Games published by Tivola Publishing, Inc.
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We provide a complete list of games published by this publisher.
Max and Marie Go Shopping
Max and Marie Go Shopping places players in a bright neighborhood where the young couple goes out to complete friendly errands. From the moment the game begins, the action follows a simple pattern: move through a sequence of everyday shop areas, inspect goods, and make choices based on the shopping goal shown on-screen. A mouse-driven interface lets players click objects, talk to people when available, and select items for purchase. Progress depends on acting within the rules of each store—finding the right products, responding to requests, and meeting the small challenges embedded in the errands.
Gameplay centers on exploration and item selection combined with practical problem-solving. Players typically receive a list or objective and must locate matching shelves or counters before placing items into the shopping basket. Many tasks include basic counting and comparison mechanics, such as determining the correct quantities, matching prices to the right amount of money, and using coins to pay the total. When players choose incorrectly, they are prompted to try again, returning to the relevant shelf or counter so they can correct the selection. This structure keeps the experience direct and focused while still requiring attention.
The shopping environment is organized into distinct locations with clear visual cues. Each shop features recognizable categories—such as food, household supplies, or everyday necessities—arranged for quick browsing. Signs, labels, and simple iconography help guide the player, while movement between scenes is handled through clickable entrances and exits. An on-screen status area tracks the current objective and the state of the basket, so players can maintain a clear sense of what remains to be done.
Visually, the game uses a colorful 2D cartoon presentation with clean outlines and friendly character sprites for Max and Marie. Store interiors are rendered with simple, readable details: counters, shelves, product displays, and interactive hotspots that highlight when the player can take action. Animations are kept light and expressive, with small reactions to successful purchases and brief feedback when choices need revision.
Audio reinforces the playful tone through cheerful background music and distinct sound effects for actions such as selecting items, handling coins, and confirming payments. Digitized or recorded speech provides guidance and reactions during shopping sequences, while spoken prompts help players understand what to do next. The overall experience is a relaxed, task-oriented shopping trip in which progress comes from careful choices and correct payment, encouraging quick learning through repeated attempts and immediate, understandable feedback.
Max and the Magician
Max and the Magician comes from the team at Tivola and BVM, responsible for the Oscar the balloonist games, as well as the Millie Meter games. Both series are illustrated under the direction of Barbara Landbeck, who brings the same distinctive watercolor style to this game.
Max's Uncle Pong has given him a special broom-lamp to give to his friend Mervin the Magician, but when Max arrives at his castle he discovers that Mervin has been turned into a toilet brush by the wicked witch Hagabelle. In addition, Hagabelle has torn up the spell paper and hidden it all over the castle; to reverse the spell, Max has to find all these pieces and put them together.
Before playing, the player is asked to indicate which language he speaks: English, German, French or Spanish, and to select a magic hat to keep track of his game. This serves as a saved game, allowing the player to return to where they left off by clicking on the same hat. Spell pieces will be hidden in different locations if the game is restarted with a new hat selected.
The player uses the mouse to point and click on objects in the castle, most of which animate or lead to other parts of the castle. On the first playthrough, you are given a choice of a thumbs up or thumbs down to move to the next area, and once all scenes have been visited, you can click the Max icon at the bottom of the screen to revisit them. Also, when playing for the first time, each new area features a small text box that is read aloud by a narrator. In addition to finding the spell pieces, the player will encounter some mini-games, such as 'Catch the Rabbit', in which the player must click on all the rabbits that pop out of hats, and 'Broom', in which the player has the opportunity to choose from a trunk full of magic brooms and fly around the room. The mini-games have no real objectives and are not necessary for the progress of the game.
Max and the Pirates
Max and the Pirates casts players in the role of Max, an adventurer drawn into the lawless world of pirate crews and sunken riches. The game is set across a chain of Caribbean-style islands and aboard the vessels that travel between them, where smugglers guard treasure maps, rival captains block routes to valuable cargo, and hidden passages promise shortcuts for those bold enough to search. As Max pushes deeper into pirate territory, each new location expands the search for stolen artifacts and culminates in confrontations with more heavily guarded threats.
Gameplay centers on navigating danger-rich stages while collecting valuables and overcoming obstacles placed by the pirate forces. Max moves through rugged shoreline scenes, dockyards, and interior ship corridors, using platform-style movement to cross gaps, climb structures, and reach higher platforms. Combat is handled through direct attacks against hostile enemies, with each encounter demanding timing to avoid damage from pirate fighters and environmental hazards. Treasure locations are marked by distinctive points of interest, and players are encouraged to explore thoroughly to uncover additional supplies and bonus items.
A variety of stage mechanics keeps progress grounded in practical challenges. Switches, levers, and interactable objects can open paths, trigger moving hazards, or alter routes through shipboard interiors. Sea and weather elements influence navigation on outdoor sections, while confined passages emphasize careful positioning to avoid clustered foes. Progression follows a mission-style structure, moving from level to level as Max clears objectives, retrieves target items, and unlocks access to increasingly complex areas.
