Dizzy's secret to success

ZXNet echo conference «spbzxnet.games»

From goodboy To All 2 May 2006

Hello TomCaT Tom> Why did it take root on Specky and mainly here Well, again, Dizzy was on many platforms and there were plenty of Western fan sites.

From Konstantin Zhukov To All 2 May 2006

Hello, goodboy The first thing that catches your eye when playing DIZZY (starting from 3.5) is high-quality color graphics + animation. Secondly, well-developed gameplay (lots of clever puzzles and adventures. The exception is the oak DIZZY NEW Russian programmers). Thirdly, a user-friendly interface (no need to type anything or search on the keyboard, everything is controlled by 5 keys or a joystick).

From TomCaT To All 2 May 2006

Hello, All 2All Please speak out, as concisely as possible and point by point, what you think What do you think is the genius of the Oliver brothers' discovery? Why did she take root on Specky and mostly here (in the sense of the territory of Zemshara)? But if possible without meaningless phrases “Dizzy rulez, forewer, burnt” - everyone already knows this :v2_smile; I want to; understand why among several heroes of game series all the cream did he gain popularity in those years? And since the truth is born in a dispute, then, maybe this topic will become a “guide” for creating adventure game characters (even if Dizzy is half platformer). For example: 1) the fun of smooth movements/jumps while being easy to implement. 2) Humor in the speech of the characters. 3)?.. And this has more to do with the quest games themselves with his participation than :): 3) Integrity of the plot over many episodes. 4) Short, soft, non-annoying sounds are in place, when the whole body is not overloaded with them games (frequent quiet places). 5) Uniqueness of the puzzles. 6) colorfulness and variety of a large playing field with low consumption memory. 7) Several solutions (in :) 1)

From TomCaT To All 2 May 2006

Hello, goodboy goo> Dizzy was on many platforms and there are plenty of Western fan sites Sorry if I expressed myself incorrectly, but handmade sequels seem to be characteristic of the “East”. And the number of episodes, even if not Olivers

From goodboy To All 2 May 2006

Hello TomCaT in fact, the PC is full of homemade dizzy, made over the hill. classic view - side view. and if we consider our continuations, it’s probably due to the lack of artists, it's hard to come up with a well-animated character from scratch, and there are plenty of sprites taken from the original. The plots aren't very good either. Of course, it’s easier to scold than to do something yourself, so don’t judge me harshly for my opinion.

From Vyacheslav Kalinin To All 2 May 2006

Hello, Jukov Juk> The first thing that catches your eye when playing DIZZY (starting from 3.5) is Juk> high-quality color graphics + animation. The graphics are very simple, although not clumsy, but rather original. There are a hundred games with better graphics. The animation is also minimal, with the exception of only the 5th part at 128k.

From Vyacheslav Kalinin To All 2 May 2006

Hello, goodboy goo> well again, Dizzy was on many platforms and Western fans goo> there are plenty of sites. So it is, but you have seen a lot of HOMEMADE dizzy on Amiga, PC, Atari, C64, Asmtrad of that time?!

From Vyacheslav Kalinin To All 3 May 2006

Hello, goodboy goo> in fact, the PC is full of homemade dizzy, made over the hill. goo> classic view - side view. goo> and if we consider our continuations, the matter is probably in the absence goo> artists, it’s difficult to come up with a well-animated character from scratch goo> and there are plenty of sprites taken from the original. Then why not Rick Dangerous, Seymour, Slightly Magic, Thunder Birds? The graphics are just as good, if not better.

From goodboy To All 3 May 2006

Hello new art most likely it's a matter of a well-promoted name, call the game dizzyXXX and everyone will have an idea of what it is. if we consider Russian continuations, then what? make a game in the 90s besides zx, it was probably the most popular big, and it was easier to learn coding on it although I remember an editor for creating games on the Amiga (the name was forgotten) in examples of it, in addition to shooters, there were games like dizzy, and dizzy itself there flashed, though no longer as the main character

From poisoned cyberjack To All 3 May 2006

Hello, goodboy http://www.bubblefox.co.uk http://www.pixeldizzy.cjb.net http://www.dizzyland.co.uk especially the last link - a ton of “homemade” games about Dizzy on the PC... I'm not interested in the Amiga, but on the C64 there were also homemade subjects... For me, the fun of dizzy is the ease of learning the game, simple controls, beautiful graphics - there were very few adventure games of this level (I can only remember Slightly Magik and Towdie) - and collecting 20.30 items is generally purely hardcore The attachment feature is very appropriate!!!

