{"id":33691,"date":"2026-10-01T14:45:03","date_gmt":"2026-10-01T11:45:03","guid":{"rendered":"https:\/\/console-classics.com\/?p=33691"},"modified":"2026-10-01T14:45:05","modified_gmt":"2026-10-01T11:45:05","slug":"emerald-city-game-dizzy-creators-launch-a-storybook-adventure","status":"publish","type":"post","link":"https:\/\/console-classics.com\/ru\/tabletop-games\/emerald-city-game-dizzy-creators-launch-a-storybook-adventure\/","title":{"rendered":"Emerald City Game: Dizzy Creators Launch a Storybook Adventure"},"content":{"rendered":"<p><em>Emerald City Game turns a classic Oz journey into a tactile puzzle adventure from the creators of Dizzy.<\/em><\/p>\n<h2>A Storybook Adventure With No Screen<\/h2>\n<p>Some adventures need a console, a television, and a suspiciously short cable. <strong>Journey to the Emerald City<\/strong> takes a different route: it packs its world into a book, a deck of cards, puzzles, and a few clever physical surprises.<\/p>\n<p>Created by brothers Philip and Andrew Oliver\u2014the twin designers behind the long-running Dizzy series\u2014the project sends players from Kansas into the Land of Oz. This time, though, the player takes Dorothy\u2019s role directly. Rather than simply reading about her journey, you\u2019ll make choices, investigate clues, crack codes, and gradually work out the safest route toward the Emerald City.<\/p>\n<p>The adventure is designed to work for one player or a group. That flexibility suits the material nicely. Oz has always been a place for solitary wonder and shared storytelling, whether you\u2019re reading beneath a blanket or arguing over which suspicious-looking path to take next.<\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/09\/33691-main_2x-1790712632.jpg?strip=all&sharp=1&w=1200\" alt='Journey to the Emerald City box and game materials' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Journey to the Emerald City box and game materials<\/figcaption><\/figure>\n<p>The central component is an illustrated interactive book. As the story unfolds, it points players toward objects included in the box, turning the reading experience into something closer to a tabletop mystery. You won\u2019t just turn pages and wait for the next paragraph. You\u2019ll need to pay attention, remember details, and occasionally wonder whether the answer was sitting in front of you all along.<\/p>\n<p>That combination immediately brings back the best kind of old-school computer adventure: poke around, try something unexpected, and feel a small jolt of triumph when two unrelated clues finally click together.<\/p>\n<h2>A Deck of Cards, a Cipher Wheel, and a Sealed Map<\/h2>\n<p>The box is built around interaction rather than decoration. The included deck contains 52 cards, and players will use it to locate characters, uncover evidence, and follow leads connected to the story.<\/p>\n<p>The cards aren\u2019t limited to ordinary playing-card functions, either. They use traditional suits alongside additional symbols, giving the deck a second identity as both a game component and a standalone object. That\u2019s a smart bit of design. Instead of creating a component that becomes useless once the adventure ends, the Olivers have given the cards a life beyond the main narrative.<\/p>\n<p>The journey also calls for messages to be decoded with a special disc. There\u2019s a satisfying physicality to that idea. A screen can reveal a cipher with a click, but turning a real decoder in your hands makes the solution feel earned, even when the underlying puzzle is fairly simple.<\/p>\n<p>At another point, the book instructs players to break the seal on a double-sided map of Oz. Its reverse side contains a large poster, so the map serves both as an adventure tool and as a piece of display material once the journey is complete.