Dynamite Dan box art

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Dynamite Dan

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Dynamite Dan

Dec 31, 1985

Main game

1.50 average rating based on 2 ratings

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The game starts where Dan lands his airship on the top of the evil Dr Blitzen's hideout. The aim of the game is to find eight sticks of dynamite that are placed randomly around the playing area whilst avoiding the perils of the game such as moving monsters, drowning and falling from great heights. Once Dan has all eight sticks of dynamite, the player must make their way to the central safe to blow it open and steal the plans for the evil doctor's Death Ray and escape to his airship.
Developers
Publishers
Mirrorsoft
Series
Dynamite Dan
Platforms
Amstrad CPC, Commodore C64/128/MAX, MSX, ZX Spectrum
Genres
Platform
Themes
Action
Release Dates
1985 Full Release (Europe)
Amstrad CPC, Commodore C64/128/MAX, ZX Spectrum
1986 Full Release (Europe)
MSX
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User Stats
16
In Collection
1
Wish Listed
0
Playing
7
Backlogged
How Long Is Dynamite Dan?
No playthrough data yet
scoopings
scoopings updated their status Jan 22, 2023
scoopings updated their status Jan 22, 2023

Preliminary: Wow, voted best platformer of the year back then. Those full body sprites are cracking me up, some nice humor to it. Love that it tells you how many screens you visited when you die. Love that it has the Manic Miner Speccy look, feel, sound when you jump etc. And apparently a set ending! Oh boy, here goes another likely brutal, lengthy playthrough of an early Speccy platformer :-p

Ugh boo, the dynamite sticks are randomly placed. Never a fan of that, tho I'm sure that encouraged replayability back in the day. Good thing maps are out there. I was real unlucky with some of the locations... here goes nothing tho. I love how tight the collision masks are--makes close calls and tight squeezes fun.

Welp, I wound up giving up. Just too much a task! This is still a technically great platformer, with a bunch of fun enemy sprites and tight gameplay. I'm surprised I didn't push through--the random locations probly played a role but it was more than that. Just can only do so many Manic Miner esque "pixel perfect jumps are the challenge" games. Maybe it's like how text adventures eventually got blander for me, …

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Preliminary: Wow, voted best platformer of the year back then. Those full body sprites are cracking me up, some nice humor to it. Love that it tells you how many screens you visited when you die. Love that it has the Manic Miner Speccy look, feel, sound when you jump etc. And apparently a set ending! Oh boy, here goes another likely brutal, lengthy playthrough of an early Speccy platformer :-p

Ugh boo, the dynamite sticks are randomly placed. Never a fan of that, tho I'm sure that encouraged replayability back in the day. Good thing maps are out there. I was real unlucky with some of the locations... here goes nothing tho. I love how tight the collision masks are--makes close calls and tight squeezes fun.

Welp, I wound up giving up. Just too much a task! This is still a technically great platformer, with a bunch of fun enemy sprites and tight gameplay. I'm surprised I didn't push through--the random locations probly played a role but it was more than that. Just can only do so many Manic Miner esque "pixel perfect jumps are the challenge" games. Maybe it's like how text adventures eventually got blander for me, and then graphic text adventures and action-adventures started getting better. Maybe that's like with the Mario era closing in on the Manic Miner era... We shall see..

Still, a great game worth a playtest.

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