- Release Year: 2007
- Platforms: Macintosh, Windows
- Publisher: Stabenfeldt AB
- Developer: Artplant AS
- Genre: Cards, Compilation, Concentration, Memory, Tile matching puzzle
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Cards, Jigsaw puzzles, Memory, Pinball, Platform, Puzzle, Scrolling shoot ’em up, Snake, Sudoku
- Setting: Cartoon

Description
Willy & Boris: 10 Fun Games is a compilation title based on the comic book series featuring a dog named Boris and a horse named Willy. The game presents players with ten diverse mini-games where they earn points that contribute to a total score. Players begin as an amoeba and evolve through various stages—fish, rabbit, tiger, and finally dragon—as they accumulate points. The mini-games include guiding Boris home by creating bone paths, tile-matching puzzles, pinball, a card game called Idiot, memory challenges, jigsaw puzzles, a multidirectional shoot ’em up, a Snake-like apple-eating game, Sudoku, and a platformer starring Willy.
Willy & Boris: 10 Fun Games Free Download
Willy & Boris: 10 Fun Games: Review
A Curious Artifact of Licensed Media and Obscure Minigame Compilations
Introduction
In the vast, interconnected tapestry of video game history, there exist not only the landmark titles that define generations but also the curious footnotes—the obscure, the regional, the licensed, and the forgotten. Willy & Boris: 10 Fun Games is one such footnote. Released in 2007 for Windows and Macintosh, this compilation exists in a peculiar niche: a promotional item for European equestrian and children’s book clubs, based on a comic strip few outside Scandinavia would recognize. This review seeks to excavate this artifact, not to proclaim it a lost masterpiece, but to understand its place as a fascinating product of its specific time, audience, and business model. Its thesis is simple: Willy & Boris: 10 Fun Games is a competent but utterly unambitious collection that serves its intended purpose with mechanical efficiency, representing the very specific end of an era for budget-friendly, CD-ROM-based licensed software aimed at a young, casual audience.
Development History & Context
Willy & Boris: 10 Fun Games was developed by the Norwegian studio Artplant AS and published by Stabenfeldt AB, a Scandinavian publisher primarily known for its horse-themed books for children and teenagers, notably the “PONY Club” and “Pollux Hästbokklubb” series. This context is paramount to understanding the game’s existence. This was not a product conceived for the open market; according to redump.org, it was “given out through Pollux Hästbokklubb and PONY Club as a subscription bonus.” It was a value-add incentive, a piece of merchandise extending a brand from the page to the screen.
Technologically, the game arrived at the tail end of the CD-ROM era. The requirement for an “8X (1.2 MB/s)” CD-ROM drive and the specification of “CD-ROM” as its media type feel anachronistic for 2007, a year dominated by digital distribution pioneers like Steam and the seventh generation of consoles. Its minimum specs—a Pentium III or PowerPC G3, 64MB of RAM, and 8MB of VRAM—place it firmly in the realm of early-2000s budget software, capable of running on almost any family computer. It was built for accessibility on low-end hardware, a necessity for its target audience who might not have had cutting-edge gaming PCs. The gaming landscape of 2007 was one of immense ambition and blockbuster titles, yet Willy & Boris occupied a parallel, quieter universe of licensed children’s games, a genre that was itself migrating from store shelves to online portals and mobile devices.
Narrative & Thematic Deep Dive
As a compilation of minigames, Willy & Boris: 10 Fun Games does not possess a narrative in the traditional sense. However, it employs a thin but clever thematic through-line that ties its disparate parts together. The game is “based on a comic book with the same name featuring a dog (Boris) and a horse (Willy),” and this duo serves as the hosts and protagonists for the various activities.
The overarching “plot” is one of evolutionary progression. The player does not simply play games for a high score; they play to accumulate points that fuel a meta-progression system. The player “starts out as an amoeba but by scoring points is able to evolve to first fish, then rabbit, tiger and finally dragon.” This simple mechanic provides a powerful, primal feedback loop for its young audience. It transforms the experience from a disconnected set of tasks into a cohesive journey of growth and transformation, echoing the themes of improvement and achievement common in children’s media. The characters themselves—the loyal dog Boris and the dependable horse Willy—embody friendly, non-threatening companionship. Their world is one of simple puzzles, bone-fetching, and apple-eating, a safe, cartoonish environment perfectly tailored for its demographic. The themes are uncomplicated: fun, learning, persistence, and the reward of gradual improvement.
