Friday 16 May 2014

The Great Playthrough - Game 65: Fantastic Dizzy


Fantastic Dizzy

Released on: Mega Drive, NES, Master System, Amiga, Game Gear, PC, CD32
Played on: Mega Drive
Release date: 1991

Have you ever tried to navigate your way through a complicated one-way system, while wearing a blindfold, some Slipknot playing at 130db in one ear and a parrot reciting the contents of a Delia Smith cookbook backwards?


Well neither have I (as that would be silly), but that's what playing Fantastic Dizzy feels like.

Now that's not to say that it's a bad experience - in fact, I enjoyed the game quite a lot, but it has a certain feel that you don't get from modern games. An overwhelming feel.

For those of you who don't know, Dizzy is an Egg (with arms, legs and a hat - just because) who lives in the Yolkfolk Kingdom (there are a lot of egg puns in the game!) and ostensibly it is a platform game in which you explore various areas of the world in an attempt to find all 250 stars, get to the evil wizard's castle and confront him! But it's slightly different to most modern platformers in the sense that although there are enemies that damage you, there is no way to eliminate them.

Instead, avoidance is the name of the game, which is actually quote a refreshing change of pace! Don't get me wrong, I love traditional platformers - I've gone on about that enough for you guys to know that by now - but having to avoid enemies instead of defeat them gives the game a completely different feel.

So if you don't have to kill enemies, what do you do?

Well, you have to traverse far and wide, locating all the stars so that you can get to the final confrontation. And a lot of this you do by solving puzzles - puzzles in the traditional adventure game mould - using an item with a situation to solve the problem.

For example, very early on, you find a plank of wood. You then find a gap you cannot possibly get across. You use the plank of wood and.. voila! It becomes a bridge.

Now, if someone were making this game in this day and age, you would be able to carry everything you picked up, and then just cycle through them all when you hit a puzzle, but Dizzy isn't that simple. You can only ever carry three things at once. So if you find something, and then put it down, you have to remember where you put it down so you can get back to it if you find the puzzle that requires that item as a solution!

And theis is where the overwhelming feel of the game starts to come into it. The game world is pretty large, with levels that scroll horizontally but are flip-screens vertically, and it can get very easy to forget where things are, where you left items, and where you have and haven't been. Add to this the slightly obtuse nature of some of the puzzle solutions, and before long you have been completely sucked into a world where your entire raison d'etre is "I know I had that, where the hell did I put it down!" Just to make things even harder, it is often possible to put items down behind trees... so you won't even be able to see them...

To make matters worse, you have two lives to start with, and Dizzy takes damage quicker than Mo Farrah runs a race (I know that's an unconventionally sporty metaphor for me - I had the TV on and I've just seen the advert where kids can win an Ultimate Sports Day, and every time I see it I think "I wouldn't like that as a kid, cos surely Mo Farrah's gonna win everything??) so you have to be very careful when exploring - as (unless you get them later in the game) you don't get any continues either, so once you have lost your lives, it's back to the start. Mostly this is OK (there's quite a lot of fruit around to boost his health back up) but there are a couple of slightly unfair situations where you lose a life straightaway with one slightly wrong motion - jumping across the waterfall is one, and the minecart minigame.

"Minecart Minigame?" I hear you say, "Well that sounds fun!" It sort of is - it's a vertically scrolling minigame where you are controlling whether Dizzy's minecart goes left or right at junctions - and it's a neat idea. However, it is implemented very slowly - it feels a bit like a video game version of that bit in Austin Powers where the henchman gets run over by the steamroller? It just doesn't quite get the adrenaline racing...

I know I've listed some negative points there, but I don't want you to think I didn't enjoy the game - I absolutely did! However, if I was going to play it again, I'd be sitting down with a pad of paper and pen, and lots of time to spare, and mapping my progress as I go through!

Graphically, it's lovely. When I was much younger I played a couple of Dizzy games on 8-bit home computers (Commodore 64, Spectrum etc) and even to this day it amazes me how much nicer the Mega Drive version looks. I've spoken about my love of 16-Bit Graphics before, and these really appeal to me. The music, on the other hand, is fun, but VERY repetitive - not so annoying for you, the player, but if there's anyone else in the room, they may want to break the speakers after a while!

On the whole, it was a fun experience, but it's very much an all or nothing game - I'd want to play it to complete it, not just for a half-hour play or anything...

Rating: 7/10
Time played: 1 hour 10 minutes
Would I play it again? Yes - but only with a lot of time to spare!

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