This project's funding goal was not reached on December 21, 2012.
This project's funding goal was not reached on December 21, 2012.
Once upon a time in a magical kingdom far, far away there lived a brave and noble adventurer – we called him Dizzy!
The first Dizzy game, billed as ‘The Ultimate Cartoon Adventure’ and published by Codemasters, came into the world in 1987 and spawned a hit series of over 15 games. A perfect blend of platforming, puzzle solving and exploration, Dizzy fast became one of the most successful European computer game brands of the late 1980s.
It’s been 20 years since the last game in the original series (Crystal Kingdom Dizzy) and he’s not been seen in a new adventure since then. But with your help we can set that right!
Who are we?
We’re the Oliver Twins, Philip and Andrew, and we've been making games since the early 80s when we were still at school. We've always believed in creating games that are fun, challenging and rewarding, and we've carried those principles through into everything that our company, Blitz Games Studios, has created since.
It all started with the Dizzy games though, and they encapsulate these ideals perfectly: quirky characters and story, interesting locations, platforming challenges, the satisfaction of a puzzle well-solved, exploring a colourful, fun world. These are all things that we’d love to see in a new Dizzy game, as well as having the chance to introduce Dizzy to a whole new generation.
A brand new Dizzy game for iOS and PC, made by the talented folks at Blitz Games. New puzzles, new characters, new locations, and new ways of playing will bring Dizzy bang up-to-date and make the game just as much fun for gamers today as it was in the 1980s.
Our aim is not to just reboot an old Dizzy game though. We want to stay true to the spirit and core ideals of the original series, whilst utilising the platforms, technology and resources we now have at our disposal. We believe that Dizzy Returns is a perfect fit for mobile gaming, and touch screen technology obviously means that we can experiment with and implement new mechanics and new ways of playing in Dizzy Returns.
It’s also pretty obvious that any new Dizzy game should have a home on PC. It’s something that Dizzy fans regularly ask us for, and after all, the ‘classic’ Dizzy control experience with keyboard keys or joystick harkens back to the days of the Amstrad, Spectrum, Commodore 64, ST and Amiga.
This is why we've decided to develop both iOS and PC versions of the game simultaneously, to take advantage of the technology available to us and to give you, the fans, more opportunities to experience Dizzy Returns.
We want to make the best Dizzy game ever, and we want you to be part of the adventure!
Update #12: More Concept Work
Update #11: Olivia's Cove
Update #10: Unseen concept art
Update #9: Facing the inevitable
Update #8: The results are in! Part two
Update #7: Design Survey #2 - Backers only!
Update #6: Mini-update: Meet the team - Stuart Maine
Update #5: Treehouse Village Video Update
Update #4: The results are in!
Update #2: You're asking for how much?!
Update #1: Video message from the Oliver Twins
It’s no secret that we've wanted to make a new Dizzy game for years, and we've watched the games industry revisit other classic games on Kickstarter over recent months with immense interest. We’re pretty sure that there’s an audience out there who would like to see Dizzy return and now's your chance to let us know!
We've chosen Kickstarter precisely for the reason above – it provides a great platform to let us gauge interest in the project. It also helps fund the project if there is enough interest AND allows us to collaborate with YOU, the fans.
That last point is a very important one – there’s no denying that we want your financial support, but we also want your input to help us make Dizzy Returns the best game it can be. We need the support of people like you, who are just as passionate and excited at the prospect of a new Dizzy game as we are!
As an added bonus, the Kickstarter rewards system allows us to repay the support of our backers with physical stuff as well as involvement in the design process of the game.
It’s been over two decades since the last original Dizzy game, and as you play Dizzy Returns you’ll discover what has happened to his world since then and how the characters have changed over that time. Our goal is to build on established Dizzy lore, including all the references Dizzy fans are looking for, whilst giving everyone something new to discover and explore.
We’d also like our backers to help us shape the story of the game. We don’t want cut scenes and long conversations – we’re looking to build on the environmental storytelling that the classic Dizzy games did so well. Who hasn't wondered why Zaks hates Dizzy so much, or how many Treasure Islands there actually are? We will build up the story and world as you play, so you can either savour and enjoy all the little details or just power through and enjoy the puzzling and platforming fun.
