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Spellbound Dizzy Lite v1.11 (DizzyAGE Remake) [DOWNLOADABLE]

Started by Peter Teal on 23 December 2011 • 18,228 views

34 posts
#76204

certain items carried with 3 rocks will take you down to the bottom :wink:

also i thought i fixed the pipes issue, are you using v1.11?

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#76205

finished now. great little game!

but who would have thought that garden shears and a fishing net would weigh as much as a heavy rock? {yolkfolk}:meh:

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#76206

[quote data-userid="2" data-postid="76204"]

are you using v1.11?

[/quote]

no, v1.0 from the DizzyAGE site. I didn't see the pipes issue mentioned on here (although it might have been)

EDIT:: oops so it was!

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#76209

[quote data-userid="23" data-postid="76205"]

finished now. great little game!

but who would have thought that garden shears and a fishing net would weigh as much as a heavy rock? {yolkfolk}:meh:

[/quote]

One of the several things in this version that don't seem to make any sense!

i mean why does dozy who is sleeping have a pair of gardening shears on him?

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#76212
[quote data-userid="2" data-postid="76204"]

certain items carried with 3 rocks will take you down to the bottom :wink:

[/quote]

But in the original version, the net and shears each counted as the weight of one rock at all times, not just when you were also carrying three rocks. I feel it's less confusing in the long run for those two items to be heavy at all times than for them to suddenly gain weight out of nowhere in one context--and you can't take both to the bottom together anymore, as carrying two rocks won't cut it! Plus, I would have liked to be able to use the net as a counterbalance to the umbrella so I can cross to the left side of the top of the chasm safely, in case I went up to the pool before giving the umbrella to Theodore.

The other really questionable thing, as I feared, is the fall damage. As it's implemented now, it seems to punish Dizzy a lot more for rolling than for falling. There are places like the crusher and the clouds leading to the leprechaun where I have gotten Dizzy to take a big chunk of damage just for rolling pretty far when he hardly fell at all. A roll-to-concussion even allowed me to bypass the crusher without using the jack! Is there a relative height check for landings involved in determining fall damage, or is it all based on the time elapsed until Dizzy stands up again?

It's interesting how you changed it so that you can pass in front of the trampette and mushroom as in the 16-bit versions, and also how the mushroom now works just like the trampette (or like the mushroom in Dizzy the Adventurer), where you have to jump continually to increase your height rather than getting the one maximum bounce immediately. It makes it so you have to remember to hold the jump button when crossing to Dozy's area. That may change the strategy for the long game somewhat.

It's also curious how you added some blocking material to places it doesn't appear to be needed. It used to be that Dizzy could stand in front of this entire green paneling:


And this is even more minor, but Dizzy could also stand on the evaporator and condenser before:


Hey, you know that problem in earlier versions where Dizzy was getting stuck on the corner of the plant? I found out that happens in the Commodore 64 original too, but if I have an object handy, dropping it will eat away enough of the ceiling that Dizzy can slip out.
Here's another place over the crusher where Dizzy can get trapped forever on both Commodore 64 and DizzyAGE:


Hmm, as for other entertaining ways to make the game unwinnable, I know you can drop a key item on Shamus's head, then give him the talisman, leaving the first item floating where you can no longer reach it. For something silly that doesn't ruin your game, you could leave another object in the evaporator before dumping in the water. No harm done, as pulling the lever makes that object available again, and even a soaking wet ZX81 will work to start the pumping station. :vhappy:  

Then for typos, I saw "You hit the ground to hard", and a big "heelo" to David Darling. I don't know what's up with the invisible levers, as I'm using Windows XP, and I did see them the first time I played version 1.0.

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#76215
Hmmm, very cynical.....dare I ever bring my game out :wink:
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#76232
Of course you should Saleh. When you consider it finished just ask for a couple of people to test it for you as they will always spot most of the silly mistakes as I well know from previous experience. Apart from that, people are more forgiving when it's somebody's first game. Besides, look at all the fan games already published, 99% of them have had to make updates for bugs found.
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#76233
A great game Peter. Thoroughly enjoyed playing it.

It's been interesting reading this thread about how this game compares to the original. And most bugs seem pretty simple issues and didn't really impact how I played the game.

But challenge is the best to way to improve quality.

Question - does the minecart have any purpose? Is it supposed to do anything other than disappear when you activate the lever? and where does it go?
I didn't play the original - so wasn't sure if this is supposed to happen
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#76236
In the full game you take a ride in the mine cart, but in this version it's just an obstacle for an easy first puzzle.
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#76244
i have a question for all of your dizzy fans out here.........does anyone have a good version of the spellbound dizzy original game to spare......maybe a version in wich u can save?
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#76247
Come Easter the full version will have been released, which will enable you to save
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#76268

Great to play this version again.
NIce one peter. {yolkfolk}:clap:
And Looking forward to Easter.

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#76291

Just got round to doing this and was able to complete it without any help.. {yolkfolk}:rofl:
I didn't find any other bugs playing the most recent update.. but it wont let me open the readme file!! (Access denied?)

Never played this one before i aways had the full version and i don't remember much of that so I'm looking forward to that when it comes out and how it compares to the lite version. (What was the point in them making the lite version anyway? it's makes a really small game)
What did the original scrolls say?

Anyway i enjoyed that, thanks.

Roll on easter :teethy:

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#76438
Huh, I loaded up the game again today, and suddenly the levers were back. So I really couldn't guess what makes them disappear. Maybe they need more... virtual memory, or something?

I suppose if you wanted to get fancy with the Polish translation, you could find a way to enlarge the room title box whenever the title is too long for it.
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