Hi, I'm new here and this is my first post. It may well be my only post if it doesn't garner interest. What I am hoping to do may sound strange or unusual to you but I hope this will not put too many people off contributing.
I am hoping to do what, so far as I can tell, is the first Dizzy: The Ultimate Cartoon Adventure `talkthrough`. What is a `talkthrough`? In theory it's an excuse for you to play Dizzy and for us to have a very involved discussion about the first game in the series. The idea is to discuss the game scene by scene event by event. What I hope is for us to team up and really investigate the game. Analyse how it works, what it's story is to try and identify clues and other details that might otherwise evade people when they're playing the game in the normal way people play games, ie as efficiently as possible. The idea is to slowly build a record of what happens where, what works and what doesn't, maybe even to discover things that have so far remained undiscovered. After all Dizzy: TUCA is about the only game I know of where only slight investigation reveals that there seems to be things that everyone would think should be possible but apparently no-one knows how to do them.
Because Dizzy is a delightful yet highly devious game, it makes you say 'That was really clever when they did that.' yet at the same time ask questions like 'Why did they do that, that way?', 'Why didn't they do this there?' The purpose of this talk through is to try and collectively answer these questions.
So, why do I think that idea may sound strange to you? Well it's because I have never played TUCA. I don't have it. I've played Crystal Kingdom and Treasure Island and ...Yolkfolk but this game isn't one I've played or can play in its original form. And it is the original versions of this game that this `talkthrough` is designed to discuss, this is because the DizzyAGE version is written, or so I understood, to write out many of those questions that might come up while playing this game this is written to ask and discuss those questions directly. The idea is only to investigate the original games in the hope of making new discoveries. I can't investigate these things myself. I can read online maps and watch online playthroughs and and do so and think, why don't they do this, why aren't they doing that? But I've no way of checking it myself, no way of knowing if they've checked it in the past and no way of knowing if I've had an idea that no-one has ever tested... which may happen, sometimes you can be removed from the game by the fact you're not playing it.
So thus this `talkthrough`. I expect if no-one is interested this thread will just die. But I also expect that they'll be people on Dizzy fansite who will need very little persuasion to play and discuss Dizzy so I expect they'll be people who are at least theoretically interested. That being the case I will start by reproducing the background information, firstly a reproduction of the poem that inspired it. This poem is well worth reading both for its self and for the extra dimensions it adds to the world of Dizzy in this game:
The Green Eye Of The Little Yellow God by J. Milton Hayes
There's a one-eyed yellow idol to the north of Khatmandu,
There's a little marble cross below the town;
There's a broken-hearted woman tends the grave of `Mad` Carew,
And the Yellow God forever gazes down.
He was known as "Mad Carew" by the subs at Khatmandu,
He was hotter than they felt inclined to tell;
But for all his foolish pranks, he was worshiped in the ranks,
And the Colonel's daughter smiled on him as well.
He had loved her all along, with a passion of the strong,
The fact that she loved him was plain to all.
She was nearly twenty-one and arrangements had begun,
To celebrate her birthday with a ball.
He wrote to ask what present she would like from Mad Carew;
They met next day as he dismissed a squad;
And jestingly she told him then that nothing else would do,
But the green eye of the little Yellow God.
On the night before the dance, Mad Carew seemed in a trance,
And they chaffed him as they puffed at their cigars:
But for once he failed to smile, and he sat alone awhile,
The went out into the night beneath the stars.
He returned before the dawn, with his shirt and tunic torn,
And a gash across his temple dripping red;
He was patched up right away, and he slept through all the day,
And the Colonel's daughter watched beside his bed.
He woke at last and asked if they could send his tunic through;
She brought it, and he thanked her with a nod;
He bade her search the pockets saying "That's from Mad Carew,"
And she found the little green eye of the god.
She upbraided poor Carew in the way that women do,
Though both her eyes were strangely hot and wet;
But she wouldn't take the stone and Mad Carew was left alone,
With the jewel that he'd chanced his life to get.
When the ball was at it's height, on that still and tropic night,
She thought of him and hurried to his room;
As she crossed the barrack square she could hear the dreamy air
Of a waltz tune softly stealing thro' the gloom.
