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Magicland Dizzy (2024 Classic Edition) v1.1 [DOWNLOADABLE]

Started by Adam Markey on 28 April 2024 • 1,918 views

9 posts
#92309

By @dr-titus .

Again, this introduces various tweaks and major bug fixes.

I've not had a proper play yet, but I'll certainly have a look when I have the chance. :yes:  

{yolkfolk}:zxlove:

v1.1

:egg: DOWNLOAD

 

Improvements and fixes:

v1.0
* The texts and the locations data were optimised and repacked.
* The location render procedure works several times faster than before.
* Two levels of attribute brightness were added. Besides that, the support of hidden hard surfaces and hidden transparent surfaces was added to the engine.
* Small leaves clumps and other tree details were redrawn in order to avoid attribute clash and other artifacts. Various small graphics improvements were made.
* A nice-looking fire animation from Dizzy 6 was added.

* It is not possible anymore to drop an item at the very bottom of the screen, below the bottom character cells row.
* The torch cannot break the celling of a location anymore. In particular, it is not possible to jump out of the central tower using this trick.
* A matter of collision with dangerous objects when changing locations was fixed.
* The location with the swamp ghosts is rendered faster.
* The cloud animation sequence was fixed, so it does not corrupt characters or objects.
* The animation of the appearance of Dora and the genie was fixed. Previously the first frame of the sequence was a green diamond.
* The animation of the torches at the beginning of the game was fixed, it starts along with the appearance of Dizzy, not after.
* The handle stays attached to the well after being used.
* It is not possible anymore to accidentally open the inventory while in the air.
* Dizzy will not get stuck in the spikes after walking in them and changing locations.
* The synchronization and the uniformity of the fireworks at the final of the game were fixed. Also, the fireworks are rendered in an endless loop, with an option to be interrupted by a key press.
* The diamond behind the troll shines, like everywhere else.
* The clouds at the location with the harpy appear exactly under Dizzy, just as it was intended by the authors of the game.
* In order to be clearly seen, the genie appears at the same designated place at the location with Dozy.
* It is not possible anymore to drop an item at the other end of the screen exploiting a bug.
* The harpy returns to its nest.
* The AY player was fixed and optimized.
* An alternative AY music was added (by bfox). A music track can be selected by pressing “M”.
* The game was translated into Russian.
* An easter egg was added, as well as something else.

v1.1
* The 'Eatme' Cake was moved off the drawbridge, to the nearby grass.
* The key was moved a bit rightward, so it does not cover a part of the monolith.
* Stalactites at the location with Vampira were moved toward the center of the screen, so they do not cover Vampira's head.
* The troll's legs are rendered correctly, not mixed with the bridge railing.
* Some items are not covered by the characters anymore.
* The harpy's movement path was limited on its left side.
* A boulder to the left of the well was placed a bit higher, so the items dropped at this spot do not appear displaced downward.
* The torches' handles and the apes were redrawn in dark yellow.
* A number of minor graphical issues were fixed.

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#92313

 @dr-titus - Managed to finish it yesterday, with one life left because of the jumps throwing the ring into the lava. 

Really like the graphical tweaks on this, especially with the handle attaching to the well. {yolkfolk}:thumb:  

Not found the Easter Egg yet though.

Also, not a bug, but I was surprised to see the mistake with the "Eat Me Cake's" location from the original is still there.
That mistake was fixed in the C64 version.

[attach]520[/attach]

Anyway, its a fantastic edition. :yes:  

Despite the lack of responses here, there have been positive reactions on Yolkfolk's Facebook and X/Twitter pages.

Quite curious to know what Magicland's original designer Neal Vincent ( @blatherskite ) would think of the updates.

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#92316

Very nice remaster of Magicland Titus. The game looks cleaner.

i have found one easter egg and i am sure there is more to find. Maybe I can break the mirror somehow and play the rest of the game with reversed controls! :)

 

 

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#92317

Love it!  Thank you for the upgrade.

Minor bug when playing on Batocera (FUSE), left joypad can crash the game when selecting inventory items. I don't know if this was an original bug or not. Solution: use the D pad.

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#92331

v1.1 has been uploaded.

Screenshots updated too.

* The 'Eatme' Cake was moved off the drawbridge, to the nearby grass.
* The key was moved a bit rightward, so it does not cover a part of the monolith.
* Stalactites at the location with Vampira were moved toward the center of the screen, so they do not cover Vampira's head.
* The troll's legs are rendered correctly, not mixed with the bridge railing.
* Some items are not covered by the characters anymore.
* The harpy's movement path was limited on its left side.
* A boulder to the left of the well was placed a bit higher, so the items dropped at this spot do not appear displaced downward.
* The torches' handles and the apes were redrawn in dark yellow.
* A number of minor graphical issues were fixed.

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#92332

Just finished this. Good fun; one of the nice things about these Dr Titus remakes is the excuse to play the old games including versions I'm less familiar with. Strange as it may be for a longtime Dizzy fan to say, but I've never played through any of the 8-bit version of Magicland before (I was an Atari ST owner back in the day so that was the version I played as a kid). Though most of the game is the same, it's interesting to note a few differences; mainly I would say the Spectrum version is quite a bit harder, with the timing of the shark-moat crossing particularly tricky, and the lilypads in the swamp which very quickly sink when you stand on them, where they don't in the 16-bit versions. Not to mention some very tricky jumps in the "Cracks of Gehenna" area, which I can only imagine must have caused some serious frustration at this late stage of the game in the days before savestates. :wall: And there are a few humorous differences, such as the Eat-me cake and Daisy getting drunk. :lol:

I haven't come across any of these "Easter eggs" yet. Hope someone will spill the details! :wink:  

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#92335

[quote data-userid="1328" data-postid="92332"]

I haven’t come across any of these “Easter eggs” yet. Hope someone will spill the details! :wink:

[/quote]

It involves two items that are unused in the original game.

[spoiler title="Clues"]

One can be used on an animal.

The other can be dumped on one side of a bridge.

[/spoiler]

{eggs2}:cuppa:

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#92336
@khaosadz got it, thanks! That turned out to me more of a substantial "Easter egg" than I was expecting! :tup:
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#92342

What a nice addition: the lost brother Danny it's alive!!! I always asked myself were he can be :lol:  

Thank you for your hints @Adam Markey :tup:  

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