A series of Action-Adventure games released by Creator/{{Codemasters}} in the UK during the mid [[TheEighties 1980s]] to early [[TheNineties 1990s]].

The games concern the various adventures of Dizzy, a member of a race of egg-people called the Yolkfolk who live in a HighFantasy world of dragons, trolls and [[TreeTopTown treetop villages]]. Most of his adventures involved saving his fellow Yolkfolk from peril or escaping a dangerous land.

To solve his various problems Dizzy picks up a variety of strange items and when he's found the proper place to use them, drops them again. As he can [[InventoryManagementPuzzle only carry a few items at a time]], though, the player is frequently forced to [[FetchQuest walk from one side of the map to the other to get something useful]].

''Fantasy World Dizzy'', the third game in the series, [[BigNameFan is famously adored by]] [[WebAnimation/ZeroPunctuation Ben "Yahtzee" Croshaw]] - if ironically and through a heavy dose of NostalgiaFilter. (He does a LetsPlay of the game on his blog: [[http://fullyramblomatic-yahtzee.blogspot.com/2012/02/eggs-on-legs.html Part 1]], [[http://fullyramblomatic-yahtzee.blogspot.com/2012/02/eggs-on-additional-legs.html Part 2]].) StuartAshen is a fan of ''Treasure Island Dizzy'', the second game in the series, as he points out [[http://www.youtube.com/watch?v=h-RCHyWcfIU here]].

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[[folder:Games in this series]]
The main games of the series are all adventure games:
# ''Dizzy The Ultimate Cartoon Adventure'' (June, 1987)
# ''Treasure Island Dizzy'' (August, 1987)
# ''Fantasy World Dizzy'' (1989)
# ''Magicland Dizzy'' (1990)
# ''Spellbound Dizzy'' (1990)
# ''Fantastic Dizzy'' (1991)
# ''Dizzy Prince of the Yolkfolk'' (December, 1991)
# ''Crystal Kingdom Dizzy'' (1992)

There were also spin-off games, featuring Dizzy but belonging to other genres:
* ''Fast Food'' (December, 1987). A MazeGame.
* ''Kwik Snax'' (November, 1990). A MazeGame, sequel to the above.
* ''Dizzy Panic!'' (May, 1990). A PuzzleGame.
* ''Bubble Dizzy'' (November, 1990). An unfortunate encounter with pirates leaves Dizzy literally underwater. Dizzy has to use bubbles to float back to the surface from the bottom of the sea.
* ''Dizzy Down the Rapids'' (April, 1991). Essentially an obstacle course game. Dizzy rides barrels down the river and has to avoid various hazzards.
* ''Go! Dizzy Go!''. A MazeGame. Only released on the compilations ''Quattro Arcade'' and ''The Excellent Dizzy Collection''.
[[/folder]]

!!''Dizzy'' provides examples of:

