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Fantastic Dizzy

1993

  • platform
  • adventure
  • arcade
  • action
  • single player

The story

Dizzy is an egg living in a world of magic and fantasy. The basic concept of the game is to move around the world, finding various items and collectibles, and to use them in the right locations. Dizzy has no special skills or abilities, save for his remarkable feats of somersaulting, and must solve all problems he faces with the clever use of one or more items.

What it’s like

Bright, chunky cartoon sprites on flat, saturated backgrounds: sunny meadows, sea caves, dungeon stonework and gloomy castle interiors, all drawn in the crisp pixel palette of early-nineties 16-bit consoles and DOS PCs. The screen is tidy and readable, with the camera mostly locked to one room at a time and the small egg hero bouncing and somersaulting through each frame. Sound is a jaunty loop of chiptune melodies, with bleeps and boings for jumps and pickups that stay cheerful rather than tense. The vibe is playful, puzzle-minded and mildly silly, a little mischievous in its pirate and fairy-tale corners. It suits an evening of gentle problem-solving, a short session on a handheld during a commute, or a nostalgic afternoon with an old console. Pacing is unhurried: you wander, note what you can carry, and work out which object belongs where, with a steady trickle of small victories. The emotional register is light and good-humoured, with a plucky little hero whose cleverness, not strength, gets him through. Violence is cartoonish and minimal, with enemies that are bumped or avoided rather than gore, and there is no sexual content or real fear. It is for players who enjoy old-school puzzle platformers and want something cheerful and undemanding.

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