- Release Year: 2008
- Platforms: Windows
- Publisher: Big Fish Games, Inc, Inc
- Developer: Tonuzaba Entertainment
- Genre: Puzzle
- Perspective: First-person
- Game Mode: Single-player
- Setting: Classical antiquity
- Average Score: 60/100

Description
The First Olympic Tidy Up is a puzzle game set in Classical antiquity where the Olympic facilities have been trashed by irresponsible organizers. An infuriated Zeus tasks a party coordinator with cleaning up the mess before the games can begin. The gameplay is a variation of Spider Solitaire, requiring players to stack numbered amphoras of different colors to clear levels, with the ability to purchase power-ups to assist in the challenge.
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Reviews & Reception
games-msn.com (60/100): The “The First Olympic Tidy Up ” is a puzzle game.
The First Olympic Tidy Up: An Archaeological Dig into a Forgotten Casual Gem
In the sprawling, sun-drenched ruins of video game history, some titles are the grand Parthenons, studied and admired for centuries. Others are the humble, yet intricate, amphoras found buried in the soil—artifacts of a specific time and place whose value lies in what they reveal about the culture that produced them. The First Olympic Tidy Up, a 2008 puzzle game from the Hungarian studio Tonuzaba Entertainment, is unequivocally the latter. It is a game that embodies the very essence of the mid-2000s casual game boom: a simple, addictive concept wrapped in a thin but charming mythological veneer, destined not for legendary status, but for a quiet, devoted following in the digital bargain bins of Big Fish Games. This is not a review of a masterpiece, but an archaeological examination of a perfectly preserved specimen of its genre.
Introduction: A Thunderbolt from a Clear Blue Sky
The premise is as absurd as it is delightful. The Olympic Games, the pinnacle of ancient Greek athleticism, are on the verge of commencement. But the organizers, in a fit of pre-game celebration, have “decided to get wasted and trash the place up.” The almighty Zeus, perched in his easy chair and presumably watching this debacle on his divine television, is not amused. After “hurling thunderbolts,” he tasks a “supreme renovator”—a party coordinator, no less—with cleaning the monumental mess. This is our calling. The First Olympic Tidy Up presents a thesis that would become a quiet mantra for a generation of casual games: that there is a profound, almost meditative satisfaction in imposing order upon chaos, even if that chaos is a bunch of digitally scattered ancient pottery. It is a game that asks not for heroic strength or strategic genius, but for patience, foresight, and a keen eye for stackable objects.
Development History & Context: The Hungarian Casual Gold Rush
Released on September 9, 2008, for Windows, The First Olympic Tidy Up emerged from a specific and fertile ecosystem. The developer, Tonuzaba Entertainment, was a small studio, as evidenced by the modest credit list of just six individuals. The core team—Project Manager and Designer Zoltán Vigh, Programmer Csaba Bencsik, Artists Zsolt Kósa and Richárd Vass, and Musician Secta Chameleon—operated in an industry increasingly accessible to small teams thanks to digital distribution platforms.
The publisher, Big Fish Games, Inc., was at the forefront of the casual game revolution. Their business model, built on downloadable “try-before-you-buy” games, catered to an audience hungry for accessible, time-filling experiences that required less commitment than a sprawling RPG or a twitchy shooter. The technological constraints were minimal by contemporary AAA standards; the game required a mere 600 Mhz CPU and 27.5 MB of disk space, making it accessible to virtually any computer running Windows 2000 or later. This was a game designed for low-friction entry, both in terms of cost and system requirements. Its perspective was fixed, its interface a simple point-and-select, perfectly suited for a mouse. In a gaming landscape increasingly dominated by high-definition spectacle on consoles, The First Olympic Tidy Up was a steadfast citizen of the PC casual scene, a testament to the enduring appeal of simple, well-executed mechanics.
The Vision of Tonuzaba
While no grand manifestos from Vigh or his team have survived in the digital record, the game itself speaks volumes. Their vision was likely not to reinvent the wheel, but to polish a known formula—Spider Solitaire—and dress it in a unique and marketable theme. The choice of Ancient Greece was a stroke of genius, setting it apart from the more common fantasy or domestic settings of other puzzle games. It provided a ready-made aesthetic that was both educational and whimsical, allowing for what TV Tropes accurately identifies as Anachronism Stew—the joyful inclusion of basketball nets and Arabic number displays amidst the classical columns. This wasn’t a lack of research; it was a conscious, playful stylization.
Narrative & Thematic Deep Dive: An Excuse Plot Fit for the Gods
To analyze the narrative of The First Olympic Tidy Up is to analyze the label on a bottle of wine; it sets the mood and context, but the primary experience is the contents. TV Tropes correctly categorizes the setup as a quintessential Excuse Plot. The story exists solely to justify the gameplay: why are we stacking amphoras? Because Zeus is angry about the mess. The narrative depth begins and ends with this premise.
The characters are archetypes, not individuals. Zeus is the irritable, distant CEO. The player character, the “supreme renovator,” is a silent, unseen entity—a custodian of the divine. There is no dialogue, no character arc, no plot twist. The themes, however, are surprisingly resonant beneath the surface. The game is about order versus chaos, a fundamental human concern. It touches on responsibility (cleaning up someone else’s mess) and the pursuit of perfection (completing a level with no mistakes). The inclusion of a competitive campaign mode subtly introduces a theme of meritocracy—through skill and persistence, you can become the “reigning supreme” tidier, a champion of a most unusual Olympic event.
The most poignant thematic element is the anachronism. Zeus’s easy chair and TV, alongside the ancient ruins, create a humorous dissonance that comments on the timeless nature of both slobbishness and the desire for cleanliness. It’s a gentle parody of its own setting, acknowledging that the gods, for all their power, are not above needing a good janitorial service.
