|Genre:||Arcade Game: Action|
|Cover Art Language:||English|
|Machine Compatibility:||Spectrum 48K, Spectrum 128K|
|Release:||Professionally released on Cassette|
|Available For:||Spectrum 48K/128K & ZX Vega|
|Compatible Emulators:||ZXSpin (PC (Windows))|
Nutria (PC (MS-DOS))
|Original Release Date:||1st January 2006|
|Original Release Price:||£3.99|
|Market Valuation:||£18.81 (How Is This Calculated?)|
|Box Type:||Cassette Single Plastic Clear|
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A lot better than many games of this type. It's also easy to get into too. Read Review
Wonderful presentation... Graphics are a bit of a let down, though the tanks, C5's and other background scenery are all very well drawn. Read Review
A magical arcade adventure by Jonathan Cauldwell.
The mutants from Gloop! are back, and this time... Izzy must prevent their most devious plot against the Spectrum and save the time-lines before history is re-written forever.
Having originally been thwarted in Gloop many years ago, the Commodore's Fundamentalist Mutants have re-grouped, armed themselves to the teeth, and are planning to build a time machine. Holed up in a castle, their aim is to go back to 1982 and prevent the launch of the ZX Spectrum.
Fortunately, Izzy has used the intervening years to acquire a bronze magic certificate, and now has a few simple spells to help him in his latest battle against these rogues. To succeed, Izzy will need to banish all the mutants and blow up the castle in order to destroy the time machine.
It has been noted that the mutants' arsenal includes three bombs, which have been carelessly discarded around the castle's many rooms. These need to be primed before they detonate, and this will require Izzy to punch-in the four digit destruct sequence for each device. Digits are manipulated by use of the four direction arrows, and when the correct digit is entered into its relevant position, the corresponding line of LEDs in the status panel will no longer flash. Be quick about it. This is a dangerous business, and Izzy's energy levels will drop while he is trying to crack the code.
Izzy can move left and right around the levels, and can jump from one platform to another. Playing cards can be found lying around and may be collected for 15 magic-points, or hi-low gambled for 30 points. In addition to magic-points, Izzy needs to collect ingredients for each of the eight different spells. When ingredients are collected, a recipe list in the Status Panel will display the further items required for each spell. Yellow items are those that have already been collected, and magenta items are those that have yet to be found. Spells will require two, three or four ingredients. Each spell has a different effect, and some will only work on one type of mutant. You'll have to figure out which does what to whom, yourself.
Good luck, Izzy. You must not fail!
When the game has loaded the loading screen remains on screen and it waits for the player to press a key. If you press "9" you'll get to play a daft little affair I knocked up one weekend. If you've ever played Wicked on the ST or Amiga you'll be familiar with the gameplay.
9 - Left, 0 - Right, 2 - Up, W - Down/Change Spell, M - Cast Spell
H - Hold
Program and game design by Jonathan Cauldwell 2006/2007
Published by Cronosoft 2007/2013
Cover art by Graham Richard 2013
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A digital version of this item can be downloaded right here at Everygamegoing (All our downloads are in .zip format).
|Download||What It Contains|
|A digital version of Izzy Wizzy suitable for ZXSpin (PC (Windows)), Nutria (PC (MS-DOS))|
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