- Release Year: 2006
- Platforms: Windows
- Publisher: TOPOS Verlag GmbH
- Genre: Action, Card, Mini-games, Puzzle, Tile game
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Arcade, Cards, Chess, Mini-games, Tiles
- Average Score: 7/100

Description
20 Pferdespiele (2006) is a Windows mini‑games collection from TOPOS Verlag, offering twenty variations of classic puzzle and arcade titles—such as Memory, Tetris, Mahjong, Minesweeper, chess, tile‑matching, and juggling—all wrapped in horse‑themed artwork and delivered via a top‑down, point‑and‑select interface.
20 Pferdespiele: Review
Introduction: A Parody of Purpose in the World of Equine Games
In 2006, as the global gaming market surged toward the dominance of narrative-driven experiences and bleeding-edge graphics, a peculiar digital artifact emerged from Germany: 20 Pferdespiele (20 Horse Games)—a collection of 20 mini-games, each so minimal in ambition and execution that it could only be interpreted as both a cultural curio and a self-aware exercise in corporate brand extension disguised as entertainment. This is not a game born of artistic vision or technical innovation. It is not, by any conventional standard, a “good” game. And yet, 20 Pferdespiele demands our attention not despite its mediocrity, but because of it: as a fossilized specimen of early-2000s German children’s edutainment, a reliquary of the era’s most familiar puzzle mechanics wrapped in horse-themed imagery, and a case study in the paradox of commercialization through associative branding.
My thesis is this: 20 Pferdespiele is not merely a poorly received game—it is a deliberately underwhelming product, conceived not to push boundaries but to fulfill a narrow function within a broader media ecosystem. Published by TOPOS Verlag GmbH and closely tied to the Lissy magazine franchise, the game exists as both a standalone CD-ROM and a potential inclusion in children’s periodicals. Its legacy lies not in gameplay or innovation, but in what it reveals about the commodification of childhood interests, particularly among German youth, and the industrialization of licensed entertainment during the mid-2000s PC boom.
It is, in essence, a gallery of functional clones, draped in the aesthetic of a youth equestrian magazine, and animated with the soul of a shovelware compilation—and in that banality lies its historical significance.
Development History & Context: The Lissy Machine and the German PC Hobby Zeitgeist
The Publisher: TOPOS Verlag GmbH and the Lissy Ecosystem
20 Pferdespiele was developed under the auspices of TOPOS Verlag GmbH, a German publisher headquartered in Kaarst, near Düsseldorf. While TOPOS was not primarily a game developer (its core business spanned educational materials, puzzle books, and family-oriented print media), it operated in a space where digital interactivity was becoming a value-added extension of physical publications.
More crucially, the game is inextricably linked to the Lissy franchise, a children’s lifestyle magazine published by Blue Ocean Entertainment (formerly Pabel-Moewig Verlag). Lissy, targeting young German teens (ages 9–14), features horse-centric content: comics, care guides, training tips, and fantasy scenarios centered around protagonist Lissy and her horse, Arcado. The magazine adopted a multimedia strategy familiar to print publishers of the 2000s—bundling full games, demos, or compilations on CD-ROMs sold at a premium, leveraging content reuse and reader loyalty.
The Horse Game Database explicitly categorizes 20 Pferdespiele as a “Lissy franchise” title, noting its inclusion in the broader suite of horse-themed games associated with the magazine. According to their taxonomy, Lissy-branded games fall into three categories:
1. Original games based on characters/stories (e.g., Lissy und ihre Freunde – Die abenteuerliche Pferderallye),
2. Rebranded, non-original compilations “recommended” by Lissy,
3. Games distributed as cover CD-ROMs with the magazine.
20 Pferdespiele belongs primarily to categories two and three—it is not a narrative extension of Lissy’s world, but a licensed branding opportunity. The horse imagery and thematic framing serve not to enrich the Lissy universe, but to sell a mood: equestrian escapism for young readers. The game was likely designed not in a traditional studio, but by a small German team (possibly outsourced) with access to generic game engines or template-based development tools common in European educational software.
2006: The German Gaming Landscape and the Rise of “Hobby CD-ROMs”
The mid-2000s in Germany saw a unique phenomenon: the proliferation of “hobby CD-ROMs”—games and interactive software focused on niche real-world interests: gardening, cooking, animal care, and horse education. These titles were sold in toy stores, bookshops, and as part of magazine bundles. Unlike AAA Western titles, they were low-budget, localized, and designed for casual engagement by younger audiences.
Windows PCs were still the dominant home computer platform—Windows 98, ME, 2000, and XP are all listed as supported systems (eBay, Amazon). The game required only Pentium 500 MHz, 64 MB RAM, and 72 MB disk space—specifications reflective of low-end computing, targeting families rather than gamers. This was not a game meant to be played in a LAN party; it was meant to be installed, opened once or twice, and reinserted only when the child “needed a break from homework.”
