if so, the link goes to a Russian forum thread where Titus talks about glitches in the game, I'll paste it here....
Discussing dizzy topics on a specialized forum, we touched on some points that might be of interest to zxpk forum members.
Since childhood, many have been tormented by the question, why does the skeleton under the bridge move away in response to certain objects? Isn't this the Oliver's secret plan? Maybe an under-implemented secret move?
So I will reveal this secret...
The moving skeleton is... a bug! )
In fact, all active objects in the game, such as skeletons, platforms, bones, etc. - are objects of the same class called GeneralMovingObject. Those. universal moving object. The collapsing bridge is no exception. It's just a platform made from a green cloud that, upon reaching some invisible trigger, rapidly moves to the right and stops exactly XOR on the right side of the bridge, completely removing it from the screen.
Our skeleton lying in the lowland is also a platform. But, due to some programmer's misunderstanding, he had the imprudence to get an index in the list of objects number # 00.
And all active items that do not have a clear targeting (i.e. an object with a given number to which they must be applied) refer to an object with index #00. And this is our skeleton. Thus, each collision of the skeleton with such an object activates the platform displacement mechanism in it (and this mechanism is set to the right in it), and the skeleton rides safely. But it immediately stops, as it rests on the boundaries of movement specified in its settings, which do not allow it to move anywhere. In a word, a collision with the object, the activation of movement, and the stop of movement due to exceeding the boundaries. That's the whole secret of the skeleton...
And the magnet has no effect on anything. However, you can throw it at the skeleton and get 1000 points)
By the way, if you throw objects into any pits with bones, they will safely fall through them and fall on the screen below.
I note that the game is replete with cute bugs. Some are visible only to programmers, but some are visible to users as well.
For example, everyone noticed that the color of the names of objects is blue. Well, somehow it does not look very good. It's a bit dark. And on a b/w monitor it's even worse. Based on the palette of the game, I want to color it in purple or something. Let's look at the code. Namely, the purple color in her code is. Only printing the color is XORed, so the background color is red ($42) xor purple ($03) gives us blue ($41).
Well, all sorts of ROM interrupts with a system poll of the keyboard that work during the game are the little things in life. As well as pieces of unused code from Amstrad, as well as simply unnecessary fragments of code, data - all this is available in stock.
Yes, the game has never used graphics. The third type of branch, the bowl for the torch, and the thin flame for the torch. The thick flame was turned into a shark fin, in connection with which it swims very safely in a moat with water.
We go further. A very funny bug, which, obviously, those who love Sinclair Joystick 2 have encountered. Press 9 (up), the game starts. We play, we play, and then bam, for some reason the control switched to the Cursor Joystick. What a twist! And this is due to the fact that during the playback of any music (even the music of death and the music of the beginning of the game), there is a poll for the choice of control. This way, if you press 8 during a cute loss, the game will recognize that you have selected Cursor, and then you will have to play on it.
It is also very interesting that the artist (and according to some articles, it was the Olivers themselves) painted Dizzy. What is not a frame, then a different Dizzy) Well, the artist sees it this way)
[attach]442[/attach]
With the same variability, but with some polishing, Dizzy migrated to all subsequent parts, acquiring a mask at the same time.
Did you also know that the wood that burns under the boiler should actually look completely different from what we see in the game? They are printed by XOR over the ground, thus completely losing their original appearance, conceived by the artist:
[attach]443[/attach]
We continue to investigate the secret glitches of the game.
The physics of objects is arranged in such a way that they can both fall down to the screen below, and be forced upwards by solid surfaces. However, when pushed up, they cannot get to the screen above. In principle, such a situation is not provided for, because in the game should not meet at all. And we will get it for you.
We go to the screen with the amulet, take the amulet, jump onto the elevator and stand in the middle of one of the ropes. We lay out the object, and stand on the elevator exactly. As soon as the elevator reaches the top, the object will fall into the area of action of a hard icicle and will be forced out onto the screen frame. Bingo!
However, the same situation will also pass with placing an object on a screen elevator thread with a key. To not go too far.
[attach]444[/attach]
About Zaks:
1. Do you know that the snowflakes that Zaks emits (two pieces) have different properties?
They are both destroyed if Dizzy is carrying the amulet.
However, if the amulet is laid out, then the upper snowflake simply freezes in place, bumping into the amulet.
And the lower snowflake is destroyed by the amulet with an explosion, as other spiders, icicles and apples do.
2. If, when killing Zax, you get too close to him, then when you apply the flask with the potion, you will be killed, because in place of Zax, a scrolling down rectangle is activated, and firstly, he always kills Dizzy (water in the game is made by this principle), and secondly, it has an area of action somewhat wider than its own dimensions.
3. When Zaks is defeated, the game turns on a counter for 205 positions, assuming that during this time the entire running line with the final text will have time to run. However, if you leave the screen and run around other screens, this counter will still go on, and the game will end when it expires, and not at all when the final message ticker reaches the end.
More interesting stuff.
It seems to have been provided that when there is no fire under the cauldron, the flask on the cauldron does not jump. And when there is fire, accordingly, it jumps.