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View Full Version : Sorry, but i have to ask this...



Big Stu
05-02-07, 05:26 PM
Have i been utterly wrong to ignore Crystal Kingdom Dizzy?

The game as i understand it came late in the Amstrad's cycle, when i imagine i was immersed in a whole new gaming world, so i barely knew of it's existence until a few years ago when i was retracing some of my favourite games from my childhood.

So it's something i've never even touched really.

Is it worth me having a go at it? Does it remain true to the original Dizzy games?

Share you experiences please? :)

Dizzy
05-02-07, 07:12 PM
From a Dizzy Fan's perspective.. by all means play it.. its fairly easy (on a par with Prince of the Yolkfolk) in terms of difficulty.
Various system versions of this game vary in quality (bad sprites, substandard gameplay).. But Give it a wack :v2_dizzy_smile: :v2_dizzy_fingers: :v2_dizzy_tongue:

Peter
05-02-07, 10:05 PM
personally i have never liked crystal kingdom :v2_dizzy_sick: much, as a speccy owner i never forgave codemasters for what they did to the speccy version. No forward jump! :v2_dizzy_scared:

zaks
06-02-07, 06:31 PM
personally i have never liked crystal kingdom :v2_dizzy_sick: much, as a speccy owner i never forgave codemasters for what they did to the speccy version. No forward jump! :v2_dizzy_scared:

No forward jump? what excetly do you mean? can you only jump up in this game?

Dizzy
06-02-07, 07:25 PM
What Peter ment was he can jump in all directions Dizzy usually could but the 'animation' of him jumping up isnt included, so it when you jump directly upward the 'jumping to the side' animation plays...:v2_dizzy_cry: :v2_dizzy_scared: :v2_dizzy_smile:

Adz.M
10-02-07, 11:01 AM
I never let the way he jumped dissapoint me, I always loved this game to bits when I first played it on the C64, usually made me feel chilled out :)

Zurc
05-03-07, 03:34 PM
If I recall correctly Dizzy wouldn't roll like in other verisons too?

Was pretty short as the game was divided into levels with a password system.

Nitro
07-03-07, 08:25 PM
I really liked it on the Atari, it seemed to be a level up from the previous games. With levels and some of the best dizzy sprites drawn up to that point. Can't forget those tunes either. In difficulty, it was definately more difficult than Prince Of The Yolkfolk in my opinion.

AndyUK
08-03-07, 03:04 AM
I own the Amstrad version now,

It has funky music and is very dizzylike if you ignore the graphic and engine changes.
However it all feels very rushed.

The first level is the best, then it gets gradually worse.

It's nothing like the others 8 bit versions really

Joe
11-03-07, 11:07 PM
personally i have never liked crystal kingdom :v2_dizzy_sick: much, as a speccy owner i never forgave codemasters for what they did to the speccy version. No forward jump! :v2_dizzy_scared:

Is it not also true that the element of rolling when you hit the ground was totally removed? That's pretty intrinsic to the Dizzy engine - it was something you really had to think about before jumping, there were plenty of sitations through the series where landing on your feet at the right moment was life or death.

JonnyJP
10-04-07, 04:47 PM
Ok it was stupid to leave that out but whats the deal with Dizzy getting knocked dizzy in Spellbound? He's hard boiled! He should be able to fall from any height!:v2_dizzy_cheers: :v2_dizzy_cheers:

I'm going to start work on a 3D dizzy in the next month or so. Plenty of good ideas at the moment...

Joe
11-04-07, 10:56 PM
The getting dizzy thing wasn't in the C64 version. But then, it was a bit rough round the edges generally. Has anyone noticed that the multi-color and hi-res sprites (shown one on top of the other to allow a sort of hi-res multi-color effect) are frequently either out of sync or simply don't match each other? And that the game runs more slowly when you walk right instead of left?

I've just remembered that this thread was about Crystal Kingdom, and not Spellbound... :v2_dizzy_blush:

Meph
19-04-07, 07:55 PM
Just stared this one.. and its pretty good.
No different then the other games.. much easier sure, but its more fun.
At least the Dizzy game grew.. the level codes with lives and health.

At the moment I'm fixing the chaps boat, sealed the leak, flxed the wheel, got the flag.. and I'm trying to find a use for this patch.. sounds like a riped sail.


Oh and i didn't find a use for the coin during the first part.. did it have a use? didn't cheer Daisy out either but I'm guessing its not needed as i completed the level? i was stuck on this for ages until i found out you can go inside the buildings. lol

Adz.M
20-04-07, 09:31 AM
Well if you put the coin down the well, you'll have something like "Sorry, only Gems and Bank notes accepted" :p

Meph
21-04-07, 12:56 AM
Oh i little clue i guess.. and missed.

