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Pirate Ship Dizzy v1.0 [DOWNLOADABLE]

Started by delta on 18 November 2010 • 28,474 views

84 posts
#54837

Right, Pirate Ship Dizzy is completed!

It's based on an old Spectrum game called Booty. You have to collect pirate treasure from the different 'Holds' (rooms) on the Galleons, whilst avoiding the Mutinous pirates on board. I've tried to keep the gameplay as faithful as possible to the original speccy game. Because of this, some people may moan at a few things (for example if you die you start back at the beginning of the Galleon). All I'll say to that is that this game is easier to play than Booty originally was!

There are no 'puzzles' in this game, and the only actionable items are the doors between holds. Other common 'Dizzy' actions are disabled - you can't jump, there is no inventory, and falling from platforms will kill you.

In addition, Pirates roaming the ship will kill you on contact, so you'll find yourself using the ladders and lifts quite often in order to avoid them!

There are 4 Galleons to work your way through, with 20 Holds and 125 Treasure in each. You also need to collect keys to open up sections in the Holds, to gain access to new areas, and new Holds.

Yes it's something different, and yes parts of it are difficult, some very difficult. But hey, you don't want things too easy do you? :wink:

One last thing, let me know how long it takes before the music (from the original game) starts to annoy you! haha!

Pirate Ship Dizzy

Download the latest version (v1.0) from:

DizzyAGE website

Yolkfolk.com

Story:

Dizzy is walking along the beach one day, admiring the ships anchored near the shore, when suddenly a pirate appears!

"I be Capt'n Blackeye, and I needs yer help!" growls the pirate, and tells Dizzy how his crew have taken control of his Galleons, and all his Treasure!

Dizzy, not wanting to get on the wrong side of a pirate, and being quite a helpful fellow anyway, happily agrees to board the vessels, and recover all the Treasure.

Take control of Dizzy and guide him through 80 Holds on the 4 Galleons, collecting all the Treasure and avoiding the mutinous pirates!

Hints & Tips:

- Don't pause the game while riding the lifts!
- Some of the treasure is booby-trapped, so watch out!
- Be careful when exiting a Hold, you may need to re-enter it!
- Extra lives are given (if needed) once Dizzy gains 50 and 100 Treasure.
- Progress is saved upon completion of each Galleon

Thanks

Many thanks go to Matt Lee for testing the game, and giving valuable feedback!

Version History:
v1.0 Released 18/11/2010 First public release.

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#72125

ah, the memories come flooding back! especially the music! another 1st class game Jamie! {yolkfolk}:yo:

just had a quick play before going back to work. i'll have a good go later

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#72127

It's now up on Yolkfolk :smile:

https://yolkfolk.com/games/pirate-ship-dizzy/

I don't think I've ever seen a Dizzy game that has a suicide option. :tongue:

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#72128

[quote data-userid="3" data-postid="72127"]

I don’t think I’ve ever seen a Dizzy game that has a suicide option. :tongue:

[/quote]

yeeeessss well.... it is possible to ride the lifts and get stuck behind doors, so the 'suicide' option allows you to escape and restart without quitting the game.

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#72133
Well, I like it a lot. I like the fact it's very tough... (Even on the first Galleon (which is as far as I've got) some of those pirate / platform sections require expert timing. Especially the dude trapped between two doors...) I also like the fact that it plays so well, and you have to be spot on when negotiating the ladders and platforms, as you can't let Dizzy fall even an inch when traversing from one platform to the next which makes it really tough, yet keeps it extremely playable.

Improvements?

Here are a couple of things I would LOVE to see this game support, then it gets my full five eggs on Yolkfolk!

First of all, it would be great if you could have a tile in, say, the top left corner of each room that actually displayed the hold number you were on. This would make it easier in my opinion to keep track of progress and where the different doors lead to!

Secondly, I would like to see the implementation of high scores. Whether this could be done or not in your 'coding without coding' technique and without a saved game file I don't know, but I suspect of course that you do! It would be great to have a milestone to aim for when trying to get further into a galleon than you have been before.

I don't know if anyone thinks these ideas are any good, but I personally believe the first option at least would make navigating a little easier, as well as giving us a visual sense of progress through the galleons.

Apart from that, no probs so far... I do like this thing you have created here, Jamie!

Now I just have to tear myself away from it tomorrow to do a spot of beta testing for Colin!

~M~
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#72136
Well, I like it a lot. I like the fact it's very tough... (Even on the first Galleon (which is as far as I've got) some of those pirate / platform sections require expert timing. Especially the dude trapped between two doors...) I also like the fact that it plays so well, and you have to be spot on when negotiating the ladders and platforms, as you can't let Dizzy fall even an inch when traversing from one platform to the next which makes it really tough, yet keeps it extremely playable. Dizzy can fall slightly (about 4 pixels I think, from memory), otherwise the game would have been just impossible. It's quite difficult to hit the ladders spot on to start with, but you soon become used to it. :smile:
Improvements?