From TomCaT To All 4 May 2006

Hello, goodboy goo> most likely it’s a matter of a well-promoted name, call the game dizzyXXX and that’s it goo> will have an idea what it is Simply call it (DIZZY NEW). How to do it? Moreover, such that almost from the first series attracted attention. Promotion is promotion, but bits must also be included in the right places.) That's the most likely thing - there were no similar ones. Nowadays almost no one comes up with genres. Mix - yes. What if a new idea altogether?

From Ignat Nikiforov To All 5 May 2006

Hello TomCaT Hello everyone. I dare to comment on the situation with Dizzy. By the way, has anyone seen competent sequels from third-party authors? I don’t want to offend anyone, it’s just that even quite talented guys made a product... How can I say... Not exactly bad, but having lost something important. The character of a good adventure game should not be invented, but born. And in In the case of third-party continuations, this is no longer a son, but a stepson. Those. the plot of a great adventure game may not be intended to be the plot of a game, but as a collection of stories for friends, which the author subsequently decides implement in code. This is how many classic adventure games were born... When a character is "alive", people remember him for a very long time.

From goodboy To All 5 May 2006

Hello GNTB Of our toys, Smagly2, Winnie the Pooh and Santa Clauses immediately come to mind, but Irons and Operation RR are something. completely incomprehensible logic and plot - although the idea with the jumping character is very original. the Slovaks had good toys - pedro, towdie, kliatba noci series

From TomCaT To All 5 May 2006

Hello, goodboy GNT> The character of a good adventure game should not be made up, - GNT> is born. And in the case of third-party sequels, this is no longer a son, but a stepson. Everything is correct. So why not follow the process. Birth is of course a holy sacrament. But helping with consent is not yet a crime. You know, You even need to be able to brush your teeth, let alone plan a hit. GNT> That is. the plot of a great adventure game may not be intended as such GNT> the plot of the game, but as a collection of stories for friends, which is the author GNT> is subsequently decided to be implemented in code. This is how many were born GNT> classic adventure games... Was it like that with DIZZY? It’s just that some programmers generally think in code, and don’t transfer something to the computer: they build mathematical models of the real world in their heads, and on the contrary, it’s easier for them. (sounds good, meaningful :v2_lol; ); GNT> When a character is “alive”, people remember him for a very long time. That's what we're talking about. That's right. And that's why DIZZY is so alive. Where are the stories about him? (except for those known to us from games and dockets for them)

From goodboy To All 5 May 2006

Hello TomCaT By the way, my friend’s wife won a competition for the best window display in In the children's world, depicting the Dizzy family among the tree houses, it was this year in 93. :v2_clap2:

From acidrain To All 5 May 2006

Hello, goodboy goo> most likely it’s a matter of a well-promoted name, call the game dizzyXXX and that’s it goo> will have an idea what it is I won't have any idea, because... I've never played Dizzy. she's not interesting was for me and still doesn’t appeal to me %) just don’t want me in the muzzy, ok :)

From goodboy To All 5 May 2006

Hello, acidrain It’s not clear where the opinion about the insane popularity of dizzy came from?

From Vyacheslav Kalinin To All 6 May 2006

Hello, goodboy goo> It’s not clear where the opinion about the crazy popularity of dizzy came from? I don’t remember another game that we would all play while running away from class. AWESOME!!

From Ignat Nikiforov To All 6 May 2006

Hello, goodboy goo> It’s not clear where the opinion about the crazy popularity of dizzy came from? Number of views of similar topics in this forum. Number of game clones. Number of its official sequels. Voting in the press of the first half of the 90s based on letters from readers - that’s all indicates Dizzy's super popularity...

From Demon Adramelek To All 6 May 2006

Hello, goodboy goo> It’s not clear where the opinion about the crazy popularity of dizzy came from? A couple of posts above, the person who said that he had not played Dizzy agreed that he I need to go to the museum. :D

From TomCaT To All 6 May 2006

Hello, Adramelek But I don’t remember another series like this that was almost completely completed, because... TV series I don't respect you at all. If Back to the Future. Ends with three episodes -- This means the third one has already “cooled down” and is tasteless. And I remember dizzy almost from the first try (drug, cheslovo 8) )

