Panic Dizzy


by Chris Graham, Paul Ranson, Peter J. Ranson, The Oliver Twins
Code Masters Ltd
1991
Sinclair User Issue 111, May 1991   page(s) 31

{ZXSR Note: Unfortunately the text is impossible to read - a pink background with slightly darker pink text!! However, SU corrected this by re-printing the review in Issue 112 Page 39. This review text is copied from there.}

Label: Codemasters
Memory: 48K/128K
Price: £2.99 Tape
Reviewer: Garth Sumpter

Poor Dizzy - here's in a right old tizzy. The time honoured hero of countless (well, four actually) egg-citing adventures has finally fallen out of the frying and into the fire and it's all down to him - (as befits immortal heroes) to put the world to rights.

This time our perky little poacher is factory fodder, the product of a repressive and class-ridden regime working far too many hours overtime (tell me about it - Ed).

You are the controller of a somewhat strange and colourful conveyor belt, riddled with shaped holes. Your wonderfully exciting job is to move the conveyor belt to catch shapes, which drop from hopper-like tubes above you. If you miss any shapes, then the chutes all move downwards. Until...you're out matey!

This is really a puzzle game; the basic idea idea of the game is to keep the chutes from coming down by matching as many shapes as you can all at the same time. You have some help in doing this, for when you press the fire button on your amazingly expensive joystick (or your good old speccy keyboard), all the shapes that are falling over the right holes, will come down rather quickly over the ones that aren't.


STEVE SEZ:
Here's a slightly different approach to the 'let's make a puzzle game'. but it does seem to work/ The graphics are clean and the basic idea is sound and executed with some style. It's certainly worth the paltry £2.99.

Graphics: 82%
Sound: 72%
Playability: 85%
Lastability: 80%
Overall: 85%

Summary: It all looks rather simple, but in the best traditions of puzzle games.

Transcript by Chris Bourne

Sinclair User Issue 112, Jun 1991   page(s) 39

This is really a puzzle game; the basic idea idea of the game is to keep the chutes from coming down by matching as many shapes as you can all at the same time. You have some help in doing this, for when you press the fire button on your amazingly expensive joystick (or your good old speccy keyboard), all the shapes that are falling over the right holes, will come down rather quickly over the ones that aren't.

Poor Dizzy - here's in a right old tizzy. The time honoured hero of countless (well, four actually) egg-citing adventures has finally fallen out of the frying and into the fire and it's all down to him - (as befits immortal heroes) to put the world to rights.

This time our perky little poacher is factory fodder, the product of a repressive and class-ridden regime working far too many hours overtime (tell me about it - Ed).

You are the controller of a somewhat strange and colourful conveyor belt, riddled with shaped holes. Your wonderfully exciting job is to move the conveyor belt to catch shapes, which drop from hopper-like tubes above you. If you miss any shapes, then the chutes all move downwards. Until...you're out matey!


STEVE:
Here's a slightly different approach to the 'let's make a puzzle game' - but it does seem to work! The graphics are clean and the basic idea is sound and executed with some style. It's certainly worth the paltry £2.99.

Graphics: 82%
Sound: 72%
Playability: 85%
Lastability: 80%
Overall: 85%

Summary: It all looks rather simple, but in the best traditions of puzzle games.

Award: Sinclair User Best Budget

Transcript by Chris Bourne

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