Codemasters' just-announced Dizzy: Prince of the Yolkfolk iOS and Android remake is "simple and unobtrusive" to play on a touch screen, the developer's insisted.
Since its announcement this morning CVG readers have filled the comments threads with concerns over both the choice of platform and title for Dizzy's return, but long-serving series director Paul Ransom assures it's "second nature" to play on iOS.
He told us in a just-published Dizzy iOS / Android interview: "We spent quite some time designing the control mechanism for Dizzy. We tried multiple systems one even using the tilt sensors so to move DZ we tipped the tablet left and right. A key consideration was that we had to make the controls as tight and accurate as the original keyboard mechanism.
"We adopted a three button interface for a long time. It simply had a left and right jump and pick up button on screen. However, we found that people struggled to make some of the tricky jumps. This was resolved when we added a jump left and jump right button.
"Position of the icons on screen is so crucial. Remember the players are using their hands to support the device as well as to control Dizzy. One attempt had the buttons along the bottom of the screen but people found it too hard to hold and control at the same time. By putting the buttons at the sides of the screen we found that the players thumbs naturally hover over areas.
He added: "We used this experience to locate the buttons to where we have them now. Just slide your thumb over the appropriate icon and off Dizzy goes. There is no need to lift a finger physically on or off the icon it's hugely intuitive and unobstructive, just wait till you try it becomes quickly second nature and frankly you barely see them anyway as this is where you are holding the screen anyway. In play it's simple and unobtrusive - just wait until you try it.
On the choice of Yolkfolk over all of Dizzy's other adventures, Ransom said "the familiarity appealed".
"POTY was one of the most referenced Dizzy titles by gamers when talking about memories and, having worked on the original POTY, in my mind it was very much 'my' Dizzy game," he explained.
"I'm also a big fan of how iOS/Android gaming has become a great destination for accessible games and offers a marketplace with pricing that is also familiar territory for Dizzy games."
The Codies man went on to claim it's a positive that Dizzy's been missing for so long.
"For many gamers, they grew up with Dizzy. From the first Spectrum/C64 title in 1987 through the turn of the decade into 16-bit and the early console days, his release lifeline pretty much followed every gamers' evolution through the platforms of the time.
"I think it's a positive thing that, as gaming changed, he was retired rather than pushed through a forced reinvention, which would have been his downfall."
Read the full Dizzy iOS / Android interview for more.