Completed this today.. pretty easy, and fun. nice and simple.
no idea what that elephant guy was all about..
But i got pissed off what trying to resue the old dude from the cave.. you can only send him up when you've loaded the well with the 3 treasures.. being a numpty i already took them back to the start screen..lol bar one. which is how i worked it out so i had to take them all back...lol now annoying.

but the rest was pretty simple.. nice way to end the main Dizzy series.

His certainly got a fruit fetish.

AndyUK
12-05-07, 06:00 PM
yup it's true,

also you can move in mid air so long as you're falling.

Colin
30-05-07, 08:28 PM
bought this on the Amstrad and I thought it was pants!
terrible mode 0 type blocky graphics. I never really bothered playing it much

poostoot
31-05-07, 06:12 PM
I had this on the speccy,& did not like it at all.
gameplay & graphics were shit:cry:
The whole game felt like it was put together in 5 minutes.
:tdown:

Annie
02-06-07, 01:58 PM
Is there anywhere you can download Crystal Kingdom Dizzy :D

Adz.M
02-06-07, 03:09 PM
Is there anywhere you can download Crystal Kingdom Dizzy :D

I'm afraid due to legal reasons, none of us are allowed to distribute or give links to where you can download ROMs, sorry :(

I think once most of Yolkfolk.com is sorted out they'll be a DizzyAGE remake, but don't ask me when that's gonna happen lol.

AndyC
02-06-07, 07:50 PM
I bought this (Amiga version) in 1993, and didn't think much of it at the time, so I hardly ever played it. I came back to it several years later, and found it to be much better than I remembered it.

Annie
03-06-07, 06:21 PM
I'm afraid due to legal reasons, none of us are allowed to distribute or give links to where you can download ROMs, sorry :(

I think once most of Yolkfolk.com is sorted out they'll be a DizzyAGE remake, but don't ask me when that's gonna happen lol.

Thats a shame, cause it's one of my faves.

Thanks anyway.

Mataeus
03-09-07, 10:28 AM
I like Crystal Kingdom very much and every Dizzy fan should play it. But it's true that because of the game being split into four levels which are given passwords for returning later, you could complete it in very little time with repeated play.

I particularly liked the rather bizarre and unfitting reference to Richard O'Brien and his Crystal Maze. Do you think he ever knew about how he was immortalised in the ovoids world? :dizzy_wink:

Meph
03-09-07, 09:59 PM
Crystal Maze rocks!

:v2_dizzy_walkman:

Mataeus
03-09-07, 11:09 PM
Crystal Maze rocks!

:v2_dizzy_walkman:

Indeed it does :v2_dizzy_fingers: Sorry to drift slightly off topic, but I quite liked Ed Tudor Pole's seasons as well.

Meph
04-09-07, 10:15 PM
oh no... he was awful.. i found him rather dull and unfunny.
Richard was alittle creepy as he seems to always be.. which made it more enjoyable to watch... but thats my opinion.


lol
:v2_dizzy_tongue2:

Adz.M
05-09-07, 07:44 AM
I prefer Richard O'Brien, I saw the first series of the Crystal Maze not very long ago, he has Mumsy in the Medieval zone :p

Mataeus
05-09-07, 11:38 AM
Oh yeah, I definitely prefer Richard presenting it (with his mumsy and harmonica :v2_dizzy_walkman:) I just think that ETP wasn't as bad as every one thought is all... But yes, Richard's series' were the best ones. He was creepy wasn't he... I recently watched an interview with him on my Rocky Horror special edition dvd. He looks / dresses the same in real life even now, he just looks 10 years older! :O

Once again, sorry for drifting... Maybe the Crystal Maze should have it's own section, especially with the Crystal Kingdom connection :D

Deejay
04-09-09, 08:53 PM
I had Crystal Kingdom Dizzy on the Amiga. Luckily my old man had got my brother and I a 500+ around the time of the Speccy's demise.

I've got to say it's my second least favourite Dizzy adventure game, after the original. I hated that fact it had levels, above all of the other changes. A lot of the movement mechanics changes were probably made to make it more contemporary, and those I can forgive... But levels? It ruined the sense of having an open world to explore, and it also affects the way as a player one approaches puzzles.

As an aside - I was livid at Codies for giving away free posters in Amiga versions of Excellent Adventures and not the Speccy one. As a 10 year old, I felt really betrayed!

AndyUK
18-10-09, 01:56 AM
It was made by a different team wasn't it. I think they were given a whole year to make a full price game for Xmas. Yeah sure a poster, some stickers and one of those collectors cards was nice to get in the box but I would have preferred a better game to be honest.

Dizzy 1 to 3 and fast food was made by the Oliver twins, almost everything else was made by Big Red software. I think Crystal kingdom dizzy was made by some guys called Visual impact?

