IZZY'S QUEST FOR THE OLYMPIC RINGS (SMD)
Branding was starting to get a hold in gaming by the mid-nineties and if McDonald’s, Chupa Chups and 7up were able to parade prominently within platformers, then why not Izzy, the official mascot of the 1996 Atlanta Olympic Summer Games? Whilst there’s a fair smattering of Olympics-related iconography, the license is mostly used (for the most part) less egregiously, as Izzy uses of a range of power-ups that reference real events. The game wins points straight out the gate for steering clear of the familiar multi-eventing theme, but how would Izzy’s platforming quest for the five Olympic rings stack up amid a fiercely contested genre?
Izzy’s Quest for the Olympic Rings is a sprightly quest that mixes the speedy nature of Sonic the Hedgehog with the somersaulting acrobatics and climbing of Cool Spot. Along the way, you’ll visit an odd mismatch of locations including a Greek village, a lava dome, and outer space, as Izzy collects Olympic medals to restore and retain health. Three medals will grant you the leeway of another hit, but incurring two hits in between will result in the loss of a life. Matching with the sporting theme, levels occasionally slip in the odd sport-themed segment.
Branding was starting to get a hold in gaming by the mid-nineties and if McDonald’s, Chupa Chups and 7up were able to parade prominently within platformers, then why not Izzy, the official mascot of the 1996 Atlanta Olympic Summer Games? Whilst there’s a fair smattering of Olympics-related iconography, the license is mostly used (for the most part) less egregiously, as Izzy uses of a range of power-ups that reference real events. The game wins points straight out the gate for steering clear of the familiar multi-eventing theme, but how would Izzy’s platforming quest for the five Olympic rings stack up amid a fiercely contested genre?
Izzy’s Quest for the Olympic Rings is a sprightly quest that mixes the speedy nature of Sonic the Hedgehog with the somersaulting acrobatics and climbing of Cool Spot. Along the way, you’ll visit an odd mismatch of locations including a Greek village, a lava dome, and outer space, as Izzy collects Olympic medals to restore and retain health. Three medals will grant you the leeway of another hit, but incurring two hits in between will result in the loss of a life. Matching with the sporting theme, levels occasionally slip in the odd sport-themed segment.
Izzy's gameplay mechanics borrow from Sonic the Hedgehog and Cool Spot
These may be as simple as making a long jump over a spike pit, or taking down enemies in theme of fencing, baseball or archery. More elaborately, Izzy can transform into a javelin as the player weaves through hazard-strewn routes, and vault up or down from diving boards. Whilst generally nothing substantial, there’s a fun and varied mix to be found here. My personal favourite sees Izzy skateboarding (an event that wouldn’t become an Olympic event for a further 24 years, but who are we to complain?), and has our multi-talented hero ollieing over (or ducking under) obstacles.
The general platforming is functional, if a little uninspired. There are plenty of items to collect and a fair range of enemies to bop, but as levels opt for crowded, labyrinthine layouts that see the player weaving left to right, up and down, areas feel like they have plenty in them but no clear design philosophy. Matters are made more troublesome by the game’s noticeable struggles with slowdown and the resulting inconsistencies with control responses. Izzy doesn’t handle terribly, but he’s not completely reliable either.
The general platforming is functional, if a little uninspired. There are plenty of items to collect and a fair range of enemies to bop, but as levels opt for crowded, labyrinthine layouts that see the player weaving left to right, up and down, areas feel like they have plenty in them but no clear design philosophy. Matters are made more troublesome by the game’s noticeable struggles with slowdown and the resulting inconsistencies with control responses. Izzy doesn’t handle terribly, but he’s not completely reliable either.
Similarly, the graphics vary in quality. Izzy is undoubtedly the star, sporting a huge range of fun, cartoon animations relating to the various sporting pastimes he undertakes. You can even admire his full repertoire via the options menu. Little touches, like him pushing the game’s logo in the opening screens and his ‘bored’ animations lend a suitable degree of personality, and one kids likely will have warmed to. How good the game looks often depends on the level in question: the outer space ones look lovely, and the Greek Village, though overly over-simplistic at times for a 16-bit platformer, is at least an appropriate setting for an opening level. ‘Lava Dome’ and ‘Exit to Atlanta’ are more like a poor man’s Earthworm Jim, however. The former is cluttered with Izzy-obscuring foregrounds, with the game seemingly desperate to show off some of that lovely parallax scrolling, but instead serving to obscure the player’s view. The latter is very odd, with its green sludgy waterfalls framing the action and similarly radioactive-looking colour schemes for the rock backgrounds. I can’t connect its name to the theme, at all. These two settings indicate the game may have started life as a more conventional platformer, with design possibly pivoting to accommodate the license.
The most significant shortcoming lies with Izzy’s lifespan. There are eight main areas to beat, across just three levels, with a further six outer space ones that pop up at the end of each standard level. These are nothing special: Rocket Ride, a forgettable trio of flying levels, is really more like a set of bonus rounds. The Practice difficulty evokes the annoying nineties practice of letting the player come within a whisker of the end, only to tell you to replay on a higher setting. Strangely, however, Normal doesn’t play any differently as far as I could see: numbers of enemies and items seemed unchanged, as did the level layouts and platforming. With a whopping five continues, you might as well start on this difficulty. Difficult mode does offer a bit more of a challenge, though can lead to some frustrating scrolling sections where there are lots of hazards to sap your lives.
The most significant shortcoming lies with Izzy’s lifespan. There are eight main areas to beat, across just three levels, with a further six outer space ones that pop up at the end of each standard level. These are nothing special: Rocket Ride, a forgettable trio of flying levels, is really more like a set of bonus rounds. The Practice difficulty evokes the annoying nineties practice of letting the player come within a whisker of the end, only to tell you to replay on a higher setting. Strangely, however, Normal doesn’t play any differently as far as I could see: numbers of enemies and items seemed unchanged, as did the level layouts and platforming. With a whopping five continues, you might as well start on this difficulty. Difficult mode does offer a bit more of a challenge, though can lead to some frustrating scrolling sections where there are lots of hazards to sap your lives.
There's plenty of Olympic-themed iconography must it mostly fits quite well
Izzy’s Quest for the Olympic Rings has personality and some nice touches, though feels a little unfinished. Whilst it benefits from a host of nicely-implemented sporting cameos, oddly themed levels, as well as a general paucity of content, implies compromises may have been made on the development front. Patchy presentation and slowdown issues don’t entirely spoil what is still an enjoyable diversion, but in terms of Mega Drive platformers, it must endure the anonymity of being buried somewhere near the middle of the pile.
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