His door was open wide, with silver moonlight shining through;
The place was wet and slippery where she trod;
An ugly knife lay buried in the heart of Mad Carew,
'Twas the "Vengeance of the Little Yellow God."
There's a one-eyed yellow idol in the north of Kathmandu,
There's a little marble cross below the town;
There's a broken-hearted woman tends the grave of Mad Carew,
And the Yellow God forever gazes down. And the second piece of background is reproduced from the cassette inlay and printed again here for ease of reference in the thread. Both these pieces of text are instructive and intriguing and we will refer back to them frequently if this gets off the ground:
Dizzy: The Ultimate Cartoon Adventure - The Story
Dizzy was exploring the haunted forest, looking for berries, flowers and a piece of wood with which to make a club when he uncovered a mystifying stone slab. Brushing the dirt aside he was able to read (after a great deal of head scratching) the faint inscription.
The Avawiffovee Potion.
Dizzy remembered his Eggfather had spoken of such a potion. "It is the only way to rid our land of athletes foot,and it can also be used to destroy the Evil Wizard Zaks." Dizzy trembled with fear as he recalled these words. Zaks brought fear to the village, he cast spells that turned people old, made men blind and caused it to rain every Sunday during Cricket. Dizzy was determined to put a stop to all this, he would be the hero of the yolkfolk. He read on...
'fill a potion bottle with cooked Leprechauns wig, clouds silver lining, Vampire dux feather and some troll brew - cook the potion and throw it at Zaks to dissolve his reign.'
He covered it up and quickly made ready to liberate the land of KATMANDU.
Playing The Game
You have three lives, this can be increased by finding eggs. The bouncy mushrooms can be used to jump higher. Watch out for booby traps!
To defeat the Wizard you must light the fire under the cauldron and drop the ingredients into it. Then drop the empty flask into it and it will be magically filled and shot out.
Finally, smash this flask next to Zaks and you have won!
Hint: Try greasing the old rusty mining cart. Thanks, I hope this generates enough interest to bust this game wide open and spill any of its remaining secrets.
I am hoping to do what, so far as I can tell, is the first Dizzy: The Ultimate Cartoon Adventure `talkthrough`. What is a `talkthrough`? In theory it's an excuse for you to play Dizzy and for us to have a very involved discussion about the first game in the series. The idea is to discuss the game scene by scene event by event. What I hope is for us to team up and really investigate the game. Analyse how it works, what it's story is to try and identify clues and other details that might otherwise evade people when they're playing the game in the normal way people play games, ie as efficiently as possible. The idea is to slowly build a record of what happens where, what works and what doesn't, maybe even to discover things that have so far remained undiscovered. After all Dizzy: TUCA is about the only game I know of where only slight investigation reveals that there seems to be things that everyone would think should be possible but apparently no-one knows how to do them.
Because Dizzy is a delightful yet highly devious game, it makes you say 'That was really clever when they did that.' yet at the same time ask questions like 'Why did they do that, that way?', 'Why didn't they do this there?' The purpose of this talk through is to try and collectively answer these questions.
So, why do I think that idea may sound strange to you? Well it's because I have never played TUCA. I don't have it. I've played Crystal Kingdom and Treasure Island and ...Yolkfolk but this game isn't one I've played or can play in its original form. And it is the original versions of this game that this `talkthrough` is designed to discuss, this is because the DizzyAGE version is written, or so I understood, to write out many of those questions that might come up while playing this game this is written to ask and discuss those questions directly. The idea is only to investigate the original games in the hope of making new discoveries. I can't investigate these things myself. I can read online maps and watch online playthroughs and and do so and think, why don't they do this, why aren't they doing that? But I've no way of checking it myself, no way of knowing if they've checked it in the past and no way of knowing if I've had an idea that no-one has ever tested... which may happen, sometimes you can be removed from the game by the fact you're not playing it.
