Tip:
Highlight text to annotate it
X
Hey folks, welcome back to Fantasy World Dizzy! Today's show is filmed before a catatonic
studio audience.
When we left off we'd broken out of prison and stolen a few bits and pieces from around
the castle. Figures we'd give ourselves a reason to get locked up right after our false
imprisonment, huh?
Our next stop is the banquet hall. We're going to talk to that egg that we found.
So this guy is called Denzil, he was the - ah - he was the cool one of the Yolk Folk.
He enjoys rock and roll music and completely ignoring you. He will talk to us now, however.
So let's go for it.
Now, the rope is - it's an item that we can use right away.
Kinda like the troll in the last video it's not a puzzle that NEEDS to be solved, it just
makes things easier for the rest of the game.
Also, I'm sorry if I'm scrolling through that text too quickly. I read like a bullet, y'know?
And if you can't keep up just pause the video I guess.
Going to the right of the entrance hall we come to this screen, featuring a crocodile
in a moat.
You see how it's snapping, here? It CAN be used as a platform, but only when its mouth
is closed. So this requires either careful timing or tying its mouth shut.
Luckily we've got just the item to do that, so what we need to do is wait for him to go
through his sequence.
Jump on his snout, use the rope.
With that, the crocodile will stop snapping and allow us immediate passage whenever we
want.
Whilst we're here we're going to grab another unfairly hidden item, it's another boulder,
and head back across to the left.
Yeah, how do you like me NOW croc! You're MY stepping stone like that one scene from
Live and let die, which is a scene I kinda pretend...wasn't in that film...
Alright, that's enough of that. Our next step is to set up something that's kind of a staple
in puzzle games like this one: we're going to set up a master item room.
That is, a place where you keep all the items so that you can only get them from one screen
rather than having to go through however many steps to collect them all.
And In spite of our setting our boulder down, we're gonna pick it up because we need it
for the next puzzle.
We're also going to need this bone.
If I can get back up the stairs to collect it. I really hope I haven't screwed myself
over in the second video. Oh no, there we go.
With the bone and the boulder in our possession we can head off to the left, watching that
we don't pass under the portcullis when it's coming down or on any odd numbered day because
it will come crashing down and kill us.
And heading off to the left we come to this screen; The Armorog's Den.
As far as I can tell the Armorog isn't an established mythical or literary creature,
it was created just for this game. If you know otherwise then by all means tell me,
because I'd kinda like to learn more about it.
What we need to do is head down, into the Armorogs den, drop the bone and pick up the
boulder.
The Armorog will see us and start to charge.
Look at him go with the fury of data entry programmers the world over.
Okay, now he's in his den and because he's found a bone he'll sit there gnawing on that
for a while rather than charging us. Of course it can, and will, still kill us if we go hear
it. So let's not.
Now it's backtracking time!
So Fantasy World Dizzy has some of my favourite maps. This one, for example, the portcullis
map, this is one of my favourite Dizzy locales. Like, from the entire series.
The reason for the level of detail that you're seeing in the maps in terms of detail in the
items and also the lack of colour, it's because of the game's memory.
Very little of the games memory is actually used to store colours, which means that we
can create...I don't want to say realistic, but more intricate looking sprites than the
big cartoony things you've seen if you've watched Fast Food, for example.
The CPC DID support a sixteen colour palette and there is actually a Dizzy game which uses
the sixteen colour palette; the last one in the series.
But for the most part Dizzy always used four colours and simple colour scheme gave it a
distinctive look and it also let it show a lot more detail than some of the other games
of the time.
Thankfully the game eases up on the backtracking after this little part, but we'll come to
that shortly.
This screen is another screen that was easier in the Amiga version than it is in this screen,
because the bird along the top will kill you and, in this version of the game, you can't
outrun it.
What will happen is, if it sees you it will fly down in one fell swoop and kill you.
The secret, therefore, is to use the clouds for cover and go when it's not looking.
What we need to do, we need to stand on the edge of the crevice, here, next to the broken
bridge. Push the rock into the water and displace the water, thus raising it.
Because we've only used two, we can't actually get back out if we jump onto the bridge section
at the moment.
So what we need to do is we need to go back down, back to the Armorog's den and collect
the final boulder.
Thankfully the game does kind of ease up on its backtracking after this point. And they
actually do have a lot less backtracking in some of the other Dizzy titles. So it's annoying
that it's in this game, but at least they pick up.
So we're going to drop the boulder into the water, the third and final boulder, and that's
going to raise the bridge enough for us to jump to the other side.
On the other side we come to a shiny golden key. And we'll continue exploring the docks
next time.
But for now we're going to call it a video.
So until we meet again; goodbye.