From Ignat Nikiforov To All 7 May 2006

Hello TomCaT Tom> Was it like that with DIZZY? Some programmers just don't think at all Tom> code, and don’t transfer something to the computer: they build mathematical models in their heads Tom> of the real world, and vice versa is easier for them. I don’t know how it was in the case of Dizzy, but still defending my point of view... At the PC, Ken and Roberta Williams immediately come to mind. On Specky - Gargoyle. Yes and adventure games in general were invented by fans of well-thought-out tabletop dangling games, and simply fans of science fiction and adventure. And the character of the central character... Take the same Gargoyle - company developers who never made bad games. They had an isometric series about Sweevo; Sweevo's; world, Sweevo's whirled. They released a game that was essentially a continuation and development of this universe - Hydrofool. They took the best from Sweevo, the graphics were even better, it’s happened under water, hero... I don’t know, maybe it was the same Sweevo with scuba diving, or maybe not... In general, it seems like there should have been a commercial success... But no, the game still lost something, and was worse than Sweevo's world... The loss (change) of the main character turned out to be more important than one might think. Like this. Has anyone played Freddy Hardest 3? A completely different game, a different genre, with a greatly changed hero. So what if it was a fashionable “beat them all”fighting game with beautiful graphics. A thread of connection with that cartoonish, comical superhero It was torn and the game didn't work. Here.

From Demon Adramelek To All 8 May 2006

Hello GNTB GNT> And adventure games in general were invented by fans of well-thought-out board games GNT> denzhakov Uh-huh. And now they are made by fans of banknotes.

From TomCaT To All 8 May 2006

Hello, goodboy "The country must know its heroes." And people love them anyway. Vaughn created Holmes A. K. Doyle, then he couldn’t get rid of him until he could not get rid of him - the detective pursued him, like in Pacman. :v2_lol; A; if you move away from the “similarity” a little, people will taste “it seems like a continuation”, will not find a familiar taste, or what kind of ointment will he find in a new spoonful of honey - and will start spitting. So a good character must immediately be complete. Once and for all. Or right away outline its main features, the constant backbone in movements, speech, appearance.

From goodboy To All 8 May 2006

Hello, Adramelek By the way, I thought that Freddie was a hero of some Spanish cartoons/comics, but I didn’t find anything on the Internet, probably a character really invented from scratch, but the third part was made by a company from Uruguay! so everything has changed.

From Ignat Nikiforov To All 8 May 2006

Hello TomCaT Tom> "The country must know its heroes." And people love them anyway. Vaughn Tom> Holmes was created by A. K. Doyle, so then he couldn’t stop doing it Tom> get rid of - chased by a detective, like in Pacman. Tom> And if you move a little away from the “similarity”, people will taste the “sort of” Tom> continuation", will not find a familiar taste, or what kind of a barrel of ointment is in Tom> will find honey in a new spoon and start spitting. Tom> So a good character should immediately be holistic. Once and for all. Tom> Or immediately outline its main features, the constant backbone in its movements Tom> speech, video. Yes, the character must be holistic, the universe must be unified, the plot must be almost literary. So that it doesn’t happen that the first two parts were in the distant future, and the third in the 80s years in New York... And even if so, let this move be good played out by the plot... Remember, say, Quest for glory on the PC, the character, in over the course of five parts he throws himself around the world (fantasy, but having parallels with real medieval and ancient world), but everything is perfectly played out by the plot, and It’s especially cool to meet such personnel as “Baba Yaga” in the American game,"Rusalki", "Leshy", "Boyar" (4th part). This is work on the plot, respect... Adr> Yep. And now they are made by fans of banknotes. Eh, sharply said. Not in the eyebrow, but in the eye. Respect. ___________________________________________ I wrote everything, forgot about the main thing - Dizzy... You know, I thought that all eternal games should have good humor. Not vulgarity, not stupidity, but a slight smile. Gloomy, serious characters go into oblivion very quickly, but good old friends remain. Dizzy, Sweevo, Pinocchio, Slightly; on PC - goblins, Roger Wilco, Lost Vikings; yes even in Quest for glory and Fallout had (sometimes) good humor. But here all sorts of “Larries” and “Shtyrlitsy” are not taken into account - this is different. Dizzy is a completely different situation.

From Stanislav Lomakin To All 8 May 2006

Hello GNTB Why are you suffering from bullshit, miracles cannot be analyzed ;)

From Robus To All 8 May 2006

Hello, boo_boo And, in my opinion, success is very simple - originality. To be honest, the subsequent ones attempts to create something in this genre were repetitions of something old, which not forgotten at all. And to create something like this, you need to discard all the previous ones development, and the “muse” will already do its job.

From TomCaT To All 9 May 2006

Hello Robus Rob> why are you suffering from bullshit, miracles cannot be analyzed Well, why, everyone needs to start learning how to do miracles right today. At least study :)

From Robus To All 9 May 2006

Hello TomCaT Tom> Well, why, everyone needs to start learning how to do miracles right today. Tom> At least study I didn’t write... I don’t think that development is bullshit!

From acidrain To All 9 May 2006

Hello Robus in confirmation of the popularity of dizzy - http://www.worldofsam.org/node/290/results =))