Here are a couple of things I would LOVE to see this game support, then it gets my full five eggs on Yolkfolk!

First of all, it would be great if you could have a tile in, say, the top left corner of each room that actually displayed the hold number you were on. This would make it easier in my opinion to keep track of progress and where the different doors lead to! interesting idea, as it would make it slightly easier to work out where doors led to, but thinking about it, would a player REALLY know which was Hold 17 or Hold 6 after they've played through a dozen of them? I don't think they would. Also, I think it'll be a game where people map it out using screenshots, so that they can see where exactly they need to go.
Secondly, I would like to see the implementation of high scores. Whether this could be done or not in your 'coding without coding' technique and without a saved game file I don't know, but I suspect of course that you do! It would be great to have a milestone to aim for when trying to get further into a galleon than you have been before. meh, high scores. It can be done, but what's the point? There's already a good way of comparing where you're at - 'I've got up to 57 treasures on Galleon 2' - and there's not anything like easy or hard puzzles to add differing score amounts either. I don't see that scores would be sufficiently different to the amount of treasure gained to make it worthwhile.

Thanks for the feedback though! :smile:
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#72140
Congratulations Jamie! Nice one!
It's up on DizzyAGE.
I emailed you about the "dev" trick :smile:
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#72142
yes I saw. ah well!
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#72143

Quite enjoying this but certainly the most annoying game i enter rooms and become stuck behind a locked door all i could do was go back the way i came and died instantly thanks to a pirate.. so pretty annoying. lol

  :wall:

Might be better with the sound off i think.. that tune its pretty distracting. !!!
  :teethy:

The platforms arn't to bad, i noticed you can move from one to the other by just standing on the edge and as you pass the other one will pick you up It's getting from the vertical to horizontal one i keep falling off.

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#72146
Quite enjoying this but certainly the most annoying game i enter rooms and become stuck behind a locked door all i could do was go back the way i came and died instantly thanks to a pirate.. so pretty annoying. lolso ensure that when you exit through a door, you can get back safely! Best way :wink:
The platforms arn't to bad, i noticed you can move from one to the other by just standing on the edge and as you pass the other one will pick you up. It's getting from the vertical to horizontal one i keep falling off.yup, that's the best way. Vertical to Horizontal is harder, but it's all about patience and timing!
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#72147
hey Alex, PSD is v2.4 of DizzyAGE, not v2.3!

I think Daisy Goes Pop! is also v2.4...
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#72161
The only problem with a game like this is that because there's no point in a help thread, you don't know how people are getting on with it!

So tell, people! How far have you managed to get so far? :smile:
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#72165
First galleon, 98 treasures ;d It's very difficult, I haven't power enough to play again today;d
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#72167
After not playing for a bit after testing ive had another go today.

Arghh I got to 96, I can't get past 100 never mind the full 125. I got to that dreaded red & white screen (only for the 3rd time) where I always lose my lives if I make it that far, the one with all the disappearing platforms & moving platforms simultaneously, that screen is tough (shame it isn't at the beginning to get it over with). Anyway I managed to get the No.7 key, just had to negotiate the bottom one again & I would of been through that door there for the very 1st time, dunno if that brings you to another screen not yet been to. Anyway just quite didn't time it and lost my life then had to find my way back there again, lost last life trying to back with the No.7 key after obtaining it again.

No patience to try again, I tend to leave quite a bit of time between then if I feel like having another bash I may but I don't think i'm gonna complete it (and it's only the 1st galleon).
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#72169

It's that dam falling distance is so sensitive dieing from a 1mm fall is just nonsense. Its what I'm really having trouble with and i keep dieing doing the easiest of things (walking off a platform and falling 1mm) argh!!! :wall:

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#72170
there's a 4 pixel tolerance. It's actually quite generous compared to the original I think.

You'll get used to it! :smile:

What might be getting you is if you're walking from a platform onto a lift that's going down. If you start walking onto it when it's level with the platform, by the time you get on it, it will be more than 4 pixels lower. Start walking onto it before it gets level with the platform, and you'll probably rise up through it a bit. :smile:
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#72173
105 treasures, I have trouble with room with some platform. 20 remaining ;d
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#72175

I may do a walkthrough video for that Hold. :tongue:

Just to show that it can be done! hehe

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#72176
Well done chlodnik229 over 100..

Well ive found a different route through to get me to the dreaded red & white hold a bit quicker without getting nearly 100 and then dying each time I get there, this meant I got there with all 3 lives to give me best chance of getting through it, still died, I just can't do it..it's damn hard cos you have to cross so many times.
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#72177

[quote data-userid="23" data-postid="72175"]

I may do a walkthrough video for that Hold. :tongue:

Just to show that it can be done! hehe

[/quote]

right, just done that. Took one go, and 8 minutes! I did forget which key I had at one point, which meant I made a pointless trip across once, but other than that, it wasn't bad. I'll upload it as soon as...

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