| ★ AMSTRAD CPC ★ GAMESLIST ★ DIZZY 4: MAGICLAND DIZZY (c) CODEMASTERS ★ |
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Old Egg-head's back! Magic Land Dizzy is the fourth in the Dizzy trilogy. The games depict the adventures of a rather unlikely hero - a walking egg who wears boxing gloves. The Dizzy games are in the arcade adventure mould. A series of problems have to be solved to get further into the game - just like a traditional adventure. However, it's not a case of typing in reams of boring text. Everything takes place in a graphical environment - it's a platform game in essence. The combination of the two requires accurate arcade skills and the ability to work out logical (and illogical) puzzles. This time, Dizzy's old arch enemy, the evil wizard Zaks, is back with a vengeance! He was killed at the end of Dizzy One. Or was he? The truth is he has taken up residence in a magic world, and is determined to take out revenge on our hapless hero. The way he has done this is the way that will trouble Diz the most.
All Dizzy's friends have been taken hostage, and by magical means are trapped! Dylan has been turned into a tree. Denzil has been frozen. Dozy is in an enchanted sleep. Grand-Dizzy has been locked inside a magical mirror. Daisy has grown to the size of a house. Dora (a new character) has been turned into a frog! Dizzy has to rescue all the yolk folk and then kill the evil Zaks - this time for good! Dizzy starts his quest at Weird Henge. At first, all directions seem closed. Wherever you may wander, the hazards seem to be impassable. After a bit of bold experimentation, and a lot of lost lives, however, you'll figure out how to get past some of those early puzzles. The usual array of brain-teasing puzzles are there to stop you. If anything, they're even more difficult than before - they certainly had the AA team stumped! The bizarre assortment of objects scattered liberally around magic land at first seem to have no relation to any of the puzzles. Then, all of a sudden like, you realise that maybe, just maybe, the thing you've been carrying around for ages could be the key to the puzzle that's been perplexing you for the last half hour. Then again, maybe not. A couple of new features have been added, although for all intents and purposes the game-play is exactly the same. Instead of collecting coins as a sideline, there are jewels for the taking instead. These are beneficial in more ways than just adding to your score - they boost your energy levels as well. Graphics are once again four-colour Speccy ports. Dizzy himself is the only multi-coloured sprite. All the other graphics are solid red, green or white. This colour coding does have a couple of advantages, though. It often gives clues to where it might be possible to make progress later on. A jolly little tune plays throughout the game. It fits well into the cartoon nature of Dizzy, and ultimately becomes annoying. Then again, that's what volume controls are for!
The puzzles are certainly tougher, though, and should provide a challenge even to those who've completed all the other Dizzy games. Adam Waring
AA The Verdict
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Page créée en 165 millisecondes et consultée 4348 fois 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. |