Release Formats
Author: Visual Impact
Programmers: Visual Impact, Synergy, Brian Hartley, Craig Kelsall, Paul Ranson, Andy Severn, Dave Thompson
Graphics: Peter Austin, Jarrod Bentley, Brian Hartley, Damon Redmond
Musician: Reflective Designs, Gerard Gourley, Andy Severn, Mark Wilson, Tau Zero


The sun does not always shine in the Yolkfolk village.
In fact, this particular day is looking remarkably grim.
Stormy clouds thunder across the sky, the rain hammers down, the electricity flickers, and to top it all, Grand Dizzy is in an awful mood.
The source of Grand Dizzy's bad mood is his egg-ache.
The old duffer had been practising his somersaults in the kitchen and slipped on the wet floor.
"What do you think you're doing bouncing around like that at your age?!" groaned Dizzy under the strain of picking up the old egg.
"You'll give yourself a nasty crack on the head."
"It's the temple in the Crystal Kingdom," spluttered Grand Dizzy.
"it's been robbed. Every egg knows that if the crystal sword, chalice and crown are removed from the temple, terrible strange things will happen to the Yolkfolk!"
Dizzy looked outside.
Things did look decidedly bad.
"It still doesn't explain why you were jumping off the kitchen chair, Grand Dizzy" said Dizzy.
"Well, young fella-m'-egg!" said Grand Dizzy puffing himself up slightly.
"I'm sick and tired of you always sorting things out. I'm going to get into shape, pack my knapsack and save the Yolkfolk myself. I was really heroic in my day, y'know."
A salty tear formed in Dizzy's eye.
"I don't know, Grand Dizzy, what are we going to do with you?" gushed Dizzy in his best sympathetic, yet caring, voice.
Grand Dizzy was packed off to bed.
But the moment everyone's back was turned, he jumped up and continued to whinge loudly at anything he could find that would listen.
Dizzy decided that he must begin his trek to retrieve the Yolkfolk's treasure.
He packed his knapsack and popped on his new safari hat.
Dizzy grimaced with gritted teeth and dramatically declared - "Don't fear, Grand Dizzy! The lost treasures of the Yolkfolk will soon be found!".
And so, Dizzy began a whole new adventure - can our hero succeed again?


"Crystal Kingdom Dizzy" was the seventh adventure game in the series.

Developed by Visual Impact, Reflective Designs, programmed by Synergy and published by Codemasters for the Sinclair ZX Spectrum, Amstrad CPC 464, Commodore 64, Amiga and Atari ST in December 1992.

This game was also released on "The Big 6" compilation for the Amiga CD32.

In 2009, a Spectrum version of the game that had enhanced graphics surfaced online.

In 2017, a team of Russian Dizzy fans released a remake of this game for the Spectrum 128k, heavily based on the 16-bit port.
- More on the 2017 Spectrum remake

The Dizzy series had by this stage grown to being one of Codemasters' most profitable franchises.
Codemasters recognised that Christmas was the best time to release a new game for the series.
So began work with a five-man team in January 1992, and worked solidly for 9 months making this the most tested title in the Dizzy series.

This was also the first full price Dizzy game released for the home computer formats, the previous games had been available at budget prices.
On some of the previous Dizzy adventure games, the Spectrum had served as the base version, with its graphics ported to the Amstrad and Commodore 64.
With this game however, the Amstrad and Commodore 64 both had versions programmed specifically for them, taking advantage of their enhanced graphical abilities.

The game's working title was originally called "Dizzy and the Lost Treasure of the Yolkfolk".

Crystal Kingdom played slightly differently compared to previous Dizzy adventures.
The more noticable change was the way Dizzy jumped.
Dizzy no longer rolled forward when falling in a certain way, he could even be directionally controlled during a fall, rather than left to tumble mid-air to an inevitable position.
These alterations to the main character's behaviour made this game differ greatly from its predecessors.

You start the game with 3 lives, 3 chances/hit points (8-bit versions only) and can carry up to 3 items.

The game is also split into 4 levels, with passwords shown after each level.
This feature is most likely because the other Dizzy games do not have the ability to save your progress.

Early concept art showed that Crystal Kingdom was apparently going to be a completely different game.
There were many unused objectives and maps that showed the Prince's castle, the Ice mountain and a graveyard to name a few.

The game's box art originally showed Dizzy having a tattoo of a tiger head on his arm.
Philip Oliver was unhappy about the tattoo, as he felt that it wasn't suitable for Dizzy's image and the game's target audience.
It was eventually removed for the official release.
However, magazine adverts for the game still showed the tattoo on Dizzy's arm.

The 16-bit versions of the game featured a plug of the Codemasters game "Micro Machines".
It appears when Dizzy talks to Daisy who is playing video games in her hut.

The fourth level pays tribute to a 90's UK TV game show called "The Crystal Maze".
You meet a character that resembles Richard O'Brien, who tells Dizzy to collect a crystal that lies at the end of an obsticle course.

Crystal Kingdom Dizzy
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PlatformZX Spectrum 128KVersion
File Size64.27KbDownloads18173
AddedFeb 3, 2017
PlatformAmstrad CPCVersion
File Size50.63KbDownloads18173
AddedFeb 3, 2017
PlatformCommodore 64Version
File Size47.61KbDownloads18173
AddedFeb 3, 2017
File Size764.01KbDownloads18173
AddedFeb 3, 2017
PlatformAtari STVersion
File Size806.29KbDownloads18173
AddedFeb 3, 2017
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