Ludography
Spindizzy Worlds cover

1992 · Puzzle · Strategy

Spindizzy Worlds

Nintendo console exclusive

On it's most basic level, Spindizzy Worlds is, like its predecessor, similar to Marble Madness. Controlling GERALD, you must move through the isometrically viewed landscape (largely flick-screen on the ST). There are two skill levels; the harder one features more of the precarious ledges and falls of Spindizzy. Each one takes you to a different matrix of levels, which can be played in different orders and each consist of 10 screens, with a bonus level at the end.

Released
7 August 1992
Platforms
Atari STAtari ST/STESNES
Genres
PuzzleStrategy
Developers
—
Publishers
—
Series
Spindizzy
Modes
Single-player
Themes
ActionScience fiction
Country
United Kingdom
Entry
#2 in Spindizzy

About

Spindizzy Worlds is a puzzle video game published by Activision, released on the Amiga and Atari ST in 1990. It was later released on the Super Famicom in 1992 and the Super Nintendo Entertainment System in 1993 by Ascii Entertainment and on the X68000 and the NEC PC-9801 in 1992 by Arsys Software as Spindizzy II. The game is a sequel to the 1986 video game Spindizzy. Like its predecessor it uses an isometric view, and the player controls a spinning top-like robotic device named GERALD, a Geographical Environmental Reconnaissance And LandMapping Device, that is tasked with exploring and mapping a star system before it is destroyed.

Keywords

  • abstract
  • difficulty level

Media

Spindizzy Worlds screenshot 1

The articlegameplay, story, development, reception

Gameplay

GERALD has limited controls only being able to move around with the use of braking and accelerating; there is no jumping, attacking or other actions. The player must guide the device through several levels. There are many hazards, enemies, and puzzles based on finding and pressing switches in the correct order, navigating thin pathways without falling off, and finding all gems dotted about a section. GERALD cannot jump on its own, but can reach higher platforms and traverse large gaps by accelerating and jumping over slopes or ramps, or using moving platforms, warps or platforms that make it bounce.

GERALD's health, called fuel, is full at the beginning of each level and it depletes slowly over time especially with quick movements. Falling from a height onto a surface, falling off the bottom of a stage, or contact with enemies and hazards also takes away health, but it is replenished in small amounts after finishing a section of a stage and by collecting gems that are found around most levels. Some levels contain enemies, but they only hinder the player's progress and do not have to be defeated to progress and can be avoided. The stages can be viewed from four different camera views at 90° angle rotation from each other and the player has manual control over the camera view; views of objects and paths may be obscured behind other platforms in some views, and easier seen in others.

Story

Eons ago, stellar matter was blown up into several pieces following the eruption of the belly of the Sun. One of those flaming parts moved at extremely fast speed towards a planetary system, the Beta Twirlinus. A collision occurred, leading to what was left of the stellar piece as well as two clusters. One cluster had 23 planets, the other seven.

The planets were found by astronomers in the 23rd century and are known as the Spindizzy Worlds. They had unnaturally fast orbiting speeds, as well as odd inhabits, geographic formats, and very high energy stores; since the planets were found, change climates and an increase in natural disasters in planets of the Solar System were explained by a odd connection between the Solar System and the Spindizzy Worlds.

Development

ASCII developed Spindizzy Worlds for Atari ST and Amiga home computers. Prior to release, the game was marketed as Spindizzy II. A year and half after the home computer releases, a port for the Super Nintendo Entertainment System (SNES) console released in April 1992. While Paul Shirley, the developer of the original Spindizzy, was against converting the game to the SNES, Activision proceeded without his approval.

In retrospect, Shirley commended ASCII on the technical effort in getting the game running on the Nintendo console but ultimately considered the port an "absolute disaster". He noted that Activision UK closed down soon after receiving the game's final master copy and source code, which he attributes to the limited release of 80,000 units primarily in the United Kingdom.

Reception

The game was ranked the 13th best game of all time by Amiga Power. Nintendo Magazine System gave the game an overall score of 90/100 stating “An excellent update of a genuine classic, and a long-lasting game that stands head and shoulders above any other SNES puzzlers.” Super Gamer reviewed the SNES version and gave an overall score of 89% stating: "A massive and very tough test of joypad reactions and brains which you'll love or hate." In 1995, Total! ranked the game 90th on their Top 100 SNES Games stating: "Based on the old classic Marble Madness this takes the whole concept much further."

Releases by platformdates and regions as published

PlatformReleasedRegions
Atari ST/STE31 December 1990Worldwide
SNES31 December 1992Worldwide

In the same series

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Collections2 collections

Platform libraries

Description adapted from its source, CC BY-SA 4.0.