You'd have thought Dizzy would have had enough of all this exciting adventure by now. After all, he's made a tidy sum; surely it's about time he used his, er, nest egg to settle down in a carton of his very own. But no. Back he bounds, in these, er, re-releases, but you're probably not counting any more anyway.
In Spellbound Dizzy, the Yolk Folk (Dizzy's albumenaic friends, and yes, they are just good friends, actually) are in trouble. Again. What a surprise. Diz went and read a spell from Theo's magic book and whisked them all off to God knows where, so now he has to follow and rescue them, by collecting the Special Rotating Stars of the Underworld.
Now what really happens is this. Just as in other Dizzy games, it's a case of wandering around the locations, trying the obscure objects in various places to see if they work, and basically searching out the stars and objects you're going to need if you're going to rescue the Yolks. There are about 100 screens, all decorated with the simple and often sparse graphics that characterise Dizzy games. The puzzle are either ridiculously simple or desperately long, drawn-out and obtuse, so you won't be completing it for a while.
Spellbound Dizzy is pure Codemasters: cheap, cheerful, bright and fairly good value for money. Like me, fairly.