ZX Format #01: Toys: A Walkthrough of Crystal Kingdom Dizzy

CRYSTAL KINGDOM DIZZY  
OR DIZZY-7

Manufacturer:
CODE MASTERS
Release Year: 1993
Description Author: A.M. Aksenov

So ...

Part One.

On this fine summer morning, our hero woke up, tormented by a strange feeling. Leaving his beloved treehouse, Dizzy set off to the old wishing well. Glancing around the surroundings, he habitually discovered a stray gold coin and, as usual, tossed it into the well, hoping for an answer. The coin plopped and disappeared into the depths. Suddenly, an unfamiliar voice echoed from the well, proclaiming: "Sorry, buddy, but payment is accepted in banknotes or jewels." "? !!!", Dizzy could only think - "something's not right here." On the platform next to the well lay a weight. The hero picked it up and trudged back home. At his cottage, he was met with a pleasant surprise - the elevator button wasn't stuck. (The further he went, the stranger it got). The solution presented itself - the weight firmly pressed the button into the ground. Dizzy knew that at the shed in the garden, he could find all sorts of useful metal, and sure enough - there was a second weight. The hero picked it up and headed back to his house. At the door, he was greeted by his friend Daisy with a joyful exclamation: "Get out of my house, Dizzy!!!". Now that was a surprise! But in the bedroom, there was a very useful item for a tourist - a whip! "Well, no worries, you go through the door, and we'll go through the window," thought Dizzy, as there was a box propped up against the window, which he used to climb to the upper floors of our village. So, bravely grabbing the whip from Daisy's bedroom, our hero jumped up. "It would be good to have a snack first," he thought and headed to Dora's kitchen. "Hmm..., it smells delicious here," Dizzy cleverly remarked. "Yes," sighed Dora, "I was baking my wonderful muffins, but the power went out, and I can't finish them." "How terrible!!!" Next, Dizzy went to grandpa's cottage and had the following conversation with its occupant:
- Hello, grandpa!
- Don't bother me, Dizzy, I'm very upset, I have many problems.
Next, at Denzil's house, there was a second broken elevator, just begging for a weight. Entering the workshop, our hero found a remarkably gloomy brother with his inseparable player. "He probably stopped listening to his Mozart and decided to listen to 'My Dying Bride'," thought Dizzy, and asked out loud:
- Why so glum, Denzil?
- Well, brother, I took it upon myself to fix grandpa's glasses, but all my tools have gone missing. Have you seen them?
- No, - replied our hero and went on to continue checking the village. Only now did it dawn on him that he was jumping over snakes that had never been seen in the village before. On the upper level, destruction was already visible - a section of the floor had collapsed at Dylan's house. This was where the whip came in handy. Dizzy hooked it onto a branch above the former floor, jumped, grabbed the handle, and jumped again. (Not Indiana Jones, of course, but still not bad). Little Dylan was found reading grandpa's newspaper. After a brief conversation, he said he was done with the newspaper, and Dizzy could take it. Dizzy took it to grandpa, but he didn't change his mood. Then our hero went back to Denzil's workshop and, noticing a path made of clouds to the left of it, headed down it. This path led him to a bridge over a waterfall. Above the bridge was the entrance to a grotto, exploring it, Dizzy found a screwdriver, which he decided to take to Denzil. "Oh! You found my screwdriver," Denzil rejoiced, "take this key, I know it will be useful to you." Dizzy thought for a moment and decided that the key could be used to fix the generator. On his way to the utility room, he met the famous little elephant CJ, who was also feeling down. CJ told him that he had lost his packet of favorite peanuts somewhere, without even having breakfast. Our hero went into the utility room and worked on the generator. It, after some creaking and puffing, came back to life. Dizzy dashed into the kitchen, reported the repair, and was rewarded with Dora's signature muffin. After that, he went to Denzil and asked how the glasses repair was going. The answer indicated that glasses were not like a generator and couldn't be fixed that quickly. Then, to pass the time, our hero went to chat with CJ and treated him to a muffin from Dora. The little elephant instantly cheered up and gave Dizzy his umbrella. "With such an umbrella, the waterfall isn't scary," thought he and decided to conduct an experiment. The experiment was successful, and behind the wall of water, an old cave was revealed. This place was inhabited by dangerous but rather foolish creatures. Deep within the rock lay a huge diamond. "Well, this little stone should work with the wishing well," thought Dizzy. And indeed - when the diamond reached the bottom, a genie flew out of the well and offered to grant one wish. Dizzy asked for grandpa to speak to him. The genie promised to fulfill the request and disappeared. Before heading to grandpa, our hero dashed to Denzil and took the repaired glasses from him. And now, finally, Dizzy returns the glasses to their owner, and grandpa is reading the newspaper. After reading the news, grandpa exclaims:
- How terrible!
- What's the matter?
- Ancient relics of our country have been stolen; disaster awaits us!
- What can I do?
- We need to find the stolen treasures and return them to the secret temple, or an evil curse will doom us all. Set off on your journey! Good luck to you!

