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3D Dizzy - Dizzy Origional Dizzy Games

"Dizzy was exploring the haunted forest, looking for some berries, flowers and a piece of wood with which to make a club when he uncovered a mystifying stone slab. Brushing the dirt aside he was able to read (after a great deal of head scratching) the faint inscription 'The Avawiffovee Potion' Dizzy remembered his Eggfather had spoke of such a potion. 'It is the only way to rid our land of athletes foot, and it can also be used to destroy the Evil Wizard Zaks.' Dizzy trembled with fear as he recalled these words.
Zaks brought fear to the village, he cast spells that turned people old, made men blind and caused it to rain every Sunday afternoon during Cricket. Dizzy was determined to put a stop to all this, he would be the hero of the yolkfolk. He read on... 'Fill a potion bottle with cooked Leprechauns wig, cloud silver lining, Vampire dux feather and some troll brew - cook the potion and throw it at Zaks to dissolve his reign. 'He covered it up and quickly made ready to liberate the land of KATMANDU."

"Dizzy was looking forward to the round-the-world cruise he'd booked up for. When he told the other Yolkfolk about the good deal he found, they wondered just what lay ahead of him... Dizzy enjoyed the cruise at first although there were far too many pirates on the ship, the Grog was watered down, and he didn't even know what a mainbrace was, let alone how to splice it! The captain, Long John Silver, was a lovely old bloke with a kindly manner, good at insulting and degrading the fare paying punters. He was well balanced - he had parrot on one shoulder and a chip on the other - and he had a wooden leg which he acquired when he fell out of his pram when he was a kid.
Anyhow, their quaint little man o' war found itself in still waters one sun-soaked afternoon, and Dizzy thought he would organise a game of cricket on the aft deck. In a fit of blinding stupidity he used LJ's spare leg collection as makeshift stumps, and when they were lost overboard he was made to walk the plank! That was how he came to find himself gently poaching on the silent, sun-kissed beach of a seemingly deserted island... He had to somehow find a way back to the Yolkfolk and lodge his compensation claim with the travel agent..."

"DIZZY & DAISY strolled through the enchanted forest without a care in the world... BUT SUDDENLY the Evil King's trolls seized poor Daisy! She was send to Wizard Weird's Tallest Tower, while Dizzy was dragged away and thrown into the deepest, darkest, dankest of the Kings Dungeons in the bowels of Fantasy World. DIZZY was frightened! Who knew what fate awaited him...
and he still hadn't done this week's homework! But then he remembered that he had a fresh green apple that he had planned to give his teacher to escape detention, and he cheered up. And there was some bread and water on the table! A cunning plan began to brew in his mind... But DIZZY can't do everything on his own... you must help him!"

Dizzy 3.5 - Into Magicland was a small game created for Crash Magazine in January 1991 to promote the forth comming game Magicland Dizzy. The game used all the origional style graphics and sounds from the game and covered five scrrens and half a dozen puzzels. This game also introduced a one off charactor named Danny.

"The Evil Wizard ZAKS' is back! Like all Evil Wizards he made certain arrangements against his premature demise... He had exacted a terrible revenge by transporting the YOLKFOLK to a strange Fairy-Tale World and casting evil spells on them to imprison them there forever. Dizzy must free the SIX Yolkfolk by breaking the spells and then destroy ZAKS once and for all before he can return home. Dizzy strutted about, pacing up & down his little Treehouse. He was bored with a capital B! Once upon a time, Katmandu, a small county of Zakeria, had been THE place to be - Eggciting wasn't the word! Alright, horrible old wizard Zaks had been a bit of a meany bit it was much more exciting than watching Daisy knit old uncle Jock McDizzy a kilt.
Dizzy wanted a new adventure. Little - known to him he was going to get one. Zaks was not as dead as Dizzy thought, in fact, he was alive and kicking and planning out his most dastardly plan yet. "I'm gonna finish those Yolkfolk if it's the last thing I do!" Zaks yelled. A little time later... Zaks' plan had worked, well almost. He cast Character Transforming spells over all of Dizzy's friends - Daisy, Dora, Dylan, Denzil & Grand Dizzy - turned into strange creatures and other weird things. For example poor old Denzil, who thinks he's so cool, was frozen solid in a huge Ice Block! Then Zaks teleported them all to Magicland. Dizzy must find his friends, turn them back to normal, and send each of them back to their cosy Tree Houses back in Katmandu."

"Dizzy's been visiting his local friendly Wizard Theo. Now Theo, who may be a dab hand in the waving of wands area, is not much cop at the filing-things away-neatly department and he's left his book of really powerful Spells lying round in his laboratory. Whats more, the books been left open at the page headed A Really, Really Powerful Spell (That shouldn't be read out loud).
Whether Dizzy actually read the heading is not known but - yikes - he said the spell and it's caused a catastrophe: Dizzy spirited all his Yolk Folk chums and Wizard Theo into the underworld! Cripes! There's only one course of action open to the brave little hero: read the spell again and spirit himself into the underworld to save his rotund group of pals!"

"Grand Dizzy was feeling very down one day, so Dizzy and Daisy decided to cheer him up by baking him his favourite food, cherry pie! So off went Daisy to get some cherries from her cupboard but there was none to be seen! "Pogie's pinched the cherries!" she cried, as she saw Pogie's pawprint in the cupboard, "That darned Fluffle. Come here you!" and Pogie promptly darted off into the enchanted forest to escape Daisy's rage.
Dizzy and Daisy decided to go into the forest to catch Pogie and gather some more cherries at the same time. Whilst searching for Pogie they got lost and found a castle, where they thought they would find help, but it seemed deserted. They looked in the castle for Pogie, but Daisy caught herself on a mystic spinning wheel. She started feeling really sleepy, so she found a bed and went to sleep. "Wake up Daisy, wake up" shouted Dizzy.
But before he could wake her up, Rockwart the Troll caught him and locked him up under ground!"
Part 1 | Part 2 | Part 3 | Part 4
As the first level progressed, it seemed that the whole point of the game was to open conversation with Grand-Dizzy. Yep, we started off with no mission at all, just to live a day in the life of Dizzy. As he went on he was given minor tasks to do etc etc. But once you've got Grand-Dizzy sobered up and reading his paper, he finds out that the treasures of the prophet Zeffar have been stolen from the Ice Palace! (I thought that was in Magicland?)According to legend, if the treasures go missing for long enough, the Ice Palace will melt and the whole world will be flooded! Garsp!
So armed with a mission and a determined expression, Dizzy moves onto chapter two, on board Blackheart's pirate ship, bound for the Ice Palace. In return for free admission, Dizzy agrees to help get the vessel ship-shape. However, Blackheart still maroons Dizzy on a desert island. Chapter three sees Dizzy trying to get off that island one way or another. Then, in the final chapter, Dizzy has made it to the Ice Palace, and must find the treasures he has collected and then stupidly catapulted throughout the Palace, and place them in their proper position.
All Thanks to YolkFolk.Com
