A playthrough of Ascii’s 1993 physics-based puzzle game for the SNES, Spindizzy Worlds.
In this video I show all of the planets. I begin with the Easydizzy stages, and then at 22:26 I start the Spindizzy stages.
Spindizzy Worlds is a port of the Amiga/Atari ST game of the same name, and it is the follow-up to Spindizzy, a computer game from the mid 80s.
It is a faux-3d, isometric maze/puzzle game that, at its core, plays a great deal like Marble Madness. You control a top named Gerald (Geographical Environmental Reconnaissance And Land Mapping Device), and it is Gerald’s job to explore and chart each world before they’re all destroyed.
There are puzzles involving hitting switches and collecting items in many stages, but the majority of the game is focused on maneuvering Gerald safely through each of the environments. There are plenty of hazards and obstacles to get in your way, but the terrain provides the biggest challenge.
Gerald will be destroyed if he falls from too great of a height, and since he has to navigate a lot of very narrow platforms, it is essential to master the controls quickly if you’re going to get far at all. Movement can be tricky since the d-pad is assigned to the cardinal directions relative to the skewed perspective - remember how the NES version of Marble Madness had a 45° control option that required you to hold the controller at an angle? Things work the same way here. You also have control over your speed and the angle that you view the action from.
Momentum becomes particularly important later in the game, as many of the more harrowing challenges require you to carefully make use of series of ramps. If you haven’t built up enough speed, you’ll probably fall into something dangerous, and if you build up too much speed, you’ll likely be destroyed by the impact of the landing. No matter how good you get, situations in which several jumps need to be taken in direct succession will push your skills to their limits.
There is a lot of diversity to be found across the levels, and the level of challenge builds itself nicely... though a few really obnoxious puzzles rely on switches that are hidden no matter which angle you try to view them from.
The graphics are sharp and remain largely faithful to the Amiga game’s, as does the catchy music. The controls have been well adapted to the SNES’s gamepad, and overall, the spirit of the game was preserved nicely in its jump to the SNES.
If you’re a fan of Marble Madness, I’d totally recommend giving this obscure SNES gem a spin.
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No cheats were used during the recording of this video.
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