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Games published by Compedia Software & Hardware Ltd.

Select a publisher to browse its games. We provide a complete list of games published by this publisher.

Advanced Thinking Skills

DOS 1992
Advanced Thinking Skills is a fun edutainment/puzzle game released as a participant in Compedia's short-lived Top Class series. The game is a collection of five puzzle mini-games commonly used in psychometric testing and intelligence tests: Odd one out (find a shape that is different from all the others), Shapes (find a shape that completes the sequence), Building Blocks (count the number of blocks in the picture), and Dominoes and Number Sequences (choose a tile/number that completes the sequence). The questions increase in difficulty fairly quickly, and will challenge even the most astute MENSA experts. The games are also quite tricky, especially in Dominoes, where you have to figure out not only the hidden formula that the dominoes follow, but also whether it applies to both sides of the domino or just one. As in other Compedia educational games, Advanced Thinking Skills has an excellent help mode that explains both the rules of each game (with animated examples), as well as the game mechanics. You can practice the game of your choice for as long as you want, and when you feel you are ready, tackle the 'self-test', in which you must finish all 5 games within the time limit. Don't be fooled by the fact that the game is an 'edutainment' game: it is educational, yes, but it is also a solid puzzle game that will challenge novices and experts alike.

In Search of the Lost Words

In Search of the Lost Words, released in 1996, remains a fond memory for many enthusiasts of early computer gaming. Operating on the Windows 3.x platform, this title beautifully blended elements of adventure with educational challenges, targeting young audiences eager for interactive learning experiences. Developed by the renowned software company, Mindscape, the game introduced players to a vibrant world filled with enchanting characters and engaging puzzles, all while subtly reinforcing vocabulary and language skills. The game revolves around a whimsical quest, where players assume the role of a brave adventurer tasked with locating missing words. The narrative unfolds in a richly illustrated, fantastical environment packed with diverse locales, from lush forests to mystical castles. Engaging with its numerous inhabitants, players solve riddles and complete language-based tasks. This interactive format not only captivated young minds but also encouraged cognitive development, as the narrative drove players to think critically and creatively. Visually, In Search of the Lost Words showcased the graphic capabilities of Windows 3.x at the time. It featured colorful animations and charming backdrops that created a captivating atmosphere, drawing players into its magical realm. The interface was user-friendly, facilitating intuitive navigation through the game while remaining accessible to children of varying ages. The blend of educational content with visually stimulating graphics made learning an enjoyable endeavor, a feat not easily achieved in the realm of early educational software. The gameplay mechanics focused on word puzzles, grammar challenges, and vocabulary building, all designed to enhance linguistic skills. As players advanced, they encountered a range of challenges that fostered an appreciation for language. The allure of treasure hunting for lost words introduced a sense of urgency, encouraging players to stay engaged while they deciphered clues and pieced together the narrative. This innovative approach made the educational aspects of the game feel almost incidental, resulting in a profound learning experience cloaked in fun. In Search of the Lost Words carved a lasting legacy, becoming a classic among educational games of its time. Many players, now adults, fondly recall their formative experiences with the title, often citing it as a catalyst for their love of reading and language. Today, it stands as a testament to the enduring appeal of educational gaming, illustrating that it is indeed possible to combine fun with learning in a way that resonates deeply with young audiences. Its unique combination of adventure, exploration, and education has left an indelible mark on the landscape of early computer gaming.

Supermind

Windows 1999
Supermind is a late 1990s Windows game that feels like it came from a slightly alternate timeline of PC design. Instead of chasing flashy spectacle, it leans on atmosphere and cognition, asking you to think ahead while the interface stays out of the way. The sci‑fi wrapper and name alone suggest a cerebral experience, and the developer clearly aimed for that sensation of running a mental simulation as you progress through its challenges. At the heart of play, Supermind uses a problem-first structure: you study the situation presented in each stage, choose an approach, and then refine it once consequences appear. Commands and feedback are paced so that experiments are encouraged, but not endlessly forgiving; mistakes tend to teach you faster than they punish you. Progression is driven by completing objectives that reward planning, pattern recognition, and quick adjustments when the game logic nudges you toward a new angle. The presentation reflects its era while still managing some character. Visuals are clean and functional, with readable elements designed for short bursts of attention. Animation is modest, yet the overall layout communicates cause and effect clearly, which matters a lot for a title that depends on mental tracking. Audio is similarly utilitarian: sound cues highlight key moments, and the soundtrack stays in the background like an electronic hum rather than demanding spotlight. What makes Supermind linger in memory is how it tries to train your instincts. Early on, you spend time learning what the rules emphasize, but later levels feel more like puzzles with momentum, where efficiency matters and your prior attempts reshape how you interpret new scenes. Controls are straightforward and keyboard-friendly, letting you focus on decision making instead of wrestling with menus. Even today, many players revisit Supermind as a curiosity from the Windows catalog of the period, when many mid-budget experiments pushed creative boundaries without massive marketing budgets. Finding it to run on modern systems can require tinkering, yet the underlying design still stands up: it is an invitation to slow down, observe carefully, and treat each step like a hypothesis you can test.

Thinking Games 2

DOS 1993
Thinking Games 2 is a great collection of mini-games designed to teach children about world geography and different cultures. There are many ways to learn while having fun in this game. Kids can solve dozens of puzzles and read the basic facts about the country the picture is based on. Another mini-game (in my opinion, the best) asks kids to assemble the correct costume and building for the country in question (e. g. , Chinese costume and pagoda for China). There is a maze-solving game that seems out of place, because it doesn't really teach any geography. In any case, Thinking Games 2 is a good way to learn geography and world cultures for kids of all ages, thanks to the fact that you can change the difficulty level of each mini-game. The graphics are colorful EGA, and the game even includes digitized speech and excellent online help. Recommended.

Timmy and the Magic Pictures

1995, the year Timmy and the Magic Pictures was released on Windows 3.x. Made by Compedia Software & Hardware Ltd. and published by Compedia Software & Hardware Ltd., this educational and puzzle game is available for free on this page.
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