Something that jumped out at me after playing the Spectrum and CPC versions so long is that the Commodore 64 changed the machine for the wider display so that the tubes are three spaces apart instead of two. That can be a good thing on the levels full of pairs of matching holes, where you can get more possible combinations. (Then the Amiga and ST versions went the other way and pushed the pipes all side-by-side together to make room for a second player...)
I gotta say, this looks so much better than the version I had. Telling you which piece is coming out of which funnel is a BRILLIANT idea, and it's a shame the guys who made the CPC (con)version didn't see this.
I have to as, though, that's the deal with the little bus at the bottom of the screen?
I know this was supposed to be Grand Dizzy's toy factory and all, but the CPC version didn't actually feature any toys, so I'm a little confused.
Yeah I noticed that the C64 version was far more colourful than the CPC version. I simply couldn't handle playing the CPC version and it actually gave me Haemolacria.
The toys came from getting 4 items to fall through the thing at the bottom in one go.
From what I understand it's:
1 x block - points
2 x blocks - double points
3x blocks - Pull tubes back up a touch. (increase time i suppose)
@CPCGamer Huh, you never managed a quadruple drop before? I actually found it easiest to get multiple drops on the CPC and ZX Spectrum. On Commodore 64 the blocks aren't given fast enough for combos except on the highest levels, and on Atari ST I couldn't figure out how to get the game to acknowledge many simultaneous drops. All that compounded onto the original "unstable equilibrium" problem where you run out of room before you're lucky enough to get triple drops to give yourself enough room...
@BagOfMagicFood the earlier levels don't yield the quad drops. You need to start getting to like level 10 before the drops start coming thick and fast. But as you say the "unstable equilibrium" issue does make things difficult at higher levels.
@critanime Yeah, that's what I meant, the lower levels on Commodore 64 are kind of impossible because you can never drop more than two shapes at once, so the tubes can never stop descending.
@critanime I don't know, I thought the Master System's Panic Dizzy looked the most promising in terms of being a legitimate puzzle game, but I didn't play it very long.
Something that jumped out at me after playing the Spectrum and CPC versions so long is that the Commodore 64 changed the machine for the wider display so that the tubes are three spaces apart instead of two. That can be a good thing on the levels full of pairs of matching holes, where you can get more possible combinations. (Then the Amiga and ST versions went the other way and pushed the pipes all side-by-side together to make room for a second player...)
BagOfMagicFood 1 year ago
I gotta say, this looks so much better than the version I had. Telling you which piece is coming out of which funnel is a BRILLIANT idea, and it's a shame the guys who made the CPC (con)version didn't see this.
I have to as, though, that's the deal with the little bus at the bottom of the screen?
I know this was supposed to be Grand Dizzy's toy factory and all, but the CPC version didn't actually feature any toys, so I'm a little confused.
CPCGamer 1 year ago
@CPCGamer Hey cheers for the comment.
Yeah I noticed that the C64 version was far more colourful than the CPC version. I simply couldn't handle playing the CPC version and it actually gave me Haemolacria.
The toys came from getting 4 items to fall through the thing at the bottom in one go.
From what I understand it's:
1 x block - points
2 x blocks - double points
3x blocks - Pull tubes back up a touch. (increase time i suppose)
4x blocks - Create a toy.
After that is anyone's guess.
critanime 1 year ago
@CPCGamer Huh, you never managed a quadruple drop before? I actually found it easiest to get multiple drops on the CPC and ZX Spectrum. On Commodore 64 the blocks aren't given fast enough for combos except on the highest levels, and on Atari ST I couldn't figure out how to get the game to acknowledge many simultaneous drops. All that compounded onto the original "unstable equilibrium" problem where you run out of room before you're lucky enough to get triple drops to give yourself enough room...
BagOfMagicFood 1 year ago
@BagOfMagicFood the earlier levels don't yield the quad drops. You need to start getting to like level 10 before the drops start coming thick and fast. But as you say the "unstable equilibrium" issue does make things difficult at higher levels.
critanime 1 year ago
@critanime Yeah, that's what I meant, the lower levels on Commodore 64 are kind of impossible because you can never drop more than two shapes at once, so the tubes can never stop descending.
BagOfMagicFood 1 year ago
@BagOfMagicFood I found that each version seems to have it's own sets of faults. Except for the Master System version. As that just suck completely.
critanime 1 year ago
@critanime I don't know, I thought the Master System's Panic Dizzy looked the most promising in terms of being a legitimate puzzle game, but I didn't play it very long.
BagOfMagicFood 1 year ago
...it's like crazy acid-tetris. Just, wow. I really need to check this game out.
sometimesrhymes 1 year ago
lol you may think you do. But trust me it doesn't play as well as it looks.
critanime 1 year ago