Gameplay Mechanics & Systems: The Solitaire of Olympus
At its heart, The First Olympic Tidy Up is a clever reskin of Spider Solitaire. The core loop is meticulously crafted:
- The Objective: Clear the playing field of all amphoras by stacking them in sequential numerical order.
- The Twist: While amphoras can be stacked on those of a different color if the numbers are consecutive, they cannot be moved as a group if the stack contains differently colored vessels below. This single rule transforms the familiar solitaire mechanics, adding a significant layer of strategic planning. A wrong move can block access to a crucial amphora, creating a puzzle that requires looking several steps ahead.
- The Structure: The game progresses through 50 levels, which according to player accounts, escalate dramatically in difficulty. The final levels are described as Marathon Levels, featuring over a hundred amphoras that can take 15 minutes or more to complete. This provides a substantial challenge curve for dedicated players.
The game’s systems are built around mitigating the inherent challenge:
- Power-Up System: This is the game’s primary progression mechanic. By clearing stacks, players earn money to purchase and upgrade six different power-ups. These items, which can be upgraded to a “gold level,” serve functions like switching amphoras around, providing a crucial safety net for misplaced moves. However, the game falls prey to a common design flaw noted by critics: Money for Nothing. It’s possible to max out all upgrades well before the game ends, rendering subsequent earnings pointless.
- Hint System: A lifeline for stuck players, the orange question mark button highlights all possible moves. This ensures the game never becomes truly frustrating, adhering to the casual design philosophy of accessibility.
- The Flaw: The most significant criticism, and a notable flaw, is the potential for the game to become Unintentionally Unwinnable. If a player makes a sequence of moves that leaves no valid options, and they have neither power-ups available nor the ability to undo/restart (particularly if they quit and reload a save in this state), the level cannot be completed. This is a stark contrast to the otherwise forgiving design and represents a notable oversight in the game’s state management.
The UI is simple and effective, featuring a Themed Cursor (a Greek-style blue arrowhead) that reinforces the setting. The overall feel is one of tactile satisfaction; moving the amphoras is a smooth, responsive experience that is central to the game’s addictive quality.
World-Building, Art & Sound: A Kitsch-Classical Aesthetic
For a game of its size and scope, The First Olympic Tidy Up possesses a surprising amount of atmospheric charm. The world-building is achieved through its visual and audio presentation.
- Art Direction: The game employs a “fixed / flip-screen” perspective, presenting each level as a distinct scene within the Olympic facilities. The art, credited to Zsolt Kósa and Richárd Vass, has a bright, cartoonish quality that fits the lighthearted tone. The backgrounds depict crumbling temples and athletic grounds, selling the “renovation” premise. The character design, though limited, leans into the Greek aesthetic, with the female protagonist embodying an Impossible Hourglass Figure that is more stylistic than realistic. The amphoras themselves are the stars—colorful, clearly numbered, and visually distinct.
- Sound Design: The music, composed by Secta Chameleon, likely consists of looping, ambient tracks featuring lyres and other classical instruments, designed to be pleasant but not intrusive. Sound effects for moving and stacking amphoras would have been crisp and satisfying, providing essential audio feedback for the player’s actions.
- Atmosphere: The combined effect is one of cheerful anachronism. It’s a world where the divine and the mundane collide, where the task of cleaning up is given epic weight by its mythological context. It’s not a deep or immersive world, but it is a consistent and enjoyable one that elevates the simple card game at its core.
Reception & Legacy: A Quiet Niche in a Noisy Market
The First Olympic Tidy Up was not a critical darling in the traditional sense. As evidenced by its pages on Metacritic and MobyGames, it garnered no professional critic reviews. Its reception was almost entirely grassroots, playing out on portals like Y8.com, where it achieved a respectable 8.7/10 from over 50,000 plays, and blogs like “I Love Casual Games,” which covered its release with enthusiasm.
Commercially, it found its audience through the Big Fish Games platform, becoming one of thousands of such titles that sustained the casual game economy. Its legacy is not one of direct imitation or industry-wide influence, but of archetypal representation. It is a perfect example of a specific subgenre: the themed solitaire game. Its influence is seen in the continued popularity of similar “tidying” and “renovation” puzzle games that use a familiar mechanic as a foundation for a new theme.
The game’s true legacy is its preservation as a digital artifact. It is a snapshot of a time when small European studios could quickly produce and distribute a quirky, concept-driven game to a global audience via emerging digital storefronts. The fact that it is still discussed on sites like TV Tropes and preserved on archive sites is a testament to the niche it carved out. It represents the “long tail” of game development—a title that, while obscure, has endured in the memories of those who found solace in its orderly, mythological puzzles.
Conclusion: The Verdict of History
The First Olympic Tidy Up is not a great game in the canonical sense. It is too slight, too derivative, and too flawed by its potential for unwinnable states to stand among the titans of the puzzle genre. However, it is an excellent example of what it set out to be: a charming, addictive, and well-produced casual experience. It took a known formula, dressed it in a creative and humorous skin, and delivered it with polish and a surprising amount of content.
Its place in video game history is secure as a fascinating footnote. It is the story of a small Hungarian team, a quirky premise, and the digital distribution platform that gave it a home. For historians, it is a pristine case study of the 2008 casual game market. For players, it remains a delightful, if forgotten, time capsule—a game where the fate of the Olympics rests not on the strength of a sprinter or the skill of a discus thrower, but on the meticulous mind of a player who knows how to stack a perfect set of virtual amphoras. In the grand Olympic stadium of gaming, it may not have won a gold medal, but it certainly deserves a participant’s ribbon for sheer, unadulterated charm.