<\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/09\/33691-58a91cc84474e09a9e230b3518e0886a_original.jpg-1790712635.jpg?strip=all&sharp=1&w=1200\" alt='The illustrated map and interactive components' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">The illustrated map and interactive components<\/figcaption><\/figure>\n<p>The first edition also includes several extras:<\/p>\n<ul>\n<li>A puzzle collection<\/li>\n<li>A pencil for working through clues<\/li>\n<li>Stickers<\/li>\n<li>A bookmark<\/li>\n<li>The 52-card deck<\/li>\n<li>The interactive adventure book<\/li>\n<li>The sealed, double-sided map of Oz<\/li>\n<\/ul>\n<p>The exact balance between reading, deduction, and physical manipulation is still a little uncertain from the campaign materials. Some elements are clearly presented as prototypes, while others appear closer to final production. I\u2019m not entirely sure how smoothly every component will connect until the finished version is in players\u2019 hands, but the intended structure is easy to understand.<\/p>\n<h2>More Than a One-Time Adventure<\/h2>\n<p>The most appealing feature may arrive after the main story is finished. The Olivers have planned at least 12 additional games using the <a href=\"https:\/\/www.amazon.com\/s?k=52-card+deck+tabletop+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">card deck<\/a>.<\/p>\n<p>That gives the box more staying power than a typical puzzle book. Once the route to the Emerald City is complete, the cards can supposedly be shuffled into other formats and used for fresh play. This is especially welcome in a genre where the central mystery can often be solved only once. The adventure may have a final answer, but the deck is meant to keep doing some work afterward.<\/p>\n<p>The packaging is part of the presentation, too. The box is roughly the size of a case for a DVD or an old computer game, which feels entirely appropriate for a project built around retro-game instincts. It is designed to open under its own weight, in a manner compared with the smooth lift of premium phone packaging.<\/p>\n<p>Just as importantly, the box is intended to avoid plastic. That gives the physical edition a cleaner feel before anyone even opens it. The goal is for the package to look good on a shelf, rather than resembling a pile of disposable inserts that immediately gets moved into a drawer.<\/p>\n<p>My first reaction was that this might be a charming book with a few props attached. The more details emerged, the less fair that impression seemed. The cards, decoder, sealed map, poster, and additional games suggest a deliberately layered object\u2014part book, part puzzle kit, and part <a href=\"https:\/\/www.amazon.com\/s?k=tabletop+deck+tabletop+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">tabletop deck<\/a>.<\/p>\n<h2>A Video Game Without the Screen<\/h2>\n<p>The Olivers describe <strong>Journey to the Emerald City<\/strong> as the first release in their <strong>Active Brain Games<\/strong> series. Their shorthand for the concept is particularly clear: a video game with the screen removed.<\/p>\n<p>That description explains the design philosophy. The project aims to preserve several familiar pleasures from adventure games:<\/p>\n<ul>\n<li>Exploring an unfamiliar world<\/li>\n<li>Searching for useful objects<\/li>\n<li>Solving puzzles<\/li>\n<li>Following clues<\/li>\n<li>Making decisions<\/li>\n<li>Experiencing the satisfaction of uncovering something new<\/li>\n<\/ul>\n<p>The major difference is that the player handles the evidence physically. There\u2019s no inventory menu, no blinking cursor, and no character waiting beside a locked door while you try every item in your possession. The book becomes the world, the cards become the objects and characters, and the player\u2019s table becomes something resembling an adventure-game interface.<\/p>\n<p>That concept also draws on the Olivers\u2019 long experience with games. They are attempting to transfer decades of exploration, puzzle-solving, and discovery into printed form\u2014everything except the programming itself.<\/p>\n<p>It\u2019s an attractive idea, although the comparison has limits. A video game can react instantly to a player\u2019s actions, while a book must anticipate possible choices through its structure. That may make the experience more deliberate, but it can also produce moments where players wonder whether they missed a tiny instruction. For some people, that feeling is part of the fun. For others, it\u2019s where the pencil starts tapping impatiently on the table.