The sun does not always shine in the Yolkfolk village. In fact, this particular day is looking remarkably grim.
Stormy clouds thunder across the sky, the rain hammers down, the electricity flickers and, to top it all, Grand Dizzy is in an awful mood.
The source of Grand Dizzy's bad mood is his egg-ache. The old duffer had been practising his somersaults in the kitchen and slipped on the wet floor.
"What do you think you're doing bouncing around like that at your age?!" groaned Dizzy under the strain of picking up the old egg.
"You'll give yourself a nasty crack on the head."
"It's the temple in the Crystal Kingdom," spluttered Grand Dizzy.
"it's been robbed. Every egg knows that if the crystal sword, chalice and crown are removed from the temple, terrible strange things will happen to the Yolkfolk!"
Dizzy looked outside. Things did look decidedly bad.
"It still doesn't explain why you were jumping off the kitchen chair, Grand Dizzy" said Dizzy.
"Well, young fella-m'-egg!" said Grand Dizzy puffing himself up slightly.
"I'm sick and tired of you always sorting things out. I'm going to get into shape, pack my knapsack and save the Yolkfolk myself. I was really heroic in my day, y'know."
A salty tear formed in Dizzy's eye.
"I don't know, Grand dizzy, what are we going to do with you?" gushed Dizzy in his best sympathetic, yet caring, voice.
Grand Dizzy was packed off to bed. But the moment everyone's back was turned, he jumped up and continued to whinge loudly at anything he could find that would listen.
Dizzy decided that he must begin his trek to retrieve the Yolkfolk's treasure. He packed his knapsack and popped on his new safari hat.
Dizzy grimaced with gritted teeth and dramatically declared - "Don't fear, Grand Dizzy! The lost treasures of the Yolkfolk will soon be found!".
And so, Dizzy began a whole new adventure - can our hero succeed again?
Crystal Kingdom Dizzy is an adventure video game released in December 1992 by Codemasters.
The series was originally developed by the Oliver twins who had little involvement with this title.
This game is considered the seventh and last title to date in the core Dizzy series (excluding action or puzzle oriented spin-offs such as Kwik Snax, Fast Food etc.).
The Dizzy series had by this stage grown to being one of Codemasters' most profitable franchises.
Codemasters recognised that Christmas was the best time to release a new episode of the series, so began work with a five-man team in January 1992 and worked solidly for nine months making this the most tested title in the Dizzy series.
This was also the first full price Dizzy game released for the home computer formats - previous games had been available at budget prices.
All previous Dizzy adventure games, the Spectrum version was the base version of the game, with graphics ported to the Amstrad CPC & Commodore 64.
With this game however, the Amstrad and Commodore both had versions programmed specifically for them, taking advantage of their enhanced graphical abilities.
The 8-bit versions featured a version of the "jumping" Dizzy sprite that set it apart from all previous Dizzy games: the character now span three times with one jump rather than twice, making him appear faster, and rather than tumbling after an awkward landing, Dizzy now landed on his feet.
He could even be directionally-controlled during a fall, rather than left to tumble mid-air to an inevitable position. These alterations to the main character's behaviour made Crystal Kingdom Dizzy differ greatly from its predecessors.
The fourth level of the game parodied the 90's UK TV game show "The Crystal Maze".
A Richard O'Brien look-a-like is featured at the beggining of the level who tells Dizzy to collect a Crystal, which is placed at the end of an obsticle course.