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Official • 1988

Treasure Island Dizzy

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Every adventure has a story

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

— Grand Dizzy
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Treasure Island Dizzy artwork
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About the Game
Dizzy was looking forward to the round-the-world cruise he booked for.
When he told the other Yolkfolk about the good deal he found, they wondered just what lay ahead of him...

Dizzy enjoyed the cruise at first, although there were far too many pirates on the ship, the Grog was watered down and he didn't even know what a mainbrace was, let alone how to splice it!

The captain, Long John Silver, was a lovely old bloke with a kindly manner, good at insulting and degrading the fare paying punters.

He was well balanced - he had a parrot on one shoulder and a chip on the other - and he had a wooden leg which he acquired when he fell out of his pram when he was a kid.
Anyhow, their quaint little man o' war found itself in still waters one sun-soaked afternoon and Dizzy thought he would organise a game of cricket on the aft deck.

In a fit of blinding stupidity, he used LJ's spare leg collection as makeshift stumps, and when they were lost overboard, he was made to walk the plank!

That was how he came to find himself gently poaching on the silent, sun-kissed beach of a seemingly deserted island.
He had to somehow find a way back to the Yolkfolk and lodge his compensation claim with the travel agent...
Trivia & History
"Treasure Island Dizzy" ("Dizzy 2") is the second adventure game in the series.

Created by Philip and Andrew Oliver (The Oliver Twins) and published by Codemasters for the Sinclair ZX Spectrum, Amstrad CPC 464, Commodore 64, Amiga and Atari ST in December 1988.

The game was also released as part of both the 8-bit and 16-bit “Dizzy Collection” compilations.
Aswell as being re-released as part the “Quattro Adventure” compilation (“Super Adventure Quests” in Europe) for the Nintendo Entertainment System (NES) in 1993.
And also on “The Big 6” compilation for the Amiga CD32.

According to an article in "Amstrad Action" magazine, the game's release got off to a bumpy start after learning that the first batch of copies contained a major bug where the game freezes when Dizzy touches the water while carrying the snorkel.
Codemasters had the game recalled and shortly had it re-released with the bug fixed.

In December 2004, Codemasters made the Commodore 64 version a free download as a Christmas gift on their website.

In 2018, AtariAge re-released this game for the Atari Jaguar.
-- More on the Atari Jaguar release

In October 2020, the NES version was re-released as part of a compilation called "The Oliver Twins Collection" for the Evercade.
-- More on the Evercade release

Treasure Island was slightly different compared to the previous Dizzy game, this game introduced a new inventory system (being able to carry up to 3 items) and improved animations.
The new system meant the game centred more on inventory-based problem solving and fewer enemies.

There is also another major objective which rolled onto the later Dizzy adventures.
The player must find and collect 30 gold coins to complete the game, some of which were hidden behind items like railings, tree trunks, plants, boulders, skulls and a window frame.

Another new feature is the underwater sections.
But to be able to explore those underwater sections, Dizzy has to find the rubber snorkel, otherwise he drowns instantly when he enters the water.

Critics considered this game to be one of the most difficult, as this is the only Dizzy title in the series that gives you just one life.
The reason for only having one life was because of complications involving the inventory system and the rubber snorkel while exploring underwater.
This meant players had to be very careful when collecting other items underwater, otherwise they find themselves accidentally dropping the snorkel and drowning.
In a limited amount of time working on the game, the Oliver Twins decided having only one life was the best solution for the issue.

There were other hazards in the treehouse complex such as the falling cages, which meant instant ‘Game Over’ when you walk underneath one.

Scattered around the map are scrolls that you can read, some provide hints or a description of the location you’re in.
Other scrolls advertised games published by Codemasters.

The 8-bit (home computer) versions of the game included an item called a “Sinclair Abuser Mag”, possibly a reference to an unnamed magazine that hated the Sinclair ZX Spectrum.
The magazine’s only purpose was to allow players to drop it underwater to gain a high score.

Some alterations were made to the 16-bit and NES versions.
There were extra items and areas to explore, and some of the puzzles and coin locations were changed.
Some coins were hidden inside bees and one coin hidden inside a fish.

The “Commodore Format” magazine once frustrated gamers when they printed a solution of the game which included a map that did not reveal where any of the hidden coins were located.
Hints & Tips

EXPLORE EACH ROOM (SPECTRUM VERSION)

When you press ENTER to start the game, hold down the keys O, A, P and C until Dizzy disappears.
You can then move around the screens using ZX, K and M.
Press SPACE to re-appear on the chosen screen.

EXPLORE EACH ROOM (AMSTRAD VERSION)

On the title screen, hold down the keys C, A, P, S and SPACE, and don't release until Dizzy starts moving.
Press C and then Dizzy will disappear, you can now move around the screens using the buttons Z, X, K and M.
Press SPACE to re-appear on the chosen screen.

OTHER CHEATS (AMIGA AND ATARI ST VERSIONS ONLY)

- During gameplay, type 'EGGONASPRING' to toggle extra high jumps.
- During gameplay, type 'EGGSONLEGS' to toggle immunity to everything except cage traps.
- During gameplay, type 'ICANFLY' to toggle flight mode.

POKES (SPECTRUM VERSION)

- Immunity -- 29289, 201
- Water Harmless -- 25081, 24
- Walk through walls -- 62242, 201

GAME MAPS

- Spectrum
- Amiga and Atari ST

WALKTHROUGH

- 8-bit versions
- 16-bit versions
- Helpline recording
Video
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