Ah, that makes a lot of sense! Thanks for the explanation.Anatoly wrote:Those are emulated. Just your usual spectrum snapshots 'compiled' using Warajevo ZXCOMP. This can be easily determined not by only them being identical to the zx versions in every aspect (there is absolutely no reason for them to use spectrum pallet if the port was pc specific), but also by looking at the first few bytes in the executable or a text message when you quit the program
Drowning? Where are those hidden coins?
But their site also listed Fantastic Dizzy as having been released on Game Boy, so I'm not sure how accurate that is. (I hope a ROM of that surfaces someday; I'm curious as to how the game would work on a 160x144 4-color display.) Maybe a Treasure Island Dizzy for PC was produced, but for one reason or another it was never actually sold. You would expect it to look very similar to the Amiga and Atari ST versions, right? I guess those "bundled emulator" versions could be confusing matters. I believe that free give-away copy of the Commodore 64 version with bundled emulator does have its own program icon, so that could be the icon you saw, MJongo.MJongo wrote:I see it mentioned that it was released on that platform on many sites, including the Oliver Twins'.
Another thing I thought of that could be confusing the issue is a list of telephone help lines you would see for many of CodeMasters' classic adventure games. In the introduction to Fantasy World Dizzy for PC, a number is listed for Treasure Island Dizzy's help line under the "Amiga, Atari ST, PC" heading. But of course, that may only mean that the games under that heading were released for at least one of those systems, not necessarily all three. What's more, the manual for Spellbound Dizzy seems to indicate that the original "Dizzy" was released for the Atari ST and Amiga too! But notice that the phone number for it is exactly the same as the one on the Spectrum, Amstrad, and C64 list.
Actually, the only games whose numbers differ between lists are MagicLand Dizzy, Treasure Island Dizzy, and Little Puff. Now, I haven't played Little Puff yet, but I know MagicLand Dizzy had a few minor challenges removed when it was updated, while Treasure Island Dizzy had a bunch more puzzles added, so I can understand why they would need to make separate recordings for different systems. Whereas Fantasy World Dizzy, Spellbound Dizzy, and Prince of the YolkFolk have the exact same solutions in 16-bit form, only with different locations for collectibles in the latter two games, and I don't think the help lines listed those anyway. So if Dizzy 1 had the same phone number for its 16-bit conversion, either it would have had the exact same solution, or the people at CodeMasters weren't sure if a conversion would be made but expected it would have the same solution and wanted to "cover their bases" in case it did come out.
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