<\/p>\n<h2>Back to Baum\u2019s Oz<\/h2>\n<p>The project doesn\u2019t draw from the famous 1939 movie adaptation. It also isn\u2019t based on the later retelling associated with Alexander Volkov. Instead, the Olivers are using L. Frank Baum\u2019s original book, <strong>The Wonderful Wizard of Oz<\/strong>, along with illustrations by William Denslow.<\/p>\n<p>That choice matters. Baum and Denslow\u2019s Oz has a distinct visual and literary identity, and it isn\u2019t simply the same world seen through the movie\u2019s familiar color palette. Returning to the original material gives the game room to develop its own look rather than recreating images everyone has already seen countless times.<\/p>\n<p>The Olivers have visited this particular Oz before while working on <strong>Wonderful Dizzy<\/strong>, so the setting isn\u2019t entirely new territory for them. They know how to translate that strange mixture of danger, whimsy, and slightly offbeat fantasy into a game-shaped experience.<\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/09\/33691-6a13d75b503041c40089f636e94b1645_original.png-1790712636.jpg?strip=all&sharp=1&w=1200\" alt='Artwork and prototype material from the Emerald City project' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Artwork and prototype material from the Emerald City project<\/figcaption><\/figure>\n<p>Still, the visual presentation shown so far is somewhat mixed. The campaign materials combine prototypes, production mockups, and illustrations whose final status isn\u2019t always obvious. The brothers have said they plan to show pre-production samples during the funding period, which should make the finished direction easier to judge.<\/p>\n<p>They have also acknowledged that neural-network tools will be used for some illustrations. That won\u2019t bother everyone, but it does introduce a question about artistic consistency. The original book\u2019s Denslow illustrations have a recognizable character, and a modern project inspired by them needs to be careful not to look like several different visual ideas were placed in the same box.<\/p>\n<h2>Where Dizzy Fits In<\/h2>\n<p>The connection to Dizzy is one of the project\u2019s obvious selling points, but the actual crossover is surprisingly modest.<\/p>\n<p>The basic edition of <strong>Journey to the Emerald City<\/strong> does not include Dizzy as an active character or game mechanic. Instead, every box is promised to contain a small Dizzy badge. There is also a collector\u2019s Dizzy edition with a signed copy and an A3 poster featuring <em>Fantasy World Dizzy<\/em>.<\/p>\n<p>That\u2019s a pleasant extra, but it feels thinner than the wording might suggest. A badge is nice; it is also the sort of object that can disappear into a drawer before the box has fully found its place on the shelf. I had initially expected the Dizzy connection to be woven into the adventure itself, perhaps through a character, a reference, or a bonus puzzle. It turns out to be more of a collector\u2019s nod than a genuine part of the game.<\/p>\n<p>That\u2019s a missed opportunity. The Olivers have already shown that Dizzy and Oz can share a visual neighborhood, so a small in-game connection could have made the special edition feel much more substantial.<\/p>\n<h2>Campaign Editions and Funding<\/h2>\n<p>The available campaign tiers are straightforward:<\/p>\n<ul>\n<li><strong>\u00a318<\/strong> \u2014 early edition, limited to 200 copies<\/li>\n<li><strong>\u00a322<\/strong> \u2014 standard edition<\/li>\n<li><strong>\u00a330<\/strong> \u2014 signed edition, limited to 100 copies<\/li>\n<li><strong>\u00a350<\/strong> \u2014 special Dizzy edition with poster and signature, limited to 200 copies<\/li>\n<li><strong>\u00a3100<\/strong> \u2014 six standard editions at a discounted bundle price<\/li>\n<\/ul>\n<p>The funding target is <strong>\u00a35,000<\/strong>, a restrained amount for a physical project containing a book, cards, printed puzzles, packaging, and multiple extras. At the time of the campaign update, more than <strong>\u00a31,500<\/strong> had already been pledged within the first few hours.<\/p>\n<p>The campaign presentation also appears more carefully prepared than some earlier efforts from the same creators. The project explains what belongs in the box, separates the editions clearly, and gives potential backers a better sense of how the components are meant to work together.