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Crystal Kingdom Dizzy logo

Codemasters * £19.99

Crystal Kingdom Dizzy Haven’t we been here before? Yet again, disaster strikes the Yolkfolk and only one egg can save them. Yes, Dizzy, that all round good-egg returns in another adventure, this time in the Crystal Kingdom.
During the four sections of the game you can walk on clouds, study light engineering, ride dolphins, get lost in mazes and parachute into enemy territory – a bit like Indiana Jones but without the sex appeal. It is fun, but having only three lives with no continues does put a damper on things.

The music is catchy, and only slightly annoying, but you can choose sound effects instead which are quite good. On the down side, loading takes a long time, and when you run out of lives, the game has to reload. Having said that it is pretty big, and should last you a while, but the other Dizzy games came out for less than eight quid and there really is not enough here to justify an extra 12 gold coins.
Sarah Tanser

Verdict: 65%

Amiga Format, Issue 45, April 1993, p.83

Crystal Kingdom Dizzy logo

Codemasters * £9.99 * Not previously reviewed
Crystal Kingdom Dizzy Lost treasures of Yolkfolk. Stormy clouds. Imminent destruction. An egg wearing a safari hat. Hmmn, .sounds as though all is well in Dizzy’s kingdom. So someone has made off with all the jewels and your task is to go out and do the platform business of recovering them. The first thing I noticed was that this Dizzy bloke looks like he is constantly raving, because he bobs around and waves his arms frantically (and he is always smiling – dead giveaway).

Battle and bounce your way through four levels including Captain Blackheart’s pirate ship before finally entering the Crystal Kingdom to complete your quest for the missing jewels. Crystal Kingdom Dizzy is colourful, bouncy fun, even if it is not the most inspirational of the Dizzy games.
Stephen Bradley


Amiga Format, Issue 53, December 1993, p.106

Crystal Kingdom Dizzy logo

Mit schöner Regelmäßigkeit legen uns die Codemasters ein weiteres Abenteuer des beliebten Eierkopfs ins Nest - ein Softwarejahr ohne drei, vier frische Dizzy-Games ist praktisch nicht vorstellbar...

Crystal Kingdom Dizzy Selbstverständlich spendiert man dem Plattform-Helden auch zur Eröffnung der 93er Saison wieder ein Actionadventure der gewohnt kalorienarmen Sorte. Dabei bietet der mit Sprachausgabe unterlegte Titelsound durchaus noch Anlaß zur Hoffnung, doch bei Story und Gameplay prallen Fans wie Neueinsteiger dann auf das bekannt bescheidene Niveau.

Mit drei Leben im Handgepäck soll Dizzy einen gestohlenen Kristallschatz wiederbeschaffen, sonst brechen die Mächte der Finsternis über das Yolk-Folk herein und setzten eine Steuererhöhung durch. Rennend und hüpfend darf man per Stick oder Keyboard bis zu drei Gegenstände aufsammeln, um diese dann an bestimmten Stellen zu verwenden. Jeder Schalenkontakt mit Wasser, Spießen oder Feinden kostet unweigerlich Lebensenergie, was sich nur durch das Aufsammeln von Früchten wieder einrenken läßt.

Die bildschirmweise umgeschaltete, brauchbar animierte Grafik sieht wie immer ganz erträglich aus, doch was Begleitmusik und Soundeffekte angeht, dankt man den Codemasters eher für den liebgewonnenen Abschalt-Service. Speicher-Optionen und derlei Luxus sucht man vergeblich, aber es gibt für jeden der vier Abschnitte ein Codewort, außerdem erfordert das Spiel weder besonders viel Hirnschmalz noch Geschick beim Umgang mit dem Joystick. Dafür war der )neben Aufkleber und Poster) beigelegte Aufklärungs-Zettel für den 1200er-Betrieb zumindest bei unserem Testexemplar wenig hilfreich - nach etlichen gescheiterten Startversuchen kehrten wir reumütig zur alten "Freundin" zurück… (rl)

Amiga Joker, March 1993, p.100

Amiga Joker
512 KB

Crystal Kingdom Dizzy logo

The egg returns in his most expensive adventure.

Game: Crystal Kingdom Dizzy
Publisher: Code Masters
Price: £19.99
Authors: Andy Severn (programming and sound), Brian Hartley, Peter Austin, Damn Redmond (graphics, Gerard Gourley (music)
Release: Out now

N Crystal Kingdom Dizzy o, we have not made a mistake – this is a Dizzy game and it costs 20 quid. In a slightly puzzling marketing strategy scenario, the Codies have decided that, although at first glance (and indeed second, third and all subsequent glances, but we will get to that in a moment) this looks exactly the same as the first 16-bit Dizzy game (the £4.99 Treasure Island Dizzy), it is going to cost four times as much. Actually, maybe it is not so strange – the Codies always insisted that their games were really all full-price products and that selling them for eight quid was always purely a marketing thing, so perhaps we should not be raising any eyebrows. Yeah, right. In whichever case, though, one thing IS sure to raise eyebrows in connection with Crystal Kingdom Dizzy, and that is how crap it is.