Bag of Magic Food
15-02-11, 06:40 PM
Is it not also true that the element of rolling when you hit the ground was totally removed? That's pretty intrinsic to the Dizzy engine - it was something you really had to think about before jumping, there were plenty of sitations through the series where landing on your feet at the right moment was life or death.
Yep, I guess they thought too many players hated it. That's one reason why I think of Spellbound Dizzy as the Dizzy game for hardcore fans and Crystal Kingdom Dizzy as the Dizzy game for casual fans. (With Fantastic Dizzy I think they figured out how to please both again.)


Ok it was stupid to leave that out but whats the deal with Dizzy getting knocked dizzy in Spellbound? He's hard boiled! He should be able to fall from any height!
I imagine the designers wanted to punish the player a little for jumping too recklessly, but notice that only the ZX Spectrum, Amstrad CPC, and Commodore 64 "Lite" versions of Spellbound Dizzy made Dizzy also take damage for falling too hard. That served to add Fake Difficulty to a game that really didn't need it, as having to climb back up after missing a jump should be punishment enough. In The Fantastic Adventures of Dizzy they were punishing you more with the time Dizzy spent motionless, as it was proportional to the time he spent falling and left him open to being killed by nearby enemies. In Dizzy the Adventurer I think they just threw in the dizzy animation because it was cute and made the game more like The Fantastic Adventures of Dizzy.


The getting dizzy thing wasn't in the C64 version. But then, it was a bit rough round the edges generally. Has anyone noticed that the multi-color and hi-res sprites (shown one on top of the other to allow a sort of hi-res multi-color effect) are frequently either out of sync or simply don't match each other? And that the game runs more slowly when you walk right instead of left?
Yeah, that's why I don't get why Mataeus defends the Commodore 64 versions so much. The physics were copied so sloppily, especially in Spellbound Dizzy, where it felt as if the lack of dizziness from falling and the slowdown for certain directions were due to some clumsy "bug fixes" made after the Lite edition turned out so messy.

It's kinda funny how Crystal Kingdom Dizzy was easily the best of the Commodore 64 ports, but then it wouldn't have been as difficult to get the physics right when there's no need to worry about rolling or stiff exacting jumps. I only wonder why the Amstrad CPC and Commodore 64 versions couldn't have added forward-facing jump sprites since they changed all the graphics anyway, and why they couldn't have added the ability to jump continuously by holding the button down. You see, in all other Dizzy games, Dizzy will always jump again when you are holding the button, even if you've been holding it since before he started his previous jump. This is a helpful feature, because it means you don't have to press the jump button and the direction you want to move next at the exact same time to perform your intended jump correctly; you can jump in place and start holding the direction you want, but Dizzy won't actually start to move forward until he lands, and then he will accept the jump command and the directional command at the same time and make the appropriate jump from the original spot.

(The manual for Linus Spacehead actually encouraged players to do this, but in that game I feel it doesn't work as well because the acceleration physics make it too difficult to tiptoe up to an edge safely, and the continuous jump button detection mainly just causes players to complain about "bouncing" (http://www.youtube.com/watch?v=qqCVJ-6vW9E). The fact that Dizzy could only move in 4-pixel increments was another feature that helped keep you from overshooting the point you wanted to jump from, so it's unfortunate that it was jettisoned in Crystal Kingdom Dizzy and all the upgraded Dizzy games except Treasure Island in the interests of making the gameplay "smoother". But this is all a big digression, hence the parentheses!)

But in Crystal Kingdom Dizzy on 8-bit computers, Dizzy won't jump unless you press the jump key after he's already landed. It won't even count if you let go of the button and press it again in the middle of the jump; you have to have let go once Dizzy's on the ground to be able to make Dizzy jump again, so you can no longer jump from an exact spot that way. You just have to time hitting the buttons together right.

The 16-bit versions of Crystal Kingdom Dizzy brought back the continuous jumping with holding the button, but they also made it so Dizzy could change direction during a jump, so it still wasn't possible to use that method to fix your jump to the maximum length from the last point. They had to make it into a casual platformer jump style!

enchantedgypsy25
06-07-11, 08:34 AM
although Crystal Kingdom Dizzy isn't quite the same as the others in the series with is levels instead of all being in one big area to explore i do very much like it, nice music and graphics on the Amiga version

like all games it has parts i favour and ones i don't
Pros :v2_dizzy_smile:
i like the pirate ship level
the bouncy music and cute graphics
dizzy swearing
dylan clearly being under the influence (could you get away with that now?)

Cons :v2_dizzy_frown:
having different levels
game is fairly short
going back and forth to the underwater cave entrance (a little tedious, although nothing like collecting boulders on spellbound)

anywhoodle overall as mentioned i do like this game, for me it kind of sits on par with Prince of Yolkfolk as a short fun dizzy game for when you don't have a day spare to complete Spellbound or Fantastic World :v2_dizzy_biggrin: