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Spindizzy

Spindizzy · RAWG · Courtesy of RAWG

EntityQ3966759· pop 5· linked from 18 articles

Spindizzy is a 1986 isometric video game published by Electric Dreams Software, who released it on several 8-bit home computer systems. Combining action and puzzle elements, the game features a series of landscapes consisting of ramps and corridors suspended in a three-dimensional space. The player must navigate a transforming probe through the landscapes within a time limit.

Game data

Released
1986-01-01
User rating
0.00 / 5
Genres
Action, Puzzle
Platforms
Apple II, Commodore / Amiga, Atari 8-bit

via RAWG

Game details · IGDB

62User score · 5 ratings

As GERALD (Gyroscopic ExploRAtion Landing Device) you must explore 385 screens of Hangworld, using limited fuel. The game is viewed isometrically, which means that the controls are rotated through 90 degrees - this, coupled with the fact that many screens have huge gaps and diagonal paths, means that it's hard to get far at first. Falling off ledges loses you time, which is very limited to start with Gerald must collect energy crystals throughout his journey - which can also be shortened by using a complex system of lifts. Sections you have travelled through are automatically mapped.

Released
1986
Genres
Puzzle
Platforms
Atari 8-bit, Commodore C64/128/MAX, ZX Spectrum, Apple II, Amstrad CPC
Game modes
Single player
Publisher
Electric Dreams Software

Wikidata facts

Show 1 more fact
publication date
1986-01-01
Sources (2)

via Wikidata · CC0

~10 min read

Article

6 sections
Contents
  • Gameplay
  • Development and release
  • Reception
  • Legacy
  • See also
  • References

Spindizzy is a 1986 isometric video game published by Electric Dreams Software, who released it on several 8-bit home computer systems. Combining action and puzzle elements, the game features a series of landscapes consisting of ramps and corridors suspended in a three-dimensional space. The player must navigate a transforming probe through the landscapes within a time limit.

Development was headed by Paul Shirley, who drew inspiration from Ultimate Play the Game games that feature an isometric projection. He approached the design as a mixture of an adventure game and a puzzle game, feeling that the ball rolling mechanic allowed for creative puzzles. Electric Dreams partnered with Activision to publish Spindizzy in the United States. However, Shirley eventually severed the contract due to late royalty payments and disagreements over Activision's business practices.

Available in 5 languages

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