Dizzy Panic (Original release)
Release Formats
Author: Big Red Software Ltd
Programmers: Big Red Software, Terry Mancey
Graphics: Leigh Christian, Chris Graham, Pete Ranson, Jonothan Smyth
Musician: Lyndon Sharp

For the version of Panic Dizzy that was released on consoles.


One day, Grand Dizzy was putting the finishing touches to his brand new Toy Making Invention.
"Just got to tighten this last nut and we're ready....oooOOOh, eekk!" shouted Grand Dizzy as the spanner slipped and he fell to the floor.
"UURGH!!" moaned Grand Dizzy, "I've got a CRACKING EGGACHE, now I'll never finish testing my new Toy Making Machine. Whatever shall I do?!"
"Don't Worry!", replied Dizzy, "We'll help you!"
So Dizzy, Daisy, Denzil, Dylan, Dozy and Dora helped Grand Dizzy with the machine and manned their stations.
Whilst Dizzy grabbed the conveyor belt controller, the others went upstairs and threw the magic shapes down the shutes.
"Click, Crunch... Cough, Splutter", the machine kicked into action!
"NoooOOh, SLOW down...! Hang on...! Too fast...!" cried Dizzy, but the others couldn't hear him.
The toy making invention just kept getting faster...


"Dizzy Panic" (also known as "Panic Dizzy" - most likely that the developers couldn't make up their mind with the title) was one of many arcade games in the Dizzy series.
Developed by Big Red Software and published by Codemasters for the Sinclair ZX Spectrum, Amstrad CPC 464, Commodore 64, Amiga and Atari ST in June 1991.
The game was also released as part of both the 8-bit and 16-bit "Dizzy's Excellent Adventures" compilations.
Gameplay involves moving a conveyor belt left and right so that falling shapes pass through the appropriately shaped holes in the belt.
With 4 or more matching shapes at once, a toy is created.
If the wrong shape reaches the bottom, the chutes will rapidly descend.
The chutes descend slowly as the game goes on.
The only way to get them back up is to drop 3 or more shapes together.
If the chutes reach the bottom, the game is over.
The 8-bit versions of the game has 20 levels.
Once Level 20 is completed, the chutes suddenly descend rapidly as "Level 21" begins, making that level impossible to complete and ending the game.
The 16-bit versions have been branded the most impossible and unfair by many Dizzy fans.
When the player reaches a certain level in the game, the shapes suddenly drop more quicker than before, not giving enough time for the player to react.

Dizzy Panic (Original release)
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PlatformZX Spectrum 128KVersion
File Size26.09KbDownloads20400
AddedFeb 3, 2017
PlatformAmstrad CPCVersion
File Size28.77KbDownloads20400
AddedFeb 3, 2017
PlatformCommodore 64Version
File Size21.46KbDownloads20400
AddedFeb 3, 2017
File Size1.02MbDownloads20400
AddedFeb 3, 2017
PlatformAtari STVersion
File Size279.65KbDownloads20400
AddedFeb 3, 2017
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