#99 SPINDIZZY WORLDS - FULL PLAYTHROUGH (Beginner) - Beating My Snes Games
Here is my Full playthrough of Spindizzy Worlds done, as always, using original hardware on a Super Nintendo.
Follow me on instagram @CabinSNES_fever to join me live or via my reviews and uploads to witness me take down all the games currently in my SNES colleciton, following on from having already beaten all 234 licenced UK releases for the NES. I only use original carts, no cheats & no save states.
REVIEW:
-As was commonly known back in the 90s, men dont read manuals! Well I've been known to glance a few in my time, but in truth, I usually favour the 'hands on' approach to learning new game tech. It maybe the more enjoyable way to learn, but it's certainly not the most practical and Spindizzy was yet another example of a game I should have read the manual for first! (Nearly all exist online!)
It's not that the premise of gameplay demands anything especially complex. Although the wonderfully unique world of Spindizzy is unlike almost everything I've played prior; however the objectives to each stage, tho not spelt out, become pretty clear almost instantly; collect shit, avoid shit, get to the exit! Its intuitive, creative and most of all really fun guiding this strange, spinning top safely through various mazes & hazardous environments. Where reference to a manual could have saved me a library's worth of expletives & a few less dents in my coffee table, would have come from earlier knowledge of X being used to STOP! Instead I had to suffer through all of 'EasyDizzy' and a third of 'SpinDizzy' before realising the ability to stop was at my fingertips!
Without stopping, navigating the Top through, what increasingly becomes simply; 'Isometric Hell', elevates gameplay eventually from difficult to impossible! Thankfully with the addition of STOP, gameplay is far more manageable. Tho believe me when I say it's still far from a cakewalk!
Isometric environments often cause frustration & Spindizzy is no exception! Trying to calculate stage geography can be extremely tricky & no less infuriating when forced to make ambiguous jumps or locate obnoxiously hidden switches to further progress!
Its neat that you can rotate the camera 4 ways, tho the painful loading time between switches is a regretful punishment.
With a password offered after every completed stage, the often fairly taxing demand on endurance for the longer stages is balanced nicely.
Another Amiga port that appears to have been handled well enough on the snes. I have no reservations calling this a very good puzzle action game! I certainly enjoyed its original gameplay & art style.