End of Part One, password BOOK.

Part Two.

Well, now some things have become clearer and a certain certainty has emerged. Ancient evil was once again returning to the land of Yolkfolk. Dizzy faced a hard struggle for his homeland. So, our hero set off to the coast. In a small park, in the shade of the trees, he found his relative - Dozy. As everyone knows, Dozy is not just a sleepyhead, but an absolute champion of sleep. This time, he could only be shaken awake with a "Hello," but on the branch of the tree above him, a tube of super glue was discovered. Dizzy, reasoning that everything might come in handy, grabbed the tube and headed to the pier. Passing by Freddy's establishment, he exchanged a few words with the owner and, since he had no money, was about to move on, but suddenly saw a small jar on the log shelf. Upon closer inspection, it turned out to be fish food. For previous reasons, Dizzy grabbed that too. Moving on, our hero reached the dock, under which a huge fish was dozing. Next to the dock, but unfortunately too far to jump, stood an old yacht, as if it had come out of a pirate movie. Dizzy was not friendly with water. Previously, he had to swim only with a scuba tank and fins. He took a deep breath and jumped into the water, but the next moment, he shot back out like a bullet, as he was barely keeping afloat and was catastrophically losing strength. And then a thought struck the hero. He quickly took out the jar of fish food and, with a sweeping gesture, poured it into the water. The fish woke up from its slumber and began to frolic at the surface. Dizzy deftly leaped onto the fish's head and successfully made it to the yacht. On the deck, he was greeted by the famous Captain Blackheart, who asked Dizzy to help prepare the yacht for sailing. Our hero sighed and began inspecting the yacht. First of all, the lack of a steering wheel caught his eye; healthy rats were scurrying around the deck, no less dangerous than the crows circling everywhere, which clearly indicated a leak in the hold; the sail on the main mast was rolled up. Climbing up all the masts in turn, Dizzy became the owner of a roll of duct tape, a steering wheel, and a lump of putty. He immediately tried to glue the steering wheel onto the steering column with super glue, but after a few seconds, the steering wheel crashed down. Then Dizzy tried to fit it onto the shaft with putty and succeeded - the steering wheel stayed in place. At the stern, the hero found a saw. With it and the roll of sticky tape, he set off to repair the leak in the hull. The hold resembled an ancient cave: something poisonous was dripping from the walls, and besides the rats, there were huge spiders and vampire bats. In the bow of the hold, Dizzy discovered a piece of board and a strip of coarse fabric. It was already too much to carry, so he left the fabric for later and skillfully avoided an encounter with the flying creature, grabbing the board instead. Going down below, Dizzy quickly found the rotten boards in the wall of the hold, from under which harmless (to health) water was seeping. After processing the board with the saw, he applied it to the leak and secured it with sticky tape. Progress was made. Proceeding to the stern, Dizzy found the captain's cabin, in the depths of which he discovered a needle and thread. These items reminded the hero that he had left a piece of fabric and large scissors on his way here. Dizzy began to make his way out of the hold, deciding to grab the remaining items on the way. Retrieving the fabric was more difficult than the board - he had to jump over the vampire twice. Having dealt with that, our hero, grabbing the scissors, leaped out of the hold. What now? Logic suggested it was time to raise the sail. Dizzy climbed up the rope net on the main mast, where the rolled-up sail was secured to the yardarm. He carefully stood on the yardarm and cut the rope holding the sail rolled up with the scissors. The huge piece of fabric fell, revealing a solid torn hole. "Well..., with such a sail, we won't get far - it will turn into rags in a couple of hours," thought Dizzy. "Well, no worries, I have everything I need for a patch." He approached the hole and patched it using the piece of fabric obtained from the hold. The final touch remained - he needed to hang a flag. But there was none on the yacht. Searching the entire ship, Dizzy realized that there was nothing left for him to do here and decided to take another look at the shore. With the help of the fish, he made it back to dry land. There, he made a second attempt to shake Dozy awake and succeeded in this brave endeavor. The champion rubbed his eyes and said: "Here's the captain's flag; you were looking for it, weren't you?" And with those words, he handed Dizzy the "Jolly Roger." Dizzy took the flag and returned to the yacht. Climbing to the "crow's nest" (the lookout spot at the top of the main mast), he used the flag as intended and then descended to the captain. Dizzy reported the repairs were complete, for which he was immediately awarded an honorary badge and asked for help in his quest. The captain replied that it would be good to have information about the target's location for sailing. Dizzy considered this thought valid and set off to search. Returning to the shore, he went to Freddy's shop and asked the owner if he knew where the crystal island was. Freddy replied that he didn't know, but he had a map that might be useful to Dizzy. Dizzy asked how much Freddy wanted for it. Freddy replied: "I like your medal, let's trade; I'll give you this excellent telescope as a bonus." Dizzy gladly agreed and, becoming the owner of the map and telescope, returned to the yacht the same way. There, he handed the map to the captain. Taking the map, he said: "Wonderful! Now we can set sail, and you go up and keep watch." Dizzy climbed into the "crow's nest," took out the telescope, and ...