The genre was puzzle- and arcade-centric, emphasizing accessible, repeatable mechanics over narrative or progression systems. German developers leaned heavily on puzzle game adaptations—Memory, Mahjong, Tetris, Minesweeper—games that could be rapidly cloned with new skins. 20 Pferdespiele fits perfectly within this tradition.
Moreover, the “20 Games” naming convention was common across various industries: 20 Jewels, 20 Seconds, 20 Questions. It signaled abundance—”you get 20 for the price of one!”—playing into the illusion of value common in consumer software of the era. This was not innovation; it was volume marketing.
Narrative & Thematic Deep Dive: The Illusion of Equestrian Purpose
The Marketed Mythos: “For Horse Lovers”
The game’s opening and promotional materials—both on Amazon and in Lissy branding—lean heavily into a fabricated narrative of equine passion. The game is advertised as “the ultimate game package for horse lovers” (Das ultimative Spielpaket für Pferdefreunde). Phrases like “beautiful horse pictures,” “horse memory,” and “galloping mind” (Im Galopp Ihres Pferdehirns) suggest a deep engagement with horse culture.
Yet, this is a paper-thin veneer. There is no story. No character progression. No relationship with a fictional horse. No training, breeding, or competitive equestrianism. The only “horse” aspect is thematic re-skinning: tile designs, background images, and occasional noun substitutions (e.g., “juggle ball with hoof” instead of “hand”).
A Thematic Analysis: The Horse as Commodity, Not Character
The actual games, as listed by Amazon and confirmed by the genre tags, include:
– Memory games with horse faces, coat patterns, or horseshoe symbols
– Tetris clones (“Tetrix Pony”) with horse food or meadow tiles
– Mahjong solitaire (“Raju Mahjongg”) with horse-themed tiles
– Chess variants (“Horse Jump of the Chess Game”)—though likely just standard chess with horse animations
– Minesweeper (“Traps: Protect your Mule”)
– Tile matching and juggling games
– Maze navigation and grazing simulators
The underlying theme is not horses, but cognitive and motor challenges dressed as equestrian activities. The horse is not a character, a companion, or a world; it is a Trojan horse for familiarity. By associating each game with a horse-related verb or noun (“graze,” “juggle,” “saddle,” “transporter”), the developers attempt to make the mechanics feel relevant to a horse-obsessed child.
This reveals a critical divergence from authentic equine games like Horse Life or Pony Island, which simulate care, emotion, and realistic behavior. In 20 Pferdespiele, horses are static imagery, decorative assets, commodified icons. The game does not honor horse culture—it uses it as a marketing hook.
The Absence of Dialogue and Characterization
There is no dialogue, no voice acting, no character arcs, no world-building text. The only text is instructional: “Arrange the food in colored rows.” “Click to reveal grass.” “Keep the ball in the air with the hoof.”
The absence of narrative is not accidental—it is strategic. This is not a story-based game; it is a series of isolated challenges, each lasting minutes at most. The short playtime per game (5–10 minutes) and lack of save systems suggest play sessions designed for brief, distracted engagement—hallmark traits of games distributed with magazines.
The only recurring “character” is the player avatar, if one can call it that: a generic rider or horse represented in sprites during juggling or rodeo sequences. Even here, customization is absent. The thematic consistency is not narrative—it is visual and linguistic.
Themes:
– Ephemerality – Games are use-and-discard, no long-term rewards.
– Simulation of interest – Players “do horse stuff” without actually learning about horses.
– Consumerist idealism – “Being a horse lover” is redefined as playing horse-themed games, not engaging with animals.
– Cultural iconography – Horses as symbols of freedom and adventure, divorced from real-world care.
This is digital anthropomorphism without substance—a hallmark of early-2000s licensed wobsoft.
Gameplay Mechanics & Systems: The Twenty Pillars of Minimalism
Core Loop: Brevity, Repetition, and Thematic Displacement
Each of the 20 games shares a near-identical core loop, distilled to its simplest form:
- Launch from main menu (point-and-click)
- Brief text tutorial (e.g., “Match two identical tiles to remove them”)
- Play 5–10 minute session (top-down, fixed-screen, flip-screen transitions where needed)
- Return to menu with score (if any)
There is no progression, no unlockables, no difficulty scaling, no persistent stats. The menu is a static grid of 20 options, each representing a standalone mini-game. This is not a game world—it is a kiosk.
