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Crystal Kingdom Dizzy Remake - DizzyAGE Community Project

Started by Adam Markey on 9 June 2014 • 78,736 views

🔒 Closed144 posts
#55366

Since finishing Peter Teal's Spellbound Dizzy remake was successful (Again, special thanks of course to the peeps that made it possible {yolkfolk}:cheers: ) , I decided to start up a new Community Project to get Crystal Kingdom remade on DizzyAGE.

Crystal Kingdom was one of my childhood games on the C64 and I was a bit disheartened to hear that many Dizzy fans here were not too keen on this game, mostly because of the way Dizzy jumped and it being split into 4 levels.
I figured that with the remake, they'd be a "8-bit" version of Crystal Kingdom that many would enjoy.

However, what I've got planned out will mean that this will NOT be an accurate remake of the game, I've built the map using the traditional 8-bit graphics, Dizzy will jump like he normally does and it will not be split into 4 levels.

You may notice the on the map I've made, the layout isn't exactly the same in some parts, I tried to make it so Dizzy wouldn't have to put up with the awkward layouts from the original game. Not to mention I made a slight mess of the underground section of Crystal Island.

:egg: DOWNLOAD HERE (v0.9) UPDATED - 13th August 2015


What's new?:
- All the new main menu options have been added.
- The game now has the original dialog box border.
- The Energy bar no longer drains rapidly.
- Dizzy should no longer respawn on any enemies after losing a life.
- The Level Complete and Game Over jingles now play in parts of the game.
- The game now has the inventory screen from the Spellbound remake.
- The issue with the Acid drops are now fixed.
- The Torch puzzle has been recoded.
- With the Parachute in the inventory, Dizzy now glides has he did in the original game.

There maybe more updates I've missed out on the list.

I haven't had a proper play through yet but it looks like we could be looking at a final release soon.

Once I've had a play through, I'll make some changes/clear outs to the bugs list on here, hopefully no more bugs can be found on this build.

The following bugs and pointers need to be addressed in any future versions:
(Last updated - 31st July 2015) TO BE UPDATED - BARE WITH ME

From Adz.M

-- Dizzy's dialog boxes when talking to the genie - "HMM, LET ME THINK" and "COULD YOU MAKE GRAND DIZZY TALK TO ME?" need to be in two separate boxes instead of one.

-- The Acid Raindrops that appear in the following rooms drop too fast, making it impossible to walk past without losing health:
UNDERGROUND (20,5)
UNDERGROUND (24,5)
UNDERGROUND (23,6)
AZTEC ZONE (29,3)
AZTEC ZONE (30,3)

-- The PARACHUTE doesn't act the same way as the original game.
When carrying the PARACHUTE, it only takes effect when jumping to reach the Sword on THE BIG JUMP screen.

-- The "GameOver" tune needs to play on the following events:
- When all three lives are lost.
- When the "Game Completed" dialog box appears

-- The "LevComplete" tune needs to play on the following events:
- When Grand Dizzy says "Good Luck" before giving you the Scythe.
- When Dizzy is standing on the Crows Nest and spots Crystal Island with the telescope.
- When Dizzy puntures the dinghy with the Pin.
- When you're told that ALL THREE treasures are placed correctly at The Alter.

-- The "Title" tune needs to play when Dizzy appears on the "CONGRATULATIONS" screen.

-- The following Game Settings need to be added:
- BORDER SELECT - The option to display either the Spectrum, Amstrad or Commodore border.
- DIZZY COLOUR - The option to give Dizzy Red or White gloves and boots.
- MUSIC SELECT - The option to make the game play music from either the Spectrum or the Commodore version.

-- The Inventory screen shows the pictures of the items like in Spellbound - Jamie Douglas managed to one for Mystic Forest - exactly the same as the original Crystal Kingdom.

-- The dialog borders need replacing with ones from the original game

From Pogie:
-- I have held off inserting the music Adz mentioned as the framework for selecting which version's music hasn't yet been inserted and that will obviously have an effect on what is meant to be played.

-- Ditto for the white or coloured Dizzy in the Dinghy, whip puzzle and closing sequence.

-- Grandad has also coded the Parachute puzzle to be a little more accurate with the original game but it still needs some work.

-- I'm still attempting to isolate the code for the inventory with item pictures, the selectable music and coloured Dizzy. Again, any help would be appreciated

-- There's the traditional (for these remakes) white/coloured Dizzy, selectable languages, borders and music menus to code. I don't even know where to begin with those!