Here ends the second part of the game, the password to continue is WALL.

...
Part Three.

Dizzy arrived at the crystal island, where he was to perform the main part of his mission - to find and return the treasures. Finding himself in a small forest, Dizzy immediately found a flashlight and, taking it, set off to explore the area. Soon he discovered an elevator that, unfortunately, was stuck. After walking a bit to the right, he saw wooden platforms in the trees, just like houses. Inspecting them, our hero acquired wonderful fins. "Great, now if only I had a scuba tank, I could dive without worry," he thought. Next, he discovered oil pipes sticking out of the ground. Behind them was the entrance to a dock, where Dizzy found a scuba tank. Even further to the right, at the dock, he found a leaky rubber boat. There was nothing else interesting on the surface, so our hero dove in. Swimming through the deep waters, he reached the entrance to a cave located at the very bottom. In the cave, he dropped the scuba tank and fins and, thinking it was worthwhile to have taken the flashlight, climbed into the upper passage. Rising and moving to the left, Dizzy discovered a fork. First inspecting the upper right branch, he found a small grotto directly under the dock. In the grotto was a bat, always hostile, and a pickaxe. After obtaining the pickaxe, he moved into the upper left passage. Walking through the corridor that opened up behind him, he came to an elevator shaft, on the opposite wall of which he discovered another passage. This passage led him to a canister that had contained oil, which he also took. After this, Dizzy gathered his courage and jumped into the elevator shaft (thankfully, it was no longer deep). At the bottom of the dungeon, he saw a strange old man dressed in rags.
- Did you come to rescue me? I have been stuck here for ages, - said the old man.
- No problem, let's go, - replied Dizzy.
- I'm too old to walk far; please look for another way.
Dizzy looked around and saw a brand new stone wall. He took out the pickaxe, swung, and struck the wall. The wall crumbled to dust, revealing a stash of the missing treasures behind it. "Great!", thought the hero - "but first, I should help the man." In the cave where the old man was, there was a button for the same elevator, but it still wasn't working. Dizzy decided to lubricate the elevator mechanism. For this, he had to make two trips to the surface. Why? Because the canister was empty, and Dizzy came up with a plan to obtain oil. So, carrying the canister and pickaxe to the ground, our hero headed to the oil pipeline. He carefully examined the pipes and, finding a weak spot, struck it with the pickaxe. A breach formed in the pipe, from which oil began to flow. Filling the canister with lubricant, he went to the left, and there, jumping onto the railing of the elevator shaft, he lubricated the mechanism. After doing this, he approached the elevator button and pressed it. The elevator immediately began to descend, not waiting for the hero. Dizzy, immensely pleased with this turn of events, made his way back to the treasure cave on foot. Approaching the old man, he told him that the elevator could now be used. The old man, thanking him, climbed into the elevator basket and reminded the hero about the treasures. Dizzy loaded the jewels into the basket and pressed the elevator button. The elevator moved upward, while the hero went to the right. Passing through the straight corridor, he noticed a small object lying in a niche in the wall. Jumping in, Dizzy seized the item, which turned out to be a pin. Now all that remained was to return to dry land. Emerging onto solid ground, he discarded all the items and went to the elevator. There, our hero saw the rescued treasures and the old man, who, thanking him for the rescue, gave him a puncture repair kit. Elated, Dizzy returned to the boat and made the repairs, then, using the scuba tank, inflated it. After that, he gathered the jewels and placed them in the boat. Then our hero climbed in himself, took out the pin, swung it, and drove it into the side of the boat. The burst of air from the new hole propelled the boat through the wall of the dock.

