YolkfolkThe Dizzy Fansite 0 logged in0 playing

Official • 1992

Crystal Kingdom Dizzy

Grand Dizzy Grand Dizzy
Grand Dizzy's archive

Every adventure has a story

Browse the history, share your memories and help keep the details complete.

I have seen many adventures come and go, but the best stories are the ones we remember together.

— Grand Dizzy
Surprise MeFind Related Media
Crystal Kingdom Dizzy artwork
Crystal Kingdom Dizzy screenshotCrystal Kingdom Dizzy screenshotCrystal Kingdom Dizzy screenshotCrystal Kingdom Dizzy screenshot
Official Game

Crystal Kingdom Dizzy

The adventure where you must find the treasures of Zeffar and take them to the mysterious Crystal Kingdom.

1992Release year
AdventureGenre
4.8Rating
5Platforms
About the Game
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?
Trivia & History
Crystal Kingdom Dizzy” is the seventh adventure game in the series.

Developed by Visual Impact and Reflective Designs, programmed by Synergy and published by Codemasters for the Sinclair ZX Spectrum, Amstrad CPC 464, Commodore 64, Amiga and Atari ST in December 1992.

This game was also released on “The Big 6” compilation for the Amiga CD32.

In 2009, a Spectrum version of the game that had enhanced graphics surfaced online.

In April 2017, a team of Dizzy fans and Spectrum programmers released a remake of this game for the Spectrum 128k, heavily based on the 16-bit versions.
This is the same group who later teamed up with the Oliver Twins to develop “Wonderful Dizzy” for the Spectrum.
-- More on the 2017 Spectrum remake

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 game for the series.
So began work with a five-man team in January 1992, and worked solidly for 9 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, the previous games had been available at budget prices.

On some of the past Dizzy adventure games, the Spectrum had served as the base version with its graphics ported to the Amstrad and Commodore 64.
With this game however, the Amstrad and Commodore 64 both had versions programmed specifically for them, taking advantage of their enhanced graphical abilities.

The game’s working title was known as “Dizzy and the Lost Treasure of the Yolkfolk”.

Crystal Kingdom played slightly differently compared to previous Dizzy adventures.
The more noticeable change was the way Dizzy jumped.
Dizzy no longer rolled forward when falling in a certain way, 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 this game differ greatly from its predecessors.

You start the game with 3 lives, 3 chances/hit points (8-bit versions only) and can carry up to 3 items.

The game is also split into 4 levels, with passwords shown after each level.
This feature is most likely because the other Dizzy games do not have the ability to save your progress.

Early concept art showed that Crystal Kingdom was apparently going to be a completely different game.
There were many unused objectives and maps that showed the Prince’s castle, the Ice mountain and a graveyard to name a few.

The game’s box art originally showed Dizzy having a tattoo of a tiger head on his arm.
Philip Oliver was unhappy about the tattoo, as he felt that it wasn’t suitable for Dizzy’s image and the game’s target audience.
It was eventually removed for the official release.
However, magazine adverts for the game still showed the tattoo on Dizzy’s arm.

The 16-bit versions featured a plug of one of Codemasters’ games, “Micro Machines”.
It appears when Dizzy talks to Daisy who is playing video games in her hut.

The fourth level pays tribute to a 90’s UK TV game show called “The Crystal Maze”.
You meet a character that resembles Richard O’Brien, who tells Dizzy to collect a crystal that lies at the end of an obstacle course.
Hints & Tips

PASSWORDS

Spectrum and Amstrad versions:
- Level 2 - BOOK
- Level 3 - WALL
- Level 4 - DOZY

Commodore 64 version:
- Level 2 - 1969
- Level 3 - 2000
- Level 4 - 2010

Amiga and Atari ST versions:
- Level 2 - G5J 73Q 8HK
- Level 3 - H7T 554 Y9L
- Level 4 - 83J 5G6 2KF

F7J 7G8 FD8 - For infinite lives.
FC9 036 B47 - For a faster Dizzy.
It's possible to activate both the infinite lives and the speed.
After you enter one of the codes, the game will start.
Source: Ray Earle's Game Help

Amiga Music Password (Atari ST version only):
CH7 E8W OV7 - This gives access to a 'special feature' that includes the Amiga music.

POKES (SPECTRUM VERSION)

- Infinite Lives -- 57267, 0
- Infinite Energy -- 60808, 182

ACTION REPLAY CODES (C64 VERSION)

- POKE 39169,173 -- Lives
- POKE 39127,173 -- Chances

GAME MAPS

Spectrum version
Level 1
Level 2
Level 3
Level 4

Amstrad version
Level 1
Level 2
Level 3
Level 4

Commodore 64 version
Level 1
Level 2
Level 3
Level 4

Amiga version
Level 1
Level 2
Level 3
Level 4

WALKTHROUGH

- 16-bit versions
Video
My Yolkfolk

Build your Dizzy collection

Sign in to mark this game as wanted, playing, completed or a favourite, and add private notes.

Sign in Create account
Community Rating
☆☆☆☆☆0 approved ratings

No approved community ratings yet.

Denzil's gallery wall

Community Screenshots

No community screenshots have been added yet.

Community knowledge

Guides

No community guide has been published yet.This page is ready for walkthroughs, corrections.
Talk about this adventure

Community Discussions

No live discussion has been linked to this game yet.Start a help request, share a memory or tell the community what you think.