Just joined, so a quick line or two about myself. I'm Anthony, I'm 33, and have been a Dizzy fan since getting my C64 back in 1991. I have programmed a few fan games in Visual Basic, though the last of them was quite a while back (Dizzy and the Curse of Spirit Island, 2006). I have just completely another one which will hopefully be ready for release before long.
My favourite game in the series is probably Fantastic Dizzy on the Sega Genesis for the music, weather effects, and atmospheric day / night transistions. I wasn't so keen on its lack of script, though, so it's running closely with the C64 version of Magicland Dizzy (also with excellent music, and a good storyline to boot).
What did you write your latest game in? Did you use DizzyAGE this time?
Alex
[/quote]
I used Visual Basic again, as I had an old scrolling game engine I made years ago (for an unrelated game) and thought it could adapt for a "Fantastic Dizzy" style game. I've drawn a whole new set of sprites, though, as my old 16-colour ones were looking decidedly past their best (and I no longer need to be able to fit all my files on a single floppy disk, thank God).
Magicland on the C64 was my favourite one too. It was looking for an emulator version of it that first brought me here.
[/quote]
Hello. :smile: I hope you managed to find a version. I used to have the spectrum version of that on emulator (possibly still do), but I'm not sure where one could find the c64 version (other than using the actual tape to create a .tap file).
Yeah, I think it was the spectrum version I found on the web. The two are pretty much the same tho. :smile:
[/quote]
Very similar in most respects, as I recall, but with all the games where the C64 and Spectrum (128) versions has different music, I always felt the C64 had the edge.
I did like that the Amstrad versions bothered to add a bit of shading to Dizzy, even if the effect was slightly reminiscent of him going mouldy around the edges. Still, my overall prejudice leans towards the C64 for music and the Spectrum for graphics, attribute clash or no: Dizzy games on their native platform tended to have better animations. Especially Spellbound Dizzy, which was seriously disappointing in both its C64 incarnations.
Thanks for the welcome. :smile: I'd been making the game for a few months and was very pleased to find there was still an online Dizzy presence for me to submit it to. I noticed a couple of sites no longer updating, but this one seems to be going very strong.
had/have Spellbound on the c64, it was fantastic. but most of my dizzy was played on the amstrad.
[/quote]
I mainly remember C64 Spellbound for having incredibly long screen-draw times, like the C64 version of Seymour Goes to Hollywood (also a good game, but requiring immense patience). It was certainly a lot quicker on the Spectrum, though it was never my favourite of the series (Too many hazards, not to mention all the fetching and carrying of rocks).
Might have been my emulators at fault, then. The screens on the spectrum version did seem to draw in a lot more quickly. Or it might just be that all the fetching and carrying of heavy rocks to the windy shaft and trudging back again for more was causing my brain to warp time ...
Never played Dizzy on the spectrum, i would guess loading would have been quicker due to the C64 superior graphics and sound but i never noticed any difference with Spellbound and any other game i have in the c64.
Pretty much all my Dizzy playing was on the Amstrad, i hardly played Spellbound if I'm honest i don't recall getting anywhere with it at the time lol
If a program was tailor made for the C64, such as Crystal Kingdom Dizzy, it would indeed run very fast and smooth. Some Dizzy games, though, (as well as Seymour, and several others) were ported across from the spectrum with little optimisation for C64, and the Commodore was always better at running low-res full-colour graphics than the monochrome hi-res style beloved of Spectrum games (For a really bad example, compare the excellent Spectrum version of Chase HQ to its C64 equivalent: a close port, but hideously slow and jerky).
Having said that, I thought the majority of C64 Dizzy ports ran at a perfectly acceptable speed, in spite of Zzap64's criticisms, but I do recall Spellbound as being a particularly lethargic example, with long black-out moments inbetween screens. It was also clearly a rush job (The version released on the Excellent Adventures compilation in particular, which was severely cut down from the original length).