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]].) WebVideo/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]].

[[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''.

!!''Dizzy'' provides examples of:

* AWinnerIsYou: Currently provides the page quote. From the ending of the first game:
* AddedAlliterativeAppeal: All but one of the Yolkfolk; Dizzy, Daisy, Dora, Dylan, Denzil, Dozy... and Grand-Dizzy.
* AndroclesLion: A lion with a thorn in his paw appears in ''Prince of the Yolkfolk''. He subverts the trope in that there's nothing he can do to help Dizzy in return for removing the thorn. The thorn, however, proves vital to Dizzy's success.
* ArtisticLicensePhysics: ''Bubble Dizzy'''s eponymous bubbles can somehow burst underwater.
* BorderPatrol: The Harpy's Erie in ''Magicland''. The Harpy is there purely to ensure that you don't go too high on the puffs of volcanic steam.
* TheCameo: CJ, an elephant character from two Codemasters platform games, pops up in ''Crystal Kingdom Dizzy''.
* {{Cephalothorax}}: All of the Yolkfolk are these.
* CoolShades: Denzil wears them.
* DamselInDistress: 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.
** A real pain in ''The Ultimate Cartoon Adventure'' where you could only carry one item at a time: Get the diamond, cross the entire map, cut the glass, cross the entire map ''again'', get the dagger, cross the entire map ''yet again'', cut the rope to release the raft....
** ''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, [[Literature/LordOfTheRings throw Ring into lava]]. Then start hunting for the [[LastLousyPoint Last Lousy Diamond...]])
* FinalDeath: ''Treasure Island Dizzy'' was ''notorious'' for this. As you had only one life and [[OneHitPointWonder no health system]], contact with anything harmful at all at ''any'' point is an instant GameOver.
** The first game was no slouch, either. Breaking the grass bridge two screens right from where you started ended your game right there, as did falling in the waiting room, or dropping from a screen above and landing on a hazard, which would reset you straight back onto it until you'd lost all your lives, Jet Set Willy style.
* FloatingContinent: 16-bit versions of ''Treasure Island Dizzy'' featured "The Island in the Sky", which was low enough for Dizzy to be able to reach by pogo-stick.
* FluffyTheTerrible: Trolls are terrified of Pogie the Fluffle.
* 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.
* GettingCrapPastTheRadar: Dylan is named after Music/BobDylan and is implied to be a stoner.
* ImpaledWithExtremePrejudice: Dizzy kills Zaks this way using the (rather conveniently-themed) Wizardslayer Trident in ''Magicland Dizzy''. However, since [[SoulJar he has his soul sealed in a ring that's left behind after he vanishes]], he doesn't truly die until [[Literature/LordOfTheRings you take the ring and throw it into a lava pit]].
* InterfaceScrew: You travel through the looking glass for a couple of screens in ''Magicland 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...
** One thing that caught players out often in ''Treasure Island Dizzy'' was accidentally removing the snorkel when cycling through their held items when underwater, which would cause instant death via Dizzy's SuperDrowningSkills.
* JokeItem: The "Sinclair Abuser Mag" in ''Treasure Island Dizzy'' is completely useless, although you get a points bonus if you drop it in the sea. This is a reference and a TakeThat to ''[[https://en.wikipedia.org/wiki/Sinclair_User Sinclair User]]'' magazine, which gave its predecessor game a poor review.
* JustForPun: Eggscellent egg-related puns and other such yolks feature heavily in the games, to the point of eggstreme eggasperation.
** On that point, the previous trope might better be called "Yolk Item".
* 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.
* {{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 passing over the background torches without the Fireproof Suit and of course, 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''.
* ScoringPoints: In the first two games. Abandoned thereafter due to their complete redundancy.
* 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: In almost all mainline games. ''Treasure Island Dizzy'' introduced a snorkel, which sort of helps. Unless you accidentally drop it underwater, of course. ''Spellbound Dizzy'' and ''Fantastic Dizzy'' avert the trope (the latter -- except the few water bodies that act as BottomlessPits).
* TravelingPipeBulge: ''Spellbound Dizzy''.
* UnwinnableByDesign:
** There's a trap in the ground in ''The Ultimate Cartoon Adventure'' which you have to jump over to avoid triggering. Set it off, and an uncrossable chasm opens. It is impossible to reset the trap, even by deliberately dying, so your hopes of winning end there and then.
** If you're playing ''Fantasy World Dizzy'' and you are just about to rescue Daisy, make sure you pick up the coin under the cage first. If not, the cage will make it forever unreachable.
* VideoGameCrueltyPotential: In ''Fantasy World Dizzy'', if you interact with Dozy a second time Dizzy will kick him and his chair into the water, and depending on which version you're playing he'll either stay floating in place or drift offscreen.
* 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.