<\/p>\n<p>Whether the final product can match the charm of the concept remains the key question. The ingredients are promising, but tabletop adventures live or die by details: the quality of the printing, the clarity of the instructions, the logic of the puzzles, and whether the physical pieces feel satisfying rather than ornamental.<\/p>\n<h2>\u0417\u0430\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0435<\/h2>\n<p><strong>Journey to the Emerald City<\/strong> has the makings of a lovely low-tech adventure: a classic fantasy setting, a tactile puzzle structure, reusable cards, and the unmistakable fingerprints of designers who understand exploration. Its modest Dizzy connection is disappointing, and the unfinished visual materials leave a few questions hanging, but the core idea is stronger than a simple novelty product.<\/p>\n<p>Would you rather play an adventure that lives on a screen, or one that spreads across the table with cards, clues, and a map waiting to be opened?<\/p>\n<h2>\u0427\u0410\u0421\u0422\u041e \u0417\u0410\u0414\u0410\u0412\u0410\u0415\u041c\u042b\u0415 \u0412\u041e\u041f\u0420\u041e\u0421\u042b<\/h2>\n<ul>\n<li><strong>What is Journey to the Emerald City?<\/strong><br \/>It is an interactive tabletop adventure based on L. Frank Baum\u2019s <em>The Wonderful Wizard of Oz<\/em>. Players read through the story, make decisions, solve puzzles, and follow clues toward the Emerald City.<\/li>\n<li><strong>Can the adventure be played alone?<\/strong><br \/>Yes. The game is designed for solo play as well as group sessions.<\/li>\n<li><strong>What components are included?<\/strong><br \/>The planned box includes an interactive book, a 52-card deck, a cipher disc, a sealed double-sided map, a puzzle collection, pencil, stickers, and a bookmark.<\/li>\n<li><strong>What is Active Brain Games?<\/strong><br \/>It is the series name for the Olivers\u2019 planned line of screen-free adventures that recreate elements of video-game exploration and puzzle-solving with physical materials.<\/li>\n<li><strong>Does the game feature Dizzy?<\/strong><br \/>Dizzy is not directly included in the main adventure. The planned bonus is a small Dizzy badge in every edition, while a special edition adds a signed copy and an A3 <em>Fantasy World Dizzy<\/em> poster.<\/li>\n<\/ul>\n<p>Stay tuned for more thoughtful retro-gaming stories and unusual tabletop adventures by <a href=\"https:\/\/t.me\/console_classics\">subscribing to the newsletter<\/a>.<\/p>\n<p><aside class=\"affiliate-marker-disclosure\">*\u042d\u0442\u043e\u0442 \u043f\u043e\u0441\u0442 \u043c\u043e\u0436\u0435\u0442 \u0441\u043e\u0434\u0435\u0440\u0436\u0430\u0442\u044c \u043f\u0430\u0440\u0442\u043d\u0435\u0440\u0441\u043a\u0438\u0435 \u0441\u0441\u044b\u043b\u043a\u0438, \u0442\u043e \u0435\u0441\u0442\u044c \u043c\u044b \u043f\u043e\u043b\u0443\u0447\u0430\u0435\u043c \u043a\u043e\u043c\u0438\u0441\u0441\u0438\u043e\u043d\u043d\u044b\u0435, \u0435\u0441\u043b\u0438 \u0432\u044b \u0441\u043e\u0432\u0435\u0440\u0448\u0430\u0435\u0442\u0435 \u043f\u043e\u043a\u0443\u043f\u043a\u0443 \u043f\u043e \u044d\u0442\u0438\u043c \u0441\u0441\u044b\u043b\u043a\u0430\u043c, \u0431\u0435\u0437 \u043a\u0430\u043a\u0438\u0445-\u043b\u0438\u0431\u043e \u0434\u043e\u043f\u043e\u043b\u043d\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0445 \u0437\u0430\u0442\u0440\u0430\u0442 \u0434\u043b\u044f \u0432\u0430\u0441.<\/aside><\/p>","protected":false},"excerpt":{"rendered":"Emerald City Game turns The Wonderful Wizard of Oz into a screen-free tabletop adventure with puzzles, cards, clues, and extras from the creators of Dizzy.","protected":false},"author":1,"featured_media":33696,"comment_status":"open","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"ilj_linkdefinition":["Retro Gaming","Tabletop Adventure","Oz Games"],"csco_display_header_overlay":false,"csco_singular_sidebar":"","csco_page_header_type":"","footnotes":""},"categories":[1957],"tags":[4070,174,4069],"class_list":["post-33691","post","type-post","status-publish","format-standard","has-post-thumbnail","category-tabletop-games","tag-ozgames","tag-retrogaming","tag-tabletopadventure","cs-entry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO Pro 5.0.2 - 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