-- If a cheat mode is coded please be aware that some puzzles rely on certain items being available only at certain times during the game so selectable items (as we had in the Spellbound remake) will cause some issues with the gameplay so it's probably wise to leave it out of this one! Extra lives, extra energy and extra cherries will not interfere with anything else though and might be a fun addition.

-- If you need to give anything some new ID numbers use the 700's, I think most of those are free - it's easy enough to check them with the map editor anyway!

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#81298
Well done Adz! :smile:

I'm going to get cracking on the interactions and the items if nobody else has started already? We should all post our progress here (slow as it may be!) so anyone else working on this doesn't start something already being done!
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#81305
[quote data-userid="277" data-postid="81298"]

We should all post our progress here (slow as it may be!) so anyone else working on this doesn’t start something already being done!

[/quote]

Good idea.

Some other things I forgot to point out.

The underground cave beneath Crystal Island is completely pitch black without the Torch on the original game.
On the remake, I included a burning torch in the room with the old man, I think the frustration with having to move the treasure around was what made me do that.
If anyone wants to remove that burning torch, be my guest.

Another bit involving the CKD_dialogs.txt. On the original game, towards the end you meet a bearded man who tells you to place the treasures in the correct spaces.
On the remake, I made that character Theodore - another spur of the moment I guess.
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#81306
Hmmm... In my opinion, it is better for schedule to take from the updated version of the game Dizzy-7 of 2009.



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#81307
Thanks for pointing that out Rindex :smile: It might be useful to use some of that one as a guide.
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#81310

Thanks again rindex, it's all useful stuff! But the bottom link downloads a file with a .TZX extension, what is this and what should we use to open it? {yolkfolk}:scratch:

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#81312
ZX-Spectrum computer or emulators.

Win:
Spectaculator 8.0 (free 30-day trial) - http://www.spectaculator.com/downloads/
Unreal Spectrum 0.38.1 (free) - http://yadi.sk/d/BxAkziwKDtXXQ (F3 - load, ail+F1 - help)
SpecEmu 3.1 (free) - http://yadi.sk/d/QOlxOL5kMp6C5
ZXSpin 0.7s (free) - http://vtrdos.ru/emulz/SPIN_07S.ZIP

Android, Symbian, iOS, Win, etc:
Unreal Speccy Portable (free) - https://bitbucket.org/djdron/unrealspeccyp/wiki/Home

I think, there is enough. To choose the Spectrum-128 model (+2, +2A, +3, Pentagon-128). To load the TZX file and to press "Tape Loader" the ENTER key.

Кeys: Z, X, K, M, ENTER, SPACE
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#81314

Well done Adz for kicking this of, I think be really great to be able to play Crystal Kingdom Dizzy with DizzyAge and more with the traditional graphics like the others rather than the change with that game.
Also not having it split in 4 levels, be just like normal where you can save progress.

I believe this will be an improvement on the original as a remake for playing and where there are a few things slightly different to get to achieve it, that it will barely matter.

Gonna be a lot of work ahead for those who can help with this project {yolkfolk}:clap:

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#81316
With so many differences this doesn't seem like one of Peter's remakes. More like Grandad's Spellbound. Maybe it should be called "Almost Crystal Kingdom Dizzy".
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#81319

[quote data-userid="595" data-postid="81316"]

With so many differences this doesn’t seem like one of Peter’s remakes. More like Grandad’s Spellbound. Maybe it should be called “Almost Crystal Kingdom Dizzy”.

[/quote]

Maybe so, perhaps a fan made remastered version or something may be a good way of putting it.

It would've been interesting to know how Peter would've handled this game if he did plan to remake it.
If you look at his early remakes like Treasure Island, you'll notice he didn't use the same colours for the graphics, nor did it have the option to switch HUDs.

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#81519

So, I sort of get the impression that nobody else has the time to put into this. I have the time to at least begin this properly now so I'm going to get stuck in next week. I'll post an update every Sunday just in case anyone else can join in!

I'm reasonably sure I can handle most of what this game requires but I'm sure I'll have a few questions along the way - I'm really hoping somebody will be able to finish up any loose ends for me? {eggs2}:denzil:

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#81520
Hi Pogie,

I'd be happy to help you with specific problems, but I don't want to be spending a lot of time on it. (Also, I've never played Crystal Kingdom before.)
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#81588
Sorry for the utter lack of updates here folks. Work continues, slowly, but it continues.

I solemnly vow to all here that "something" will be available in time for Christmas. It might be a couple of levels or maybe the whole game but we'll see.

