Hello all. My name's Neal Vincent and I'm the person to blame for designing Dizzy 4. Just establishing a thread here for anyone who comes along with any random questions related to the game. If I get notified, and I can remember, I'll tell you.
I was a Codemasters employee at the time, working in their office at Lower Farm House, Southam. My day-job was Stock Control Assistant, working under a lady called Anne who was the main Stock Controller.
As to how I ended up doing the design for Dizzy 4, my recollection is a little fuzzy on that now (it was over 30 years ago!) but Codemasters was still quite a small company back then with a cottage industry approach to things. As I recall, it was simply a case of David Darling or Tim Miller going around the site saying they needed a design for a new Dizzy game, because the Olivers were too busy with other projects to be able to do another one, and asking who fancied a go at it. So I stuck my hand up and said I'd have a go. I'm sure it wouldn't be that easy these days.
It seems unlikely, looking back on it, that they would have put all their eggs in one basket (haha) and left their top franchise in the hands of a Stock Control guy with no previous game development experience, so I'm guessing I was probably just one of several people who "had a go at it."
So I got seconded to Tim Miller's Portakabin and locked myself away for several weeks, planning out the game.
The funny part is that I'd never played a Dizzy game before. I was aware of the series, of course, but had never actually sat down and played any of them. So I gave myself a very quick crash-course in the previous 3 Dizzy games, deciding they were basically a hybrid of platformers and "point and click" adventures, with a fairy-tale vibe, and that those annoying one-hit deaths had got to go. I didn't meddle with the movement - the rolling around - because that seemed to fit with the egg-shaped hero, and changing that would've seriously altered the feel of the games.
So the aim wasn't to do anything drastic, just to pastiche what was already there. Basically, as long as I didn't end up creating a franchise-killer, I'd consider it a win. I had a surprising amount of freedom with it, and I had a lot of fun doing it - it was the kind of thing that I had in mind when I got a job at Codemasters - and people seem to have fond memories of it, so I think it was a win in the end :)
As I said in another post, The Oliver Twins requested just one change to the design that I'd done and, looking back on it, it was a very sensible and responsible one: originally, the shrinking and growing items were two halves of a large mushroom, and The Oliver Twins were concerned that children who played the game might copy what they'd done in the game in real life and maybe eat some mushrooms that they shouldn't. So I changed those to the EatMe and DrinkMe items, without even messing with the Alice references, and all was well.