Here ends the third part of the game, the password to continue is DOZY.

Part Four - the finale.

Dizzy found himself in a labyrinth deep within the island. "Hurry, hurry, bring the crystal," said a strange little man standing by a wall blocking the corridor. There was only one way, and the hero set off for the crystal. On this path, many dangers awaited him: a water trap, cave dwellers, spikes springing from the floor. But, overcoming all obstacles, Dizzy obtained the crystal and handed it to the little man. The wall behind him disappeared, and he told the hero that he could now proceed. Dizzy, taking the treasures, walked into the newly opened passage. Acid was pouring from the ceiling of the passage, and at the end of the path, there was a dead end with a catapult. Our hero loaded the treasures into the catapult's spoon, then climbed in himself. The catapult fired and, launching Dizzy over the wall of the dead end, scattered the treasures across the cave. The bowl lay in a pit with water, and since our hero was not a good swimmer, he left it there for now. Moving to the right, he discovered a pot of salt. Then he climbed up and, moving to the right, saw a solid cave with three exits: one down and two up. First, Dizzy descended and, inspecting the bottom of the cave, became the owner of a parachute. Then he returned and took the right upper exit. This path led him into a small cavern where he found a crown frozen in ice. Dizzy sprinkled salt on the ice, and soon the crown was free. Our hero left the cave the same way he had entered (taking the crown with him). Now he decided to try the left upper exit and ended up in a smaller cave that had two exits at the top - to the right and to the left. The hero scratched his head and turned to the right. And it was worth it! The right passage ended at a cliff, near which a cloud was peacefully hanging, and on the cloud lay a sword - the last treasure. The presence of the parachute allowed Dizzy to easily glide onto the cloud, where he, dropping the parachute, took the precious sword. Next, he walked along the bottom of the cave, climbed to the last fork, and turned left. There, another cave opened up, at the end of which stood an altar. The temple guardian said to the hero: "Place the treasures in their proper places." Dizzy set the crown and sword in place, after which the guardian said to him: "Well done, you guessed two places." Only the bowl remained to be returned. Dizzy grabbed a piece of ice lying on the way to the temple and returned to the bowl. There, using the ice, he froze the water and retrieved the treasure. After that, he took it to the temple and placed it there. The guardian said that the hero had guessed all the places and, with the help of magic, sent Dizzy home. He found himself at his grandpa's house, who said to him: "Excellent, you saved our country from the evil curse. Now you are a hero!".

That's it, the game is over!

From the author:

1. Prizes:
- cherry - will only give points, you can skip it.
- heart - will add energy.
- little Dizzy - will add a life.

2. If you don't use items that give a null result - you will have extra items, but you will complete the game.

3. If Dizzy doesn't tumble in the air, you control his fall.

4. By fully following my description, you will receive grandpa's glasses immediately, without excuses.

5. I advise against using the infinite energy mode in the loader - the game is easy enough as it is. What is acceptable is infinite lives, but unfortunately - this mode is not offered. And lastly - for owners of AY-3-8910/12, the music in the game is significantly inferior (as is the game itself) to domestic samples. Therefore, I recommend turning off the sound, putting on headphones, and playing, say, Enslaved or Tiamat.

