|★ AMSTRAD CPC ★ GAMESLIST ★ DIZZY 7: CRYSTAL KINGDOM (c) CODEMASTERS ★|
For the purpose of this review, let's just ignore those people who think that the Dizzy games are all the same. “They're all the same," they'll point out. “There's a lot that can be done with the arcade adventure, yet the Dizzy series hardly seems to make a scratch on the surface of the genre. Dizzy One; what did you do? You walked around, picked up and used objects, and somersaulted over things. And that's was it. Dizzy Twelve; and and what do you do? You still pick up and use objects, walk around and somersault over things. And that's still it.”
Other people may try to fob you off with allegations that the puzzles are totally obvious anyway, with no suitable improvement being made in this latest escapade. Would you have thought to give Denzil the screwdriver after he tells you that he has lost his tools? And would you have fathomed the connection between the spanner. the broken generator and the fact that Dora's electricity keeps going off? The answer is most probably: probably.
On the other hand, would the prospect of using the the whip to lasso yourself past an otherwise impossible jump have sprung to mind? (It took me ages to figure this out). Come to think of it, would you have found the whip in the first place? It's in one of the houses, which on this one occasion is entered through the window rather than the door (this took me even longer). For the most part the puzzles in Crystal Kingdom Dizzy are brain-blendingly obvious, with the odd obscure one thrown in for what Codemasters' seem to term good measure (as this is not the first time an obscurity complaint has been made of a Dizzy game). And when I say obscure I mean
So what does this mean? It means that the game is tar too simplistic. mars what. The only method of death is neatly provided by the arcade element, but this, as ever, is low and restricted to timing your way over the occasional snake or bird. This lack of opportunities for death, the ease of puzzles and overall familiarity can only account for Dizzy's instant playability and even more instant addictiveness. This in turn could be a problem - how long really before you finish the game? Hours rather than days, maybe.
Let's not pay any attention to any Tom, Dick or Harry who tells you that there has been little improvement over the six games either. During the series the (slaying area map may have become a little larger, the graphics a shade prettier, and your sprite a little cute-er but has anything major changed? Have any new concepts or ideas been employed? No, not really.
So that's the people who think all the Dizzy games are all the same and far too easy out of the way. Any one still reading? Over the age of ten? Well, get lost then. We all know that Dizzy games are supposed to be for The Younger
So that leaves a bewildering few still urging for a little more information about this latest Dizzy game. The plot? The ancient treasure of Zeffer has been stolen and a dreaded curse is about to be put over the kingdom. You must firstly find this out from Grand Dizzy at the end of level one, then plough your way trirough the remaining three levels in order to reach the treasure and return it to the sacred shrine.
And the levels? There are four (level two is mapped below to give you an idea of the size of each) with an accessing password to each. Sure, it might add to playability, but wasn't this a seriously life-span reducing move?
And now the big question So why ten quid? I pondered this for some time and have now, I think you'll agree, reaches cute an impressive conclusion. Dizzy games, it seems, have ended up in the same category as Status Quo singles. They come out regularly. Check. It's quite hard to tell the difference between the latest and the last (check), except for one notable anomaly (Codemasters tried to flog us the rather poor Bubble/Panic Dizzy games, whilst Status Quo released In The Army Now). You can't actually find anyone who will admit to liking them either, yet they always sell tons, get into the charts and stay there for ages. Both the Codies (and Status Quo) seem to have hit upon a winning formula...
But who is going to buy this new Dizzy game for three times the usual price? Codemasters would be wrong to stop writing the Dizzy gamese, but at six quid more? The Dizzy series may have been feasible budget material, but will it still hold water as a full pricer?
Right then. We've safely eliminated any people who think the Dizzy games are all the same, far too easy, have made no considerable improvement over the series and are over the age of ten. And we've said Goodbye to anyone who is frankly appalled that this game has been put out for a tenner. So who does that leave? Er... The true Dizzy fan, to whom I can say that Crystal Kingdom Dizzy is, as expected, "Absolutely Brilliant", The Best Dizzy Game Yet,' and probably even ‘Unmissable'.
And for four quid we could probably ignore everybody else and give it a high mark. But when it's being sold for a tenner? It's down at least twenty percent for that, I'm afraid.
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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.