Information
Released
08/1988
Release Formats
Publisher
Codemasters
Authors
Author: Philip & Andrew Oliver (The Oliver Twins)
Programmers: The Oliver Twins, Jason Falcus, Andrew Graham, Neil Hill
Graphics: Neil Adamson, Robbie Graham, Stewart Graham, Adrian Ludley
Musician: Steve Barrett, Allister Brimble, Matt Gray, Lyndon Sharp, David Whittaker
About...

Story (Original): 

Dizzy was looking forward to the round-the-world cruise he booked for. When he told the other Yolkfolk about the good deal he found, they wondered just what lay ahead of him...  
 
Dizzy enjoyed the cruise at first although there were far too many pirates on the ship, the Grog was watered down, and he didn't even know what a mainbrace was, let alone how to splice it!
 
The captain, Long John Silver, was a lovely old bloke with a kindly manner, good at insulting and degrading the fare paying punters.
 
He was well balanced - he had parrot on one shoulder and a chip on the other - and he had a wooden leg which he acquired when he fell out of his pram when he was a kid.
Anyhow, their quaint little man o' war found itself in still waters one sun-soaked afternoon, and Dizzy thought he would organise a game of cricket on the aft deck.
 
In a fit of blinding stupidity he used LJ's spare leg collection as makeshift stumps, and when they were lost overboard he was made to walk the plank!
 
That was how he came to find himself gently poaching on the silent, sun-kissed beach of a seemingly deserted island... He had to somehow find a way back to the Yolkfolk and lodge his compensation claim with the travel agent...


Story (Quattro Adventure): 

All the Yolkfolk gathered at the beach to wave goodbye to Dizzy in his boat, he had built it himself and it really was very nice, with its bright white sails and shiny red hull.
Dizzy felt proud as Daisy kissed him goodbye and the fresh sea breeze filled the sails, and the boat sailed out to sea on its first voyage.
 
The sky was clear and the weather was fine as Yolkfolk village disappeared over the horizon. Dizzy dangled his fishing rod over the side and daydreamed about what adventures might lie ahead in strange, distant lands.
 
Suddenly the wind stiffened, the boat started to roll, and dark clouds gathered in the sky.
 
"Grand Dizzy was wrong about weather", thought Dizzy as the waves started breaking over the side of the boat.
 
Before long a ferocious storm was raging, and Dizzy's little boat was being tossed about in the enormous waves. Lightning crackled and thunder roared as Dizzy tried bravely to keep the boat afloat, but it was no use.
Just before the boat sank below the surface, Dizzy spotted a distant island illuminated by a flash of lightning. He dived into the heaving waters and started to swim...
 
That was how Dizzy came to find himself poaching on the silent, sun-kissed beach of a seemingly deserted island. Now he had to somehow find a way back to Zakeria, land of the Yolkfolk. 


Notes: 

Treasure Island Dizzy is a computer puzzle game published in 1987 by Codemasters for the Amstrad, Spectrum, DOS, NES, Amiga and Atari ST. There was some variation between different releases.
 
For example, the C64 release of Treasure Island Dizzy (currently available for free download at the Codemasters site) used more primitive graphics than the Atari ST version. 
 
Treasure Island Dizzy was the second game in the Dizzy series, and is the sequel to Dizzy. The game was developed by the Oliver Twins with graphics being designed by Neil Adamson and music by David Whittaker.
 
The game was also released on the NES as part of the Quattro Adventure compilation. 
 
This game is quite different to its predecessor, with a new inventory system and improved animations.
The game notably contains fewer enemies than the previous with the game more centred around inventory based problem solving.
 
The aim of the game is to solve various puzzles in order to obtain a boat so that Dizzy can return to his friends and family, the Yolkfolk.
To do this, Dizzy must journey through haunted mines, tree villages, as well as underwater.
The game also features a subquest (albeit one essential to completing the game) in which thirty gold coins must be collected.
 
Critics consider this one of the most difficult Dizzy games as the energy bar system of later titles was not yet implemented and Dizzy is provided with only one life - contrasting with six in the first game and three in Fantasy World Dizzy, the immediate sequel, and most subsequent titles.
 
Also unique to this game, the player is unable to select any particular item from the inventory for use - Dizzy simply puts down whichever item is at the top of the list. If Dizzy is underwater, and the snorkel happens to be at the top of the inventory list, he will put the snorkel down when the player hits "enter", and instantly die.
Treasure Island Dizzy therefore requires more foresight and planning than the other games in the series.
 
Adding to the diffculty of the game was the fact that the player had two main tasks to complete; the escape from the islands, and the collection of the thirty coins.
Indeed, upon escaping the final island, the Shopkeeper character appears and tells Dizzy that he cannot leave without finding all thirty coins. Given that a number of the coins were hidden behind scenery, this second task proved to be more difficult than the main game.
 
Infamously, Commodore Format printed a "complete" solution and map which did not include the hidden coins, frustrating many players. 

Treasure Island Dizzy
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PlatformAmstrad CPCVersion
File Size37.22KbDownloads5430
AddedMay 30, 2016
PlatformZX Spectrum 128KVersion
File Size37.22KbDownloads5431
AddedMay 30, 2016
PlatformCommodore 64Version
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AddedFeb 3, 2017
PlatformNintendo: NESVersion
File Size176.68KbDownloads5430
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File Size1.12MbDownloads5430
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File Size673.57KbDownloads5429
AddedFeb 3, 2017
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