The Fantastic Adventures of Dizzy (Evercade): COMPLETED!

The Fantastic Adventures of Dizzy (Evercade): COMPLETED!


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Good grief that was a long game. Not helped by the fact that nearly two hours in I discovered I’d somehow managed to accidentally sequence break and ended up somewhere without items I needed to progress and no way to return to where they were located. Apparently that isn’t possible, but I did it anyway.

So I started again, and that took five hours. Five hours! For a NES Dizzy game with no password system or save games. On the Evercade, i can save and quit when I want, but on the original NES that would have been ridiculous. I’m reminded of another Codemasters game – Rolo to the Rescue – on the Mega Drive which, after four hours play, I realised there was no way to save or continue later. After turning it off, I never played it again. At least, until emulators were a thing.

Back to the game though. Well, it’s the same as all the other Dizzy games, isn’t it? It’s much, much larger with way more to-ing and fro-ing, but it rehashes a lot of previous puzzles and locations, and adds four sort of mini-games that must be completed to continue. I remember two of them – Dizzy Down the Rapids and Bubble Dizzy – as standalone releases on the Spectrum.

Aside from getting stuck on my first playthrough, I didn’t find it all that difficult (although the cloud jumping section was frustrating). It was just really long!

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