Visually, the game presents a bright, cartoon-inspired look with detailed character sprites and readable action animations. Pirate ships are rendered with colorful wood textures, rigging, and animated environmental touches such as shifting sails and water movement on open decks. Backgrounds use layered scenery to establish depth—dock posts, island silhouettes, and sky gradients frame the action without obscuring movement. The result is a clear, arcade-friendly presentation well suited to fast navigation and frequent enemy encounters.
Audio reinforces the pirate atmosphere through rhythmic musical themes and energetic sound effects. Sea-themed melodies and shanty-like instrumentation accompany exploration and combat, while sword hits, enemy reactions, and cannon-like impacts provide responsive feedback during tense moments. When Max reaches objectives or uncovers key treasures, the game punctuates success with brief musical flourishes and celebratory cues, helping maintain momentum and a steady sense of advancement throughout the expedition.
Max and the Secret Formula
Max and the Secret Formula is a Windows adventure game released in 1999 in which players help Max pursue a stolen scientific formula through a series of locations tied together by the schemes of rival researchers. The story unfolds as Max travels from workshop rooms and cluttered storage areas to more secured laboratory spaces, gathering clues while encountering obstacles that block progress. Each stop in the route offers new problems to solve, with the game gradually revealing what the formula can do and why it must be recovered.
Gameplay centers on guiding Max through interactive environments, searching for usable items, and working through tasks that range from logic-based challenges to environmental puzzles. Players move through corridors and rooms while selecting actions with the mouse and keyboard, examining objects, picking up components, and triggering switches. Progress is driven by objectives that require assembling information and materials, unlocking doors, and restoring access to restricted areas. When threats or hazards appear, Max must navigate carefully, often relying on timing and positioning to avoid damage.
A key feature of the experience is the way puzzles are integrated into exploration. Items can be carried and combined to produce new tools, and many solutions require using discovered parts in the correct context, such as powering devices, adjusting mechanisms, or completing sequences. Some areas demand pattern recognition, while others call for experimenting with lab equipment to observe results and reach the required outcome. Dialogue and context clues help clarify what each area expects, encouraging players to revisit earlier rooms with newly found capabilities.
Visually, the game presents a bright, cartoon-styled look with expressive character animations and clean, readable interface elements suited to Windows play. Backgrounds are detailed enough to support navigation and object spotting, while props and interactive elements are designed to stand out in cluttered spaces. Animations are smooth for a 1999 PC title, and the scene-to-scene pacing keeps attention on the player’s immediate tasks: examining objects, manipulating controls, and moving between rooms.
Audio supports the atmosphere with upbeat, MIDI-style music tracks that shift to match the tone of each area, from busy workshop energy to tense, secured environments. Sound effects accompany actions such as selecting items, using machinery, and moving through hazards, providing consistent feedback for the player’s choices. The overall experience blends exploration and problem-solving, rewarding careful observation and methodical experimentation as Max works his way toward reclaiming the secret formula.
Max on the Moon
Set against a bright, cartoon Moon base and a sweeping view of the lunar surface, Max on the Moon follows the efforts of Max as he explores an off-world facility filled with machines, hazards, and puzzling barriers. The game places players in control of Max inside a variety of rooms and outdoor sections connected by loading-point transitions, shifting the action between interior work areas and open lunar stretches. Visuals emphasize clean shapes and bold colors to keep the environment readable at a glance, with craters, domes, pipes, and laboratory equipment forming a constantly changing backdrop as new areas are unlocked.
Gameplay centers on moving Max through problem-filled stages that blend exploration with short challenge sequences. Players interact with objects in the environment to find usable items, activate switches, and trigger pathways that lead deeper into each location. Many obstacles require careful timing and observation, such as navigating through areas with moving parts or lining up actions to restore power to systems. Progress is structured as a chain of goals: reach a specific station, complete the tasks assigned to that station, and then proceed to the next section once the current area’s requirements are met.
The mechanics are straightforward and designed for continuous play. Max is controlled directly with the keyboard for movement, while the game uses point-and-click-style interaction for selecting objects, using inventory items, or operating console panels. Inventory items are typically limited but meaningful, encouraging players to test combinations during each stage. Several challenges are presented as logic and reaction tasks—pressing the right sequence of controls, selecting correct responses at terminals, or using a found tool to overcome a locked component—so each level has multiple ways to approach the immediate goal.
Visually, the game uses a colorful 2D style with well-defined character sprites and simple, readable animations. The lunar environment is drawn with smooth shading and layered background elements to simulate depth, while foreground elements such as panels and equipment frame each scene. Lighting effects are kept subtle, focusing attention on interactive hotspots and the state of machinery as it changes from inactive to operational. Transitions between areas maintain a consistent, game-like presentation rather than relying on cutscenes.