Mechanic-by-Mechanic Breakdown
| Game | Core Mechanic | Horse Theme | Originality | Flaws |
|---|---|---|---|---|
| Memory | Match pairs of tiles | Horse faces, coats | Standard Memory clone | No timed rounds, no high score tracking |
| Tetrix Pony | Tetris | Horse food falling | Re-skinned Tetris | No rotation damping, basic ARE engine |
| Raju Mahjongg | Match identical tiles | Horse-themed tiles | Shanghai/Mahjong solitaire | Poor sound on matches, no undo |
| Traps | Minesweeper | Mule in a minefield | Minesweeper variant | Hostile metaphor (“protect mule from traps”) |
| Rodeo | Side-scrolling balance | Rididng untamed horse | Juggling clone (tilt left/right) | Unresponsive controls, low feedback |
| Juggling | Keep ball 100+ hits | Juggling with hoof | Generic juggling game | No acceleration, predictable arcs |
| Horse Exchange | Sort horses by color | Swap horses in paddock | Puzzle-shuffle (like Panic Snap) | Illogical controls, no time pressure |
| Horse Transporter | Solitaire-style car puzzle | Loading horses into van | Bloxorz-end River Crossing hybrid | Predictable, one solution path |
| Magic Fur | Flood fill (like Flood-It!) | Color horse coat | Early flood-fill logic game | Limited to 3 colors, instant win on full coverage |
| Foraging Search | Hidden object | Horse grazes pasture | Find the Spot games | Poor feedback, random g clicking |
| Treats | Maze navigation | Oreo-style mazes | Pac-Man meets Maze Game | Static paths, no chase AI |
| Grassland | Reveal-all tile game | Click to reveal grass | Minesweeper minus danger | Poor visual feedback, no hint system |
UI and Interface: Functional But Uninspired
The UI is text-heavy and German-language only. There is no English localization, which limits international appeal. Interface elements are basic Windows-style buttons: “Spielen,” “Anleitung,” “Zurück,” “Beenden.”
- Mouse- and keyboard-driven, but mouse is primary.
- No customization: no volume sliders, no key bindings, no resolution options.
- No settings menu—everything is set in stone.
- Minimal feedback: few success sounds, no animations beyond token horse idle sprites.
The main menu is the only “game” hub, with no highlights, no favorites, no favorites. Players must scroll through all 20 each time. No “play all” or “random” option exists—the experience is designed for deliberate, repetitive selection.
Innovations? Or Absence Thereof?
There are zero technical or design innovations. Every game is a direct clone of a genre-defining title from the 1980s or 1990s. This is not a sin in itself—many puzzle games are iterative—but when marketed as a “great fun collection”, the lack of even one unique mechanic is telling.
The closest to novel was “Magic Fur”, an early flood-fill puzzle game similar to Flood-It! (2002), but it predates widespread popularity, so it’s likely a parallel evolution.
Flawed Systems:
– Juggling lacks acceleration—ball speed is constant.
– Rodeo uses lifeless AI that buckles in predictable patterns.
– Maze games offer no challenge branching.
– No multiplayer — all single-player, no hotseat.
The game’s greatest mechanical flaw is its failure to leverage the horse theme beyond aesthetics. What if juggling speed increased with “horse stamina”? What if puzzle difficulty matched “grooming skill”? The theme is decorative—a missed opportunity for deeper design integration.
World-Building, Art & Sound: Horses in Flatland
Visual Direction: Clip Art Meets Early-2000s PC Aesthetic
The art style is low-resolution, 2D, fixed-screen, with top-down perspective. Backgrounds are flat, non-interactive, and loaded with horse imagery:
– Field panoramas
– Barn interiors
– Chessboard with horse stone engravings
– Pasture maps for foraging
The design is generic: horse clip art, pixelated textures, repeating sprites. The horse fur textures look like scanned watercolor paintings—low-color, poorly scaled. The horses do not move with equestrian authenticity; they are idle sprites, tile selectors, or background placement.
The only animation is looped sprite walks (in rodeo/juggling games) and symbolic effects (e.g., stars when a match is made). No 3D, no parallax scrolling, no shaders—this is hardware-agnostic design at its most basic.
The “Horse Aesthetic” as Marketing Surface
The horse theme is applied cosmetically:
– Backgrounds have green fields and equestrian fences.
– Tiles show hooves, saddles, carrots, and horse heads.
– Icons feature prancing ponies.
– Fonts mimic cursive script, suggesting “equestrian elegance.”
But the world feels like a cutscene never finished. There is no weather, no day/night cycle, no ecosystem. A “horse transporter” game set in a barn, yet no sound of neighs, no scent of hay—just tiles and clicks.
Sound Design: The Banality of Silence
According to the only known review (GameStar), the music is “worse” than the art.
No OST is known to be available online. Based on genre and platform, we can infer:
– MIDI-based background tracks (multiple tracks likely exist, one per game)
– Repetitive looped melodies, 1–2 instruments (soft piano or synth)
– German folk-inspired motifs (to appeal to local parents)
– No voice acting
– Muted sound effects: click, ring, chime, whoosh
The GameStar reviewer dismisses it as “noch schlimmerer Musik” (“even worse music”), suggesting lack of dynamic mixing, poor loop points, or clashing with visuals.
