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* NintendoHard: Controlling Gerald isn't easy in the slightest, and the isometric projection doesn't help matters. The world is also huge and highly complicated, and while the time limit and its extendability seem generous enough at first, you're more than likely to turn through it by getting lost and dying.
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The game was originally coded for the UsefulNotes/{{Commodore 64}} by Paul Shirley and published by Creator/{{Activision}}'s Electric Dreams subsidiary, along with ports for the UsefulNotes/AmstradCPC, UsefulNotes/AppleII, UsefulNotes/Atari8BitComputers and UsefulNotes/ZXSpectrum. The game received a sequel called ''VideoGame/SpindizzyWorlds'' in 1993, featuring new worlds to explore and far more detailed graphics.

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The game was originally coded for the UsefulNotes/{{Commodore Platform/{{Commodore 64}} by Paul Shirley and published by Creator/{{Activision}}'s Electric Dreams subsidiary, along with ports for the UsefulNotes/AmstradCPC, UsefulNotes/AppleII, UsefulNotes/Atari8BitComputers Platform/AmstradCPC, Platform/AppleII, Platform/Atari8BitComputers and UsefulNotes/ZXSpectrum.Platform/ZXSpectrum. The game received a sequel called ''VideoGame/SpindizzyWorlds'' in 1993, featuring new worlds to explore and far more detailed graphics.
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''Spindizzy'' is a 1986 game released for multiple 8-bit computers that's very similar to ''VideoGame/MarbleMadness''. You play as a probe called GERALD and have to map out a world that consists of 385 rooms. You can switch between three modes: a spinning top, an inverted square pyramid, and a ball, but the difference is purely cosmetic. The game ends once you've fully explored the gameworld or ran out of time.

The game received a sequel called ''VideoGame/SpindizzyWorlds'' in 1993, featuring new worlds to explore and far more detailed graphics.

to:

''Spindizzy'' is a 1986 game released for multiple 8-bit computers that's very similar to ''VideoGame/MarbleMadness''. You play as a probe called GERALD and have to map out a world that consists of 385 rooms. You can switch between three modes: a spinning top, an inverted square pyramid, and a ball, but the difference is purely cosmetic. The game ends once you've fully explored the gameworld or ran out of time.

The game was originally coded for the UsefulNotes/{{Commodore 64}} by Paul Shirley and published by Creator/{{Activision}}'s Electric Dreams subsidiary, along with ports for the UsefulNotes/AmstradCPC, UsefulNotes/AppleII, UsefulNotes/Atari8BitComputers and UsefulNotes/ZXSpectrum. The game received a sequel called ''VideoGame/SpindizzyWorlds'' in 1993, featuring new worlds to explore and far more detailed graphics.
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Fixed my error.


''Spindizzy'' is a 1983 game released for multiple 8-bit computers that's very similar to ''VideoGame/MarbleMadness''. You play as a probe called GERALD and have to map out a world that consists of 385 rooms. You can switch between three modes: a spinning top, an inverted square pyramid, and a ball, but the difference is purely cosmetic. The game ends once you've fully explored the gameworld or ran out of time.

to:

''Spindizzy'' is a 1983 1986 game released for multiple 8-bit computers that's very similar to ''VideoGame/MarbleMadness''. You play as a probe called GERALD and have to map out a world that consists of 385 rooms. You can switch between three modes: a spinning top, an inverted square pyramid, and a ball, but the difference is purely cosmetic. The game ends once you've fully explored the gameworld or ran out of time.
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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/spindizzycoverzx4apr.jpg]]

''Spindizzy'' is a 1983 game released for multiple 8-bit computers that's very similar to ''VideoGame/MarbleMadness''. You play as a probe called GERALD and have to map out a world that consists of 385 rooms. You can switch between three modes: a spinning top, an inverted square pyramid, and a ball, but the difference is purely cosmetic. The game ends once you've fully explored the gameworld or ran out of time.

The game received a sequel called ''VideoGame/SpindizzyWorlds'' in 1993, featuring new worlds to explore and far more detailed graphics.
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!!This game provides examples of:
* AlphabetArchitecture: There are some blocks that spell out the words "SPINDIZZY" and "HAWKWTND".
* CompletionMeter: There's a tracker on the left for how many rooms you have yet to find and how many jewels you have collected. Once you die, you're shown the percentage for those goals and overall game completion.
* FunWithAcronyms: Geographical Environmental Reconnaissance And Land Mapping Device, or Gerald, the spinning top you're controlling.
* IsometricProjection: All tiles are shifted to a slightly diagonal angle, though Gerald and the jewels are unchanging sprites.
* NintendoHard: Controlling Gerald isn't easy in the slightest, and the isometric projection doesn't help matters. The world is also huge and highly complicated, and while the time limit and its extendability seem generous enough at first, you're more than likely to turn through it by getting lost and dying.
* NoFairCheating: Entering the infinite time cheat would remove one of the jewels, rendering the game {{Unwinnable}} and basically relegating it to one giant explore-em-up.
* TimedMission: You only have 140 seconds, which is extended when you enter a new room or collect a jewel.
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