So thus this `talkthrough`. I expect if no-one is interested this thread will just die. But I also expect that they'll be people on Dizzy fansite who will need very little persuasion to play and discuss Dizzy so I expect they'll be people who are at least theoretically interested. That being the case I will start by reproducing the background information, firstly a reproduction of the poem that inspired it. This poem is well worth reading both for its self and for the extra dimensions it adds to the world of Dizzy in this game:
The Green Eye Of The Little Yellow God by J. Milton Hayes
There's a one-eyed yellow idol to the north of Khatmandu,
There's a little marble cross below the town;
There's a broken-hearted woman tends the grave of `Mad` Carew,
And the Yellow God forever gazes down.
He was known as "Mad Carew" by the subs at Khatmandu,
He was hotter than they felt inclined to tell;
But for all his foolish pranks, he was worshiped in the ranks,
And the Colonel's daughter smiled on him as well.
He had loved her all along, with a passion of the strong,
The fact that she loved him was plain to all.
She was nearly twenty-one and arrangements had begun,
To celebrate her birthday with a ball.
He wrote to ask what present she would like from Mad Carew;
They met next day as he dismissed a squad;
And jestingly she told him then that nothing else would do,
But the green eye of the little Yellow God.
On the night before the dance, Mad Carew seemed in a trance,
And they chaffed him as they puffed at their cigars:
But for once he failed to smile, and he sat alone awhile,
The went out into the night beneath the stars.
He returned before the dawn, with his shirt and tunic torn,
And a gash across his temple dripping red;
He was patched up right away, and he slept through all the day,
And the Colonel's daughter watched beside his bed.
He woke at last and asked if they could send his tunic through;
She brought it, and he thanked her with a nod;
He bade her search the pockets saying "That's from Mad Carew,"
And she found the little green eye of the god.
She upbraided poor Carew in the way that women do,
Though both her eyes were strangely hot and wet;
But she wouldn't take the stone and Mad Carew was left alone,
With the jewel that he'd chanced his life to get.
When the ball was at it's height, on that still and tropic night,
She thought of him and hurried to his room;
As she crossed the barrack square she could hear the dreamy air
Of a waltz tune softly stealing thro' the gloom.
His door was open wide, with silver moonlight shining through;
The place was wet and slippery where she trod;
An ugly knife lay buried in the heart of Mad Carew,
'Twas the "Vengeance of the Little Yellow God."
There's a one-eyed yellow idol in the north of Kathmandu,
There's a little marble cross below the town;
There's a broken-hearted woman tends the grave of Mad Carew,
And the Yellow God forever gazes down. And the second piece of background is reproduced from the cassette inlay and printed again here for ease of reference in the thread. Both these pieces of text are instructive and intriguing and we will refer back to them frequently if this gets off the ground:
Dizzy: The Ultimate Cartoon Adventure - The Story
Dizzy was exploring the haunted forest, looking for berries, flowers and a piece of wood with which to make a club when he uncovered a mystifying stone slab. Brushing the dirt aside he was able to read (after a great deal of head scratching) the faint inscription.
The Avawiffovee Potion.
Dizzy remembered his Eggfather had spoken of such a potion. "It is the only way to rid our land of athletes foot,and it can also be used to destroy the Evil Wizard Zaks." Dizzy trembled with fear as he recalled these words. Zaks brought fear to the village, he cast spells that turned people old, made men blind and caused it to rain every Sunday during Cricket. Dizzy was determined to put a stop to all this, he would be the hero of the yolkfolk. He read on...
'fill a potion bottle with cooked Leprechauns wig, clouds silver lining, Vampire dux feather and some troll brew - cook the potion and throw it at Zaks to dissolve his reign.'
He covered it up and quickly made ready to liberate the land of KATMANDU.
Playing The Game
You have three lives, this can be increased by finding eggs. The bouncy mushrooms can be used to jump higher. Watch out for booby traps!
To defeat the Wizard you must light the fire under the cauldron and drop the ingredients into it. Then drop the empty flask into it and it will be magically filled and shot out.
Finally, smash this flask next to Zaks and you have won!
Hint: Try greasing the old rusty mining cart. Thanks, I hope this generates enough interest to bust this game wide open and spill any of its remaining secrets.