That all sounds very cool, but why make a new one?
Whilst we love the original series of Dizzy games too, they were far from perfect – there were lots of technical and financial limitations at the time that prevented us from adding all the things we would have liked.
We want to match the magical feeling of the classic games, but also bring the controls, the pace and even the underlying structure of the game up-to-date for gamers today.
We’re also very aware that we’re dealing with the stuff of childhood here; nostalgic reminiscences of formative years (not to mention our own), and in some cases, the earliest memories of playing computer games! We’ll do everything we can to respect those Dizzy memories. We don’t want to replace them; we want to create fantastic new ones that will hopefully be looked back on in 20 years with the same warm feelings.
We’re aiming to create a game that both retro fans and those completely new to the Dizzy series can enjoy, and who better to help us to make that a reality than YOU – his biggest fans!
Why haven’t you gone to a publisher for funding?
We have! Over the years we've pitched ideas for a new Dizzy game many times, but it's been hard to convince publishers to bring back a classic when they've got lots of new ideas to put their money behind. Help us prove them wrong and show your support by backing Dizzy Returns!
Why don’t you fund the project yourselves?
As with any project we undertake, there are financial risks involved in making a game. Funding this project through Kickstarter means that we get to test the water without that high-level risk. If there’s not enough interest, whilst that would be very sad, the game won’t be made, simple as that. If we are lucky enough to receive more, then we'll be able to make the game even bigger and better.
The Dizzy games are close to our hearts, and to be absolutely honest Dizzy Returns is a game that we want to make for ourselves. But it’s more than that. There’s not a week that goes by when we don’t receive an email or a message from a Dizzy fan asking if or when he’ll return in a brand new adventure – this is a game that we know you want made too.
By backing the Dizzy Returns Kickstarter campaign you are not only helping us realise a dream that many of us have had for a long time, you’ll also be playing a key part in bringing back one of the most fondly remembered video game characters of our time.
Thank you for your interest and your support, and if you've backed the campaign, thank you once again! If you're a Dizzy fan then please share this with your friends so they too can help us make the best Dizzy game yet.
We can’t wait to get started on making Dizzy Returns and hope that you will be with us for this incredible journey!
*All names / photos provided for inclusion in the game must not be of an offensive nature or include trademarks and must be mutually agreed with us.
We're aiming for a release date of Dizzy Returns in Q3 2013. Whilst this may be subject to change, we're confident in our ability to deliver and are prepared for any challenges we may need to face.
We've already started to assemble a team of incredibly talented people at Blitz Games to create Dizzy Returns, each an expert in their discipline.
Blitz Games has a long and proud history of creating commercially and critically successful games, working with the likes of Disney and DreamWorks. All that great design experience is underpinned with industry-leading technology that makes the process of making games as smooth as it can be.
Blitz Games has experience of making games for iOS, with their latest release Kumo Lumo reaching one million downloads in less than two weeks from launch.
It's a studio with an impeccable history of delivering projects on-budget and on-time, so the risk of non-delivery is minimal.Learn about accountability on Kickstarter
Yes, an iOS remake of Prince of the Yolkfolk (originally released in 1991) was released last year by Codemasters.
Dizzy Returns will be a brand new original Dizzy adventure, the first in 20 years!
We want to create the biggest and best Dizzy game ever, and deliver the best possible gaming experience for players. That vision does comes at a cost though. We have an enormous amount of experience of making games so we're being realistic about the budget that we need to really do these ideas justice.
If we don't hit our target then it'll be disappointing certainly, but we feel it's much better to make sure that we're asking for the right amount of funding — this isn't just about creating a successful Kickstarter campaign, it's about creating a successful GAME. There'd be no point asking for half the money if we didn't think that that would be enough to deliver the experience that the fans, and we, are after.
As you’ll see from the reward tiers we’re offering a download of the PC version of Dizzy Returns with every pledge.
At the moment we’re looking into finding a way to gift the iOS version of Dizzy Returns to our backers, and we are already talking with Apple about how this can be done. When we find a solution to this you’ll be the first to know!
It would be great to bring Dizzy Returns to as many platforms as possible, but of course that all depends on whether we are successfully funded or not! If we're lucky enough to exceed our goal we'll certainly be considering other platforms.
- (28 days)