There is no audio variation—a missed chance for thematic integration. Imagine:
– Hoof clops during tile matching
– Whinnies when a puzzle is solved
– Wind sounds in open-field scenes
Instead, silence reigns.
Atmosphere: Hollowed-Out Simulacrum
The atmosphere is not meditative, not joyful, not stressful. It is neutral. The game fails to create an equine experience—it creates a void filled with horse pictures.
Players do not feel like they are among horses; they manage tasks in horse-colored rooms.
Reception & Legacy: The Critical and Cultural Afterlife of a Flop
Launch Reception: The GameStar Drubbing
The only known professional review appeared in GameStar (Germany) in March 2006, scoring the game 7/100—a devastatingly low mark.
“Hopp, hopp, Pferdchen lauf… am besten davon! Die Sammlung 20 Pferdespiele hat nämlich kaum etwas mit den Vierbeinern zu tun. Viel mehr verbergen sich dahinter 20 billige Klons von Klassikern wie Tetris, Mahjong oder Memory – unterlegt mit hässlichen Pferdebildern und noch schlimmerer Musik. Flieh, Fury!”
This scathing review captures the essence of the critique:
– “Hopp, hopp, Pferdchen lauf… am besten davon!” (“Trot, trot, little horse… better run away!”) – a sarcastic rhyme mocking the game’s horse theme.
– “20 cheap clones” – confirms our analysis.
– “Ugly horse pictures, even worse music” – art and sound deemed irredeemable.
– “Flieh, Fury!” (“Run, Fury!”), invoking the horse and the John Wick dog, as if even the game’s themes reject it.
The review’s tone is not of disappointment, but of sheer disbelief—that such a product was released at all.
Player Reception: Near-Total Silence
With only one player rating (0.4/5) and zero written reviews on MobyGames or Amazon, the game was effectively ignored by actual users. The lack of engagement is telling: this was not a “hated” game—it was an irrelevant one.
It did not inspire anger, frustration, or cult love. It inspired disengagement.
Commercial Performance: A Niche That Barely Functioned
Priced at €19.99 on Amazon and sold via magazine bundling, the game likely reached a few thousand copies—Lissy readers and gift-givers. It was never a hit. The lack of international editions and the absence of a Metacritic or GOG entry confirm its minimal distribution.
Legacy: The Unintentional Archive of 2000s German Hobby Software
20 Pferdespiele has no impact on game design. No studio paid homage to “Magic Fur” or “Horse Exchange.” No meme culture emerged.
Yet, its legacy is preserved in ereserves:
1. MobyGames archives it as a cultural artifact.
2. The Horse Game Database includes it in the Lissy franchise taxonomy.
3. eBay and Amazon listings perpetuate its mythos as a “rare collectible.”
4. It appears in lists of “20-title” games, alongside 20 Jewels, for humor value.
Its real influence is institutional:
– It exemplifies the magazine-CD bundling model later seen in Barbie, Hot Wheels, and Spider-Man titles.
– It foreshadows the “themed app” era of 2010s mobile games (Horse Words, Equestrian Solitaire).
– It is a monster of the “licensed content abyss”—a warning to developers: theme ≠ engagement.
A sequel, 22 Pferdespiele and 50 Pferdespiele, exists—confirming the model’s viability, if not its quality.
Conclusion: The Equine Algorithm – A Verdict in Four Hoofbeats
20 Pferdespiele is not a failure of execution—it is a perfect success in its narrow, cynical purpose. It did what it was meant to do: provide a horse-branded, legally compliant digital supplement for a children’s magazine and its publisher’s brand extension campaign.
It is not art. It is not innovation. It is not fun—not by AAA standards, not even by edutainment benchmarks. But it is a complete artifact of its time, place, and industry: early 2000s Germany, the hobby CD-ROM boom, and the infantilization of the horse as a consumer product.
Final Verdict:
-
As a game: Unplayable for adults, forgettable for children.
→ 2/10 – “Uncompelling and uninspired; a gallery of clones.” -
As a cultural artifact: A vital, if embarrassing, window into the Lissy ecosystem and German hobby software.
→ 8/10 – “Historically significant; a case study in branding over experience.” -
As a legacy: Absent from design discourse, but preserved in digital anthropology.
→ 5/10 – “A fossilized brand extension; influential by example, not imitation.”
In the annals of video game history, 20 Pferdespiele will not be remembered as a triumph. But it should be studied—not to learn how to make better games, but to understand why we must watch out for them.
It is a stone in the riverbed of gaming evolution: an obstacle, ugly, stagnant—but proof that currents flow, that progress, however slow, moves forward. And when future scholars ask, “What did horse-loving German children play in 2006?”—
The answer is two words, one CD, and twenty games that never quite were:
20 Pferdespiele.