Now, as I have already said, on first impressions this is Just Another Dizzy Game. But there has been a bit of fiddling around on beneath its surface – this is a little bigger than the Diz epics we have been used to before, and it comes in four separate sections, each of which can be accessed with a password via a neat little spoof on Code Masters’ Nintendo and Sega cheating device, the Game Genie. Well, that is the theory, but a bit of a cock-up on the production front meant that the final version of the game actually forgets to give you the level two password when you complete level one. (With that in mind, I will break tradition, and give it now, as a reward for any of you, who have struggled through the first section and cannot be bothered to play it over and over again when you keep dying on level two, as well you might, for reasons I will get to in another moment – it is G5J 73Q 8HK).

That is just one of the little buggy annoyances in the game, though – in the aforementioned level two, it is only too easy to get a ride across the sea from a dolphin, leap off its back, and find yourself through a solid-looking floor and getting stuck at the top of a different screen, from which there is no way back into the game. Couple that with the lack of a level two password, of course, and you will get very angry with this very quickly.

Also, it could just be my imagination, but I am sure the other Dizzy games did not make you traipse backwards and forwards shuffling objects around tediously nearly as much as this does, especially in level three where it gets quite fantastically nasty-minded about things.

I have kind of run out of space here, and there is lots more I would have liked to mention (like paying 20 quid for a game and still having to put up with flick screens and a choice between average music OR fearsomely crap sound effects), but let us just say I am one of Dizzy’s biggest fans, but I hate this game with all my heart.

Amiga Power, Issue 23, March 1993, p.68

"You will get very angry with this very quickly"

Upper UPPERS The odd nice joke (‘Yo there, small dude! Surf’s up!’ says Fat Freddy. ‘Up what?’ says Dizzy). Um… cartoon graphics?
Downer DOWNERS Migraine inducing convoluted paths to follow, no password for level two, some infuriatingly pixel-perfect jumping required, no simultaneous sound and music, no scrolling, endless loading times, crap front end, and lots more.

Almost certainly the worst Dizzy game so far, so a bit of a strange choice for a near-trebling of the price tag. Extraordinarily annoying and almost no fun at all.


Crystal Kingdom Dizzy logo

Crystal Kingdom Dizzy I 've been reviewing games for the past six years, and Dizzy was one of the first games I ever reviewed! Crystal Kingdom Dizzy is the seventh Dizzy game to date! Why? What makes Philip Oliver keep churning them out, even though this style of game went out with the Spectrum?

This time the story tells of the magical treasure of the Yolkfolk, which has been stolen, and of a young egg-like being called Dizzy who goes to recover it. To do this, he has to work his way through five medium sized levels composed of flip-screen platform action with a couple of traps and loads of puzzles.

The thing that struck me first about the game was how incredibly easy all the puzzles seem to be. I don't know, maybe I'm too clever, but if someone says to me 'I wish I had a screwdriver' and then I find a screwdriver hidden in a tree, it doesn't seem too difficult to put two and two together.

Visually, the game could be any of the seven titles. Dizzy still spins when he jumps (hence his name) and the same simple backdrops accompany the same detail free sprites. The game is obviously trying to be cute, but there are none of the little touches and expressions found in other, far better titles.
Crystal Kingdom Dizzy is much the same as any other Dizzy game. Save your money and avoid it.
Tony Dillon
Codemasters £7.99


CU Amiga, March 1993, p.66

Crystal Kingdom Dizzy logo


Crystal Kingdom Dizzy According to Codemasters, Dizzy is the UK’s most popular computer game hero. Judging by his game history they must be using a pretty dodgy dictionary up in their Warwickshire HQ. You know the one I mean, where great gameplay is defined as ‘instantly forgettable’ and fun and enjoyable means ‘crap, dire and one to avoid’. Using those terms of reference I can recommend Dizzy’s latest outing as being one of the most fun and enjoyable games to cross my desk incorporating some great gameplay.

If you really need to know, Crystal Kingdom Dizzy stars, yet again, our oval hero in a quest to recover the precious treasures, stolen by a mysterious thief. What this equates to is a slow, dragging platform adventure with the occasional arcade bit thrown in for good measure. All Dizzy has to do is walk around, talk to the various characters to get clues, then find objects to exchange with them. All very basic, unchallenging and boring. Technically, the game is fairly competent – the coding, the artwork and the sound. It is a game that would be more at home on the C64. What really surprises me is that Codemasters can still get away with producing this kind of game. Let’s face it, despite virtually every single review of Dizzy games panning them completely you guys must still be buying them. Why? Even at £9.99 it is poor value for money.
The game stinks just like a bad egg.
Jon Sloan


CU Amiga, December 1993, "HOT! The Good, the Bad and the Ugly" – Amiga games Special, p.29