Fantastic Dizzy

Fantastic Dizzy is a Video game of ventures and of platform left in 1991 and functions on Amiga CD32, Amiga, Atari ST, Commodore 64, GameGear, Master System, Megadrive, Nintendo Entertainment System and PC. The play was developed by Philip Oliver and Andrew Oliver then published by Codemasters.

The play was famous The Fantastic Adventures off Dizzy for the versions marketed apart from the Europe and of the Australia. It belongs to the series Dizzy of which it is the seventh opus.

Synopsis

Zak the wizard captured Daisy and threw a fate on the inhabitants of the village of Dizzy. Dizzy must then leave its village and leave to visit the four corners of the magic kingdom of Zakeria which directs Zak in order to be able to deliver its been engaged and to entreat the fate of his/her friends.

Gameplay

The play is a mixture of ventures and of platform.

According to the versions, 100 or 250 stars are strewn through the play; they all must be collected to be able to reach final confrontation against Zaks. Indeed, the place of the duel is in the tower of the castle which is accessible constantly but in which an electric barrier blocks the access to Zaks as long as the 250 stars were not collected. To obtain all stars, Dizzy must excavate all the recesses of the play but of many obstacles draws up itself on its road.

Certain enemies are satisfied to push back Dizzy and to daze it a few moments, others can kill it in only one blow. To note that the butterflies are inoffensive but there would exist certain versions where the butterflies make turn back with Dizzy a short moment. Dizzy has a bar of energy which decreases when it is touched by an enemy but it does not have any means to defend oneself vis-a-vis these. Its only resource is the jump which enables him to avoid the enemies like spanning the obstacles and the traps on its road. Under water, Dizzy cannot swim and goes on sea-beds; it cannot breathe indefinitely under water (unless having the adequate equipment) and can die if there remains immersed too a long time. Surprisingly, the falls cannot wound Dizzy whatever the height but Dizzy, by its form in egg, has tendency has “to roll” when it takes too much dash to jump. The Fruit S can restore the health of Dizzy while the Gemme S entirely regenerate its bar of life.

The enemies who block the advance of the play must be eliminated by using the adequate object. Dizzy can transport a maximum of three objects. When Dizzy takes an object and that its inventory is already full, an object of its inventory is left on the spot. Each object has a precise use as elimination of an enemy (Weeding, Arbalète…), but also the resolution of a Puzzle (Clé, Poids…), the access to other place (Corde, palms…) or protection against a danger (Parapluie). Lastly, certain objects are made to only be exchanged against other objects with characters of the play.

Mini-plays

If the majority of the play is held like a slow play of platform in 2D, there exist three mini-plays to finish to have all stars, plus a special minijeu.
  • Mine carts: with the Mine, Dizzy can circulate in a carriage to go quickly in other places of the play, while collecting stars on its road. There are many dangers on the rails: fall of stone, cul-de-sac, and charriots in the direction opposite. Towards the end of the course, the carriage accelerates as well as the number of dead end.

  • Dizzy Down the Rapids : Dizzy must take a barrel to descend a river while escaping the troll who continues it as well as other natural obstacles and by collecting stars on his passage. The minijeu is absent on several support such as the Megadrive version and PC.
  • Castle Capers : based on the concept of Operation Wolf , Dizzy is armed with a crossbow and must have five shootings in advance on the trolls occupying the castle. However, Dizzy dies if they are the trolls who take the advantage.
  • Turbid Bubble: at the ocean floor, Dizzy must go back to surface before it has more oxygen. For that, it must go up on bubbles of formed air at the bottom of water and jump on the punts forms on the sides or other bubbles before his bursts. The large bubbles last longer than the small ones, but are slower. This minijeu was adapted in a Stand-alone called Bubble Dizzy .
  • Theodore' S magic puzzle: Dizzy must solve a Taquin in 4x4 in a limited time. It is about a minijeu making it possible to gain an additional life. The more important the number of lives in stock is, the more the puzzle is complex.

History of the development

The play was initially to leave for Christmas 1990 but a legal procedure between Codemasters and Nintendo on the Game Genius pushed back the exit of the title in April 1991. The fact of having to miss the festivals of end of the year can explain why the play was past only with 125.000 hoped specimens instead of the 500.000. In spite of that, Fantastic Dizzy received the price of the BORN Adventure Game off the Year 1991 by stores Game Players as well as the Parents Choice Award .

Reception

Anecdote

  • It is possible that a part can never be finished: by leaving the cord on a platform which one can reach only with it or when fire to save Denzil starts at the bad place (thus Denzil is not saved and Dizzy does not obtain the palms).

Development team

  • Range Design: Andrew and Philip Oliver (the Oliver brothers), Peter Williamson (Master System)

  • Graphics: Leigh Christian
  • Musics and sound effects: Lyndon Sharp
  • original Programming: Derek Leigh ‑ Gilchrist, Ash Hogg
  • Amiga Programming: Derek Leigh ‑ Gilchrist
  • Programming Master System: Paul Griffiths, Lyndon Sharp
  • Programming PC: Gábor Kuti, György Szöllösi (HumanSoft Ltd. Canada and Musicomp Ltd. Hungary)
  • Artwork: Leigh Christian, Joby Wood

See too

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