From HandWiki - Reading time: 6 min
| Fast Food | |
|---|---|
| Developer(s) | Oliver Twins |
| Publisher(s) | Codemasters |
| Composer(s) | David Whittaker (ZX, CPC) Allister Brimble (Amiga) |
| Series | Dizzy |
| Platform(s) | Amiga, Amstrad CPC, Atari ST, Commodore 64, DOS, Enterprise 64/128, Switch, ZX Spectrum |
| Release | April 1989 |
| Genre(s) | Maze |
| Mode(s) | Single player |
Fast Food (sometimes referred to as Fast Food Dizzy)[1] is the title of two slightly different maze video games in the vein of Pac-Man. Both feature Dizzy an anthropomorphic egg designed by the British-born Oliver Twins. The game was originally released in April 1989[2] and published by Codemasters. It was the third title to feature Dizzy.
The 8-bit versions of the game were released for the ZX Spectrum, Commodore 64 and Amstrad CPC with mazes of abstract design. The 16-bit versions released for the Amiga, Atari ST and DOS have environments that are identifiable as real-world locations such as gardens, harbours, and graveyards.
Dizzy's aim in each maze is to gather all of the food (burgers, pizzas, etc.): some of the food also moves around the maze, either evading Dizzy or trying to meet him. Dizzy is pursued by four mushroom-like monsters: Bonzo, Wizza, Pippa, and Fido. Power-ups and breakable walls add to the complexity of the game.

The game was playable within three days of work; the developers only took two more weeks to finalize the graphics, interface and music.[citation needed]
The game was originally to be a marketing tool for the Happy Eater chain of restaurants, but this idea was dropped during development and Dizzy was added to the game.[3]
A shortened, altered version of the game, entitled Easter Eggstravaganza Dizzy, was made available on Amiga Action and ST Action coverdiscs in May 1993.[4] Completion of this game would give players a code which would allow them to enter a competition in the magazine.
In November 2020, a completely new version of Fast Food (now titled Fast Food Dizzy) was released for the Nintendo Switch. It was developed and published by the Oliver Twins on the FUZE program for the console.
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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