like problem solving, though it rarely feels like a detached logic contest. Tasks are usually tied to navigating obstacles, finding access routes, or restoring broken systems, so progress depends on both observation and experimentation. Termination points for objectives are satisfying, because they often come after a small chain of discoveries rather than a single scripted trick. That design choice helps Terminus feel handcrafted, as if its designers expected players to notice environmental clues. Technically, Terminus reflects the expectations of its release window. Many PC users of the day were familiar with tweaking graphics options to balance frame rate and clarity, and this title fits into that culture. Lighting can appear stark, textures may look utilitarian, and effects tend to be restrained, yet the overall presentation still supports tension. In practice, the interface stays functional, providing clear feedback without distracting from immersion. Terminus feels like a snapshot of early modern PC game design: ambitious enough to chase atmosphere, grounded enough to stay playable. It may not drown players in tutorials or polish, but it offers a memorable blend of suspense, investigation, and tactical movement. If you enjoy vintage Windows-era experiences that reward attention more than spectacle, Terminus remains a worthwhile dig through the past.
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