|★ AMSTRAD CPC ★ GAMESLIST ★ DIZZY 2: TREASURE ISLAND DIZZY (c) CODEMASTERS ★|
In the beginning there was Dizzy. For those of you not acquainted with the little chappie (where were you when we featured him on our cover cassette just a few short months ago in AA37?), Dizzy is the Oliver twins' egg-shaped character who bounces around with a stupid grin on his face, getting himself into trouble all the time and generally finding life rather too much to cope with. (Just think of Pat McDonald and you won't be far wrong.) Anyway, as I said before there was Dizzy; and now there is Treasure Island Dizzy. We're promised - threatened with might be a better phrase - a whole string of sequels: Dizzy - The Yolk's on Us, Dizzy - Eggcentric Millionaire, and dozens of others (a tenner for the best Top Ten Rotten Egg Puns at the usual address).
If you bought Dizzy, read our Codemasters profile in AA36 or played the AA Special Edition you'll know already what to expect.. It's a sideways scrolling flick-screen game, with Dizzy bouncing or walking along and confronting various obstacles and difficulties. Your first problem, for instance, is how to get an egg-cit off the beach. and neither of the two options available to you seem very hope ful. On your right is the sea - and. as the instructions point out, 'everyone knows that eggs are airbreathers' (oh really?). But if you jog or bounce leftwards you come to a cliff (that's enough mincepies and wine - ed.). The solution would seem to involve that empty wooden chest you see over there... I shall say no more, except that anyone who can stand on their chest must be a contortionist. Still, it's a step in the right direction.
Having solved that one, you amble along nicely for a while, collecting tubes of toothpaste, clumps of mushrooms and copies of Sinclair Abuser (surely that can't be of any use. can it? The joke, by the way. is an Oliver twins complaint about what happened when Dizzy visited Sinclair User and had the stuffing knocked out of him - literally!).
As usual there's the traditional Oliver twins voice synthesized phrase at the beginning of the game. For a change it's crystal clear, and you can distinctly hear the phrase. 'Hobbalub a lubbalub'. Tell me, does anyone else apart from the Olivers and their Code Masters chums leally think a couple of garbled words adds significantly to the game's attraction? There's a gorgeously mindless little toon (courtesy of David Whittaker) playing incessantly that will pretty soon have your murn chewing the carpet, but other than that there aren't any sound effects. Controls are fairly basic: Z, X. space and enter for left, right, jump and pick up/drop or use respectively. Or alternatively you can use the joystick.
Your mission, as Dizzy stuck on this Treasure Island, is to escape. There are two routes: one tricky, and one even trickier. The first is to find a way off the island and, as the twee scenario puts it. 'back to the Yolkfolk". The other is to collect all 30 pieces of treasure that lie scattered about the place. This is by no means as easy as it sounds, for some of them lie in apparently inaccessible places, and others are hidden under other things. In reality, of course, the real aim of the game as far as you're concerned is to wander around collecting treasure as you explore your island. You catch sight of an interesting looking area, only to find that you can't get there - which of course makes you want to find out what's there all the more - and your immediate objective becomes to find a way to it.
Take care, however, for you only have one life. You can be bouncing along quite happily, for instance, when all of a sudden you get clobbered by a huge cage dropping out of the sky. Not a thing you can do about it, either, except pick yourself up, dust yourself down, and start all over again. It's all tremendously egg-citing (ouch).
It can hardly be said that Treasure Island Dizzy represents any great advances in computer technology - the controls, for instance, are unsubtly 'blocky' - but then again that doesn't make it a bad game, and especially when it's £2.99 (Codemasters' new bottom price level). In fact I enjoyed it. tremendously, and was keen to keep on playing it - except that young David, who was in the office at the time, wouldn't let me. Still, a clip round the ear soon sent me - er, him - packing.
If you want strategy, hard intellectual effort or the opportunity to blast away at dozens of aliens or soldiers, steer clear. This aint no Microprose Gunship, and it aint no Op Wolf neither. But if you know the Oliver twins' work and enjoy it you'll need no further recommendation.
PS. When you pick up the spade in the sea, remember to come out of the water before you use it. Otherwise, when you put down the other items you'll also have to put down the snorkel - and you'll drown, as I found out to my cost!
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CPCrulez[Content Management System]
L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.