Contents of the publication: ZX Format #01

  • IS-DOS
    IskraSoft introduces IS-DOS Classic 4.0 with advanced text editing features, a disk utility, a hard drive controller for ZX Spectrum, and a program debugger.
  • IS-DOS - Владимир Елисеев
    Overview of IS-DOS for ZX Spectrum, highlighting its advantages over TR-DOS. Discussion on installation, usage, and file management features of IS-DOS. Introduction to system utilities and interface similar to Norton Commander.
  • IS-DOS - Владимир Елисеев
    The article provides a concise guide to the IS-DOS system disk, listing all essential files with explanations. Files are sorted alphabetically and grouped by directories for easy navigation. The guide focuses on a basic overview of files and commands without extensive descriptions.
  • IS-DOS - Владимир Елисеев
    Discussion on the UniColor standard for color settings in IS-DOS programs, its implementation, and advantages for user customization.
  • IS-DOS - Владимир Елисеев
    Discussion of IS-DOS window interface features. Implementation of window system in IS-DOS and its advantages. Example programs for creating windows and frames.
  • IS-DOS - Владимир Елисеев
    Description of the internal workings of the gmen.com program for IS-DOS, focusing on device management and menu handling with detailed source code and comments.
  • Hardware - Vladimir Larkov
    Discussion on modifying Scorpion ZS-256 hardware for compatibility with specific software. Describes blocking port #1FFD to run incompatible programs. Provides technical details for implementation.
  • Железо - Nemo
    Discussing hardware braking devices for ZX Spectrum. Focus on creation and impact of brakes on overclocked processors. Warning about potential side effects.
  • Железо
    Discussion of the impracticality of repairing old computers and the economic sense in replacing them with modern hardware. The article highlights challenges in DIY repairs and suggests alternative solutions. Emphasizes the benefits of upgrading to newer, more reliable components.
  • Железо
    Discussion of new peripheral developments for Scorpion ZS 256, including an innovative universal controller and MIDI interface. Highlights enhancements in keyboard and mouse controllers and expansion of built-in software capabilities. Offers details on professional ROM extension and turbo mode for improved performance.
  • Игрушки - Ruster
    A detailed walkthrough of the game Crystal Kingdom Dizzy, including solutions to puzzles and tips for progressing through the story.
  • Игрушки - Павел Рындин
    Description of the logic game 'Bulls and Cows', its mechanics and gameplay. Explains levels of difficulty and the goal to guess a number with minimal attempts.
  • Игрушки - Вячеслав Медноногов
    Discussion on the nuances of 'UFO: Enemy Unknown' game, focusing on alien species, their tactics, and gameplay strategies. Details on game mechanics and future sequel 'UFO-2: Devils of the Abyss'. Includes programming insights and development history.
  • Игрушки - SParker
    Overview of games and software on the Saint Petersburg market in 1995.
  • Интервью
    Vyacheslav Mednonogov shares his journey as a programmer, from assembling his first Spectrum-48 to developing notable games like 'UFO. Enemy Unknown'. He describes challenges and insights in game development and the rise of Russian game localization. His experiences highlight the evolution of programming and software distribution in the 1990s.
  • Информация
    Introduction to ZX-Format, a new electronic magazine for ZX Spectrum enthusiasts, focusing on games, programming, hardware, and community interaction.
  • Конкурс
    Discussion on organizing a new competition for the magazine. Readers are invited to submit their theme ideas. Selected themes will be featured in future issues.
  • Конкурс
    ZX Format announces a competition for the best mission created using the mission editor for the game Laser Squad. Submissions are accepted by mail or in person. Winner receives a box of 3M disks and the next issue for free.
  • Отдохнём - Килат Амор
    A programmer's day filled with dreams, gaming, and casual conversations. Vasetchkin balances ambition with relaxation, embodying the programmer's spirit. Reflects on the demands and enjoyment of a programmer's life.
  • Mailbox - Максим Романов
    Discussion on hardware and software offers in St. Petersburg by LOGROS and Create Soft, including detailed insights on Kempston Mouse interface.
  • Mailbox - SParker
    Compilation of cheat codes for ZX Spectrum games by Sergey Pavlov. Techniques for extra lives and immortality. Not recommended for fans of fair play.
  • Mailbox
    Description of submission guidelines for letters and articles to the magazine, including formatting and submission preferences.
  • Премьера - Алексей Щекин
    Gameplay of Lines game on ZX Spectrum, similar to Color Lines. Move balls to form lines of the same color. Scoring and controls are described.
  • Программистам - Дмитрий Рудовский
    Introduction to advanced BASIC programming techniques for ZX Spectrum 48, highlighting its advantages over 128 BASIC. Plans for future articles include service programs and language extensions. The article serves as a guide for experienced programmers.
  • Программистам - Михаил Спицын
    Introduction to assembly language on ZX Spectrum. Explanation of Z80 processor structure, registers, and basic commands. Includes example programs for learning.
  • Программистам - Андрей Седов
    Mission editor for Laser Squad by Andrey Sedov allows fans to create new missions. Includes user-friendly interface with minimal controls. Offers features like object editing, price adjustments, and sprite assignment.
  • Various
    History of Amiga computer development, its creators, and key features. Evolution from arcade games to a leading home computer. Amiga's market success and technological advancements.
  • Разное
    Review of upcoming ZX Spectrum software products with demos. Highlights include adventure games, RPG trials, and strategic tactics. Several well-known developers contribute to these releases.