Gameplay Mechanics & Systems
The core of the experience is, as the title unabashedly states, ten games. They are a mix of classic puzzles, arcade staples, and simple action games:
- Bone Hunt: Boris must be guided home by creating a path of bones. This suggests a tile-placement or maze-navigation puzzle.
- Tile Puzzle: A game where “rows of four tiles have to be created,” akin to Bejeweled or Tetris-like match-making.
- Pinball: A standard virtual pinball table.
- Idiot: A version of the classic Scandinavian card game also known as Shithead or Palace, a simple trick-taking game.
- Memory: The classic concentration card-matching game.
- Jigsaw Puzzle: A digital jigsaw using artwork from the franchise.
- Shoot ’em up: A game with “multi-directional movement and shooting,” reminiscent of arcade classics like Robotron or Smash TV but undoubtedly simplified.
- Snake: The iconic arcade game where a growing line must navigate to eat apples without hitting itself or the walls.
- Sudoku: The popular number logic puzzle.
- Platform Game: A side-scrolling platformer featuring Willy the horse.
The gameplay loop involves selecting any of these games, playing them to earn points, and watching your total score bar fill up to trigger the next evolutionary stage. This unified scoring system is the compilation’s most notable feature, giving a purpose to the otherwise disconnected minigames. There is no mention of multiplayer, online functionality, or customizability; this is a strictly single-player, offline experience. The UI was likely simple and intuitive, designed for mouse and keyboard input with minimal complexity.
The innovation here is not in any individual game—each is a well-worn classic—but in their curation and the framing meta-game. The flaw, however, is inherent to the genre: the quality and depth of each component are variable. A compelling Sudoku puzzle exists in a completely different design universe than a simple platformer, and the player’s engagement will inevitably be uneven across the collection.
World-Building, Art & Sound
The world-building is entirely derived from the established Willy & Boris comic strip. The art direction would have been bright, colorful, and cartoonish, mirroring the source material’s aesthetic. Visuals were likely simple 2D sprites and pre-rendered backgrounds, well within the technical limits of the time. The purpose of the art was not to push boundaries but to faithfully recreate the look and feel of the comics for its young fans.
The sound design would have followed suit: cheerful, upbeat melodies; simple sound effects for actions like collecting a bone or matching a card; and perhaps voice clips or barks from the titular characters. The atmosphere is one of lighthearted, safe, and cheerful fun. Every element—from the jigsaw puzzle artwork to the design of the pinball table—would have been crafted to reinforce the brand identity of Willy and Boris, building a cohesive, if small, digital playspace for its characters. It is a functional rather than an ambitious audio-visual presentation, perfectly suited to its role as a promotional item.
Reception & Legacy
The reception history of Willy & Boris: 10 Fun Games is defined by one overwhelming fact: obscurity. There are no critic reviews on MobyGames or Metacritic. No user ratings exist on GameFAQs. It was not a game reviewed by the mainstream gaming press because it was never intended for them. Its audience was a closed circle of children in Scandinavian countries who received it as a bonus for a book club subscription.
Its commercial performance cannot be measured by traditional sales metrics, as it was not a retail product. Its success was likely gauged by its effectiveness as a promotional tool for Stabenfeldt AB’s book clubs. Did it encourage renewals? Did it delight the existing subscribers? In that specific context, it was probably a successful, if minor, venture.
The game’s legacy is virtually non-existent in the broader industry. It did not influence game design or launch a franchise. However, as a historical artifact, it represents a specific and now largely extinct business model: the physical, CD-ROM-based licensed game as a premium or promotional item. It is a snapshot of a time before free-to-play mobile games became the dominant vehicle for this type of casual, branded entertainment. It is a preserved specimen of a forgotten ecological niche in gaming history.
Conclusion
Willy & Boris: 10 Fun Games is not a good game by conventional critical standards, nor is it a bad one. It is a perfectly adequate execution of a simple concept for a highly specific audience. Its ten games are a solid, if unspectacular, collection of timeless puzzles and arcade diversions, cleverly unified by an evolutionary progression system that would have provided a satisfying sense of accomplishment for a child. Developed by Artplant and published by Stabenfeldt, it stands as a fascinating example of media synergy from a pre-digital-distribution age—a functional, forgettable, yet historically significant piece of licensed software. Its place in video game history is not on the main stage, but in the detailed appendices, serving as a reminder that the video game medium is vast and encompasses not only the art that changes the world but also the simple toys that pleasantly pass the time for a select few.