* AddedAlliterativeAppeal: All but one of the Yolkfolk; Dizzy, Daisy, Dora, Dylan, Denzil, Dozy... and Grand-Dizzy.
* TheCameo: CJ, an elephant character from two Codemasters platform games, pops up in ''Crystal Kingdom Dizzy''.
* CoolShades: Denzil wears them.
* DistressedDamsel: Daisy's usual role. To some extent, the rest of the Yolkfolk.
* EvilTwin: The Dizzy Doppleganger. In the Amiga games he's distinguished by having green gloves and boots and glowing red eyes.
* FanSequel: Several. One has Dizzy as a contestant on ''Series/{{Knightmare}}''!
* FetchQuest: Most of the games revolved around carrying objects from one end of the map to the other.
** ''Magicland Dizzy'' was a particular offender; the official helpline ("calls cost 36p per minute during off peak time") even recommended starting the game by fetching as many items as possible and dropping them in a central location for easy access; specifically in Prince Charming's throne room, which is more or less central.
** In ''Spellbound Dizzy'' you need to be carrying rocks to access half the rooms. You have to have the right number for the room you want to access, you can't put them down or they smash... oh, but you have to put them down or you [[InventoryManagementPuzzle can't pick up anything else]] or exit the room. Roughly half the game is spent just going back and forth to get more rocks. ARG.
** The GrandFinale of almost every single game usually involves a map-long Fetch Quest from one end to the other, usually as far as it's possible to go, and usually back again. (''Magic Land'', for example; go to Hades, get Wizardslayer Trident; traverse map to the top of the Ice Tower, use Trident, get Zaks' Ring; traverse map back to The Cracks Of Gehenna, [[LordOfTheRings throw Ring into lava]]. Then start hunting for the [[LastLousyPoint Last Lousy Diamond...]])
* FollowTheLeader: Dizzy's success led to many similar arcade adventure games, a lot of them also published by Codemasters. Examples include ''Murray Mouse: Supercop'', ''Spike in Transilvania'' (sic) and the Seymour series.
* GaidenGame: This series got some very odd spinoffs, including ''Fast Food'' (a sort of PacMan clone) and ''Dizzy Down The Rapids'' (a ''Toobin''' clone.)
* GameBreakingBug (or possibly a GoodBadBug): ''Treasure Island Dizzy'' in particular would sometimes misload, giving you mysterious floating scenery, jumbled music and holes in the floor. You could still walk around and explore, but would inevitably end up either freezing the game or falling through one of the holes and tumbling through the sky forever.
* IncrediblyLamePun: Egg-related puns feature heavily in the games, to the point of eggstreme eggsasperation.
* InterfaceScrew: You travel through the looking glass for a couple of screens in ''Magic Land Dizzy'', and the left-right controls promptly switch.
** Similarly, in ''Fantasy World Dizzy'' there's an upside down world. Of course, if you're using a PC emulator, you can just Ctrl-Alt-Down your screen to flip it...
* InventoryManagementPuzzle: Pervades throughout the series, but the strict FIFO system in ''Treasure Island Dizzy'' is particularly heinous. Especially as a bug in the system would ''occasionally'' make you drop two items at once... bye bye snorkel *drowns*
* LastLousyPoint: Even if you solve all the puzzles, most of the games require you to find thirty gold coins, or magic diamonds, or cherries, or something to get the ''real'' ending. You're required to use the pick up command on everything in sight to find some of them, which could be hidden behind a completely innocuous roof shingle or patch of grass.
** Done rather insidiously in a few games where the tokens you need are also what refill your life bar, so you probably won't be picking them up if you're at 100% health.
* TheMerch: At the peak of Dizzy's popularity, the game inlays offered Dizzy merchandise including t-shirts, baseball caps and clocks for sale by mail order.
* {{Metroidvania}}
* NewAgeRetroHippie: Dylan's entire characterization.
* NintendoHard: ''Spellbound Dizzy'' in particular, see that page for details.
* OneHitPointWonder: In the early games anything dangerous was automatically lethal to Dizzy. Later games gave him a life bar but it went down really fast.
** The second game, ''Treasure Island Dizzy'', was ''foul'' with this. You're a One Hit Point Wonder with One Life - anything dangerous is ''instant'' End Of Game. Including those wretched cage traps hidden off screen in the trees.
* ParentalBonus: In ''Crystal Kingdom Dizzy'', Dizzy's girlfriend Daisy complains that he "messed up" her bedroom. Then once you get in there, you find a [[CovertPervert whip]]...
* PortableHole: You can pick one up, but as soon as you pick it up - and store it in your bag - there's a hole in your bag, so everything falls out of it. [[MindScrew Including the hole]].
* PromotedToPlayable: Daisy becomes a playable character in ''Dizzy Down the Rapids''.
* ShoutOut: Various, ranging from the works of J. Milton Hayes, to the rest of the Codemasters library (the first game has the laser gun from the Oliver Twins' previous game ''VideoGame/GhostHunters''), to pretty much every FairyTale ever written.
** ''Magic Land Dizzy'' alone has puzzles that reference PacMan, the Billy Goats Gruff, Alice in Wonderland, Lord of the Rings, Aladdin, the legend of King Arthur, the Pied Piper of Hamlin, the Frog Prince, the Wizard of Oz, Sleeping Beauty and probably at least one more that's been forgotten.
* SpiritualSuccessor: ''Seymour Goes to Hollywood'' was initially conceived as a Dizzy game, until it was decided that Dizzy didn't belong in a real world setting. Several more Seymour games followed in the same formula as the Dizzy adventures.
* SuperDrowningSkills: ''Treasure Island Dizzy'' introduced a snorkel, which sort of helps. Unless you accidentally drop it underwater, of course.
* ThrowItIn: Dizzy's trademark somersaulting jump action was just the result of the Oliver Twins faffing around with the rotate function in their paint program.
* TravelingPipeBulge: ''Spellbound Dizzy''.
* WaddlingHead: Dizzy and the rest of the Yolk Folk.
* WalkThePlank: ''Bubble Dizzy'' begins with Dizzy being forced to walk the plank off a pirate ship. He catches the edge of the plank, but falls in after a pirate jumps on his hand a few times.
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