Audio supports the playful tone with upbeat background music and crisp sound effects timed to actions like item pickup, console activation, and mechanical operation. Dialogue and voice-style cues, when used, provide quick feedback during tasks and help indicate successful interactions. The overall player experience is a steady flow of exploration and solving, with each completed objective clarifying what to do next and keeping the pace aligned with short, achievable stage goals.
Oscar the Balloonist Drops into the Countryside
Oscar the Balloonist Drops into the Countryside places players in a wide, sunlit landscape of fields, hedgerows, village lanes, and winding country paths. Oscar sets off on short trips by balloon, and the game’s action begins whenever he descends into the countryside to explore each area and reach the next goal. The environments are presented as level-by-level stages, each built around outdoor routes, scattered landmarks, and clear paths that reward careful movement and planning.
Gameplay centers on Oscar’s controlled drop from above, combining traversal and quick reactions with simple objectives. As Oscar falls, players guide his descent and attempt to land safely on the correct platforms or terrain. Once grounded, movement continues through side-view paths where Oscar can jump, move across steps and ledges, and interact with objects that appear along the route. Obstacles such as gaps in the ground, uneven surfaces, and roadside hazards require timing, while collectible items and point targets encourage thorough exploration of each stage. Progression typically follows a “reach the exit” style goal, with each countryside scene introducing new layouts and tighter spacing.
Core mechanics emphasize the relationship between aerial positioning and safe landing. Players must judge where to drop to avoid dangerous ground and to line up with narrow platforms. Where the countryside offers multiple routes, skillful placement allows Oscar to reach bonus areas without losing momentum. Checkpoints and stage restarts keep the pace moving, allowing players to refine landing timing and route choices as patterns change from one countryside segment to the next.
Visually, the game uses bright, friendly character sprites set against colorful, stylized backgrounds. Trees, fences, and farm buildings appear with clear outlines and simple textures, giving the countryside a clean, storybook look. Motion is readable and animated enough to track Oscar’s jumps and landings, while the level art maintains contrast so hazards and climbable surfaces remain easy to identify during fast play.
The audio reinforces the relaxed countryside atmosphere. Music tracks use upbeat melodies and light instrumentation to match the exploratory tone, with short, cheerful cues marking successful landings and item pickups. Sound effects provide distinct feedback for jumping, colliding with obstacles, and interacting with objects, helping players stay oriented during each controlled drop. The overall experience is brisk and friendly, combining accessible platforming challenges with a steady rhythm that highlights careful descent, safe navigation, and confident progression through the countryside stages.
Robinson Crusoe
In Robinson Crusoe for Windows, the player assumes the role of a castaway stranded on a remote island after a disastrous voyage. The game places Crusoe amid a self-contained world of beaches, dense jungle, rocky cliffs, caves, and inland clearings, where the horizon is dominated by ocean and the island’s seasons and weather conditions influence daily survival. The central objective centers on establishing a livable routine—securing food, finding usable materials, and gradually improving the outpost—while working toward the larger goal of leaving the island through discoveries made during exploration.
Gameplay is structured around adventure movement and interaction. Crusoe travels through the environment, examines objects, gathers resources, and uses collected items to solve practical problems. Inventory management plays a key role: the player collects wood, stones, plant fibers, and other materials, then combines and repurposes them to craft tools, prepare supplies, and build essential structures. Survival tasks are integrated into routine play, including tending fires, processing food sources, and maintaining an efficient workflow between gathering, crafting, and preparation for longer expeditions.
Combat and danger are handled as intermittent obstacles rather than constant battles. The island contains natural threats such as aggressive animals and hazardous terrain, requiring the player to react quickly or plan routes to avoid confrontation. Puzzles emphasize environmental reasoning and resource use—discovering how to obtain items hidden in the landscape, activating mechanisms found in key locations, and using crafted equipment to reach otherwise inaccessible areas. Progress typically comes from locating new materials, unlocking better methods for gathering resources, and completing story-driven tasks that expand what Crusoe can build and accomplish.
Visually, the game uses a 3D presentation with detailed natural scenery designed to convey the density of the island setting. Character models and objects appear in a richly textured world of foliage, sand, water, and stone, with lighting and atmospheric effects used to support immersion during travel and exploration. Scenes shift between open shoreline views and enclosed, shadowed areas such as grottos and jungle paths, creating a consistent sense of geography and scale as the player charts routes between locations.
Audio reinforces the island atmosphere through ambient ocean sounds, wind through vegetation, and wildlife activity that changes as the player moves through different regions. Music supports the transition between peaceful gathering, urgent survival moments, and key encounters. With an emphasis on day-to-day practicality, the player experience balances freedom of exploration with the steady pressure of having to plan, craft, and adapt—making each successful improvement to Crusoe’s holdings a tangible step toward lasting security and eventual escape.