It'll be finished faster than Spellbound was, that's for sure!!
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#81794

Hi all,

I've been away too long and didn't notice the news about DizzyVII (actually, i suppose there is something wrong with my inbox... since i didn't notice any reply notifications...).

Anyway, these are great news!!!

However as Adz.M says, there are indeed a great deal of changes! So many that i have to agree whit SnTrooper that it is not exactly a remake...

@Adz.M: please don't be mad whit my opinion because it is not personal!!! It's just an opinion.

Here it goes:

Since there will be a lot of work putted on to this, we should make it right.

By making it right i mean remake it the most equal possible.

Points to consider:

 

  • Ok, everyone hated the new jumps (me too!).
  • Everyone hated the levels thing (me too!).
  • However, everything else was OK...

 

So... this is my suggestion:
Why not make an exact copy of the game (and i mean really exact! GameMap, Object positions, Puzzles and even Colors - because, since we're in Crystal Kingdom, the flor should be gray to emulate Crystal) having changed ONLY what nobody liked: The New Jumps and the Levels thing?!

I supose the old jumps won't be a problem to introduce and the Levels thing... well, I have to say i loved Adz.M's solution to this. And i bet that if the gamemap is maintained he'll easilly adapt it to the "no-levels" format without having to change much of the gamemap whit no problems.

I believe that's not everyday that a good remake is done so, if there is going to be work to remake Dizzy VII, please do it the most equal possible so everyone can call it a remake.

Sorry for the long post...

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#81797

[quote data-userid="68" data-postid="81794"]

I’ve been away too long and didn’t notice the news about DizzyVII (actually, i suppose there is something wrong with my inbox… since i didn’t notice any reply notifications…).

[/quote]

If they're E-mail notifications, I'm afraid we've been having problems with the site's E-mail system since April.

[quote data-userid="68" data-postid="81794"]

However as Adz.M says, there are indeed a great deal of changes! So many that i have to agree whit SnTrooper that it is not exactly a remake…

@Adz.M: please don’t be mad whit my opinion because it is not personal!!! It’s just an opinion.

[/quote]

That's fine, I'm not mad at all. :smile:

[quote data-userid="68" data-postid="81794"]

I believe that’s not everyday that a good remake is done so, if there is going to be work to remake Dizzy VII, please do it the most equal possible so everyone can call it a remake.

[/quote]

That's kind of debatable really, a remake doesn't always mean that it has a look exactly the same as the original, for examples, the remake of Dizzy TUCA or the PSP remake of Treasure Island Dizzy.

Since Peter left, I didn't think anybody else would attempt a DizzyAGE remake of Crystal Kingdom (one of my childhood favourites on the C64), So that's why I jumped in and built the map like a traditional Dizzy game (despite my limited knowledge of DizzyAGE).

Since Pogie's been looking into this game, according to his posts, I think he might be able to make it more closer to the original as you wish, we shall see. :smile:

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#81799
Hi,

glad you didn't get mad whit me :teethy: .

It's one thing i do find here (and it's pretty difficult to find in other communities) is that people really are nice to one another and don't start "fighting" for nonsense things. That's what really keeps me comming back from time to time. I really can't stop saying how much i like everyone here :teethy: - Really!!!

Anyway, back to the subject: It would be great if it would be closer to the original.

I've been playing whit the Dizzy7 map and found out that dispite the levels splint they are actually very easy to fit and merge side-to-side whit one another. Only very small changes - such as a wall delete - would be needed to make a "tradicional" game map out of Dizzy7. The only thing that took a bit more work was the boat.

Anyway, i think i'll wait and see as you said.
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#81801
What was wrong with the level system in the game? It didn't bother me.
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#81802

[quote data-userid="55" data-postid="81801"]

What was wrong with the level system in the game? It didn’t bother me.

[/quote]

Hi Meph :teethy:

It didn't bother me ... as much as the jumps' change. Changing the jumps really made me crazy.

However, the levels system was not what i was used to. I liked a lot to be able to walk thru all the already explorer land (sometimes scratching my head wondering if i missed somethig... LOL) which the levels system didn't allowed anymore. It kind of transformed dizzy into an ordinary levels-game or in 4 mini-dizzy-games.

Walking free thru an enormous quantity of "land" was great!!! (Yes, i did loved A LOT Fantastic Dizzy that "kind of" combined Dizzy 1-6!!!)

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#81812
Maybe the levels weren't big enough?

I thought it was refreshing, but then every dizzy game is quite different they all have unique qualities.
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