Fantastic Dizzy CD32 speed demo, part 1
I got the idea to record this because I had been coming up with a new speedrun plan for the Genesis version of Fantastic Dizzy, and no one had uploaded a video of the Amiga CD32 Dizzy collection yet, so I figured I would try my speed route on the CD32 version to show it off because it's mostly the same. Now, I'm not as good a player as I look--when I record the game to AVI, it slows my system down to under a third of the normal speed, so I actually played this game in super slow motion the whole time, and the video only appears at the speed I set when played back. I don't think I can use savestates, though, unless I want to splice every redone segment together, so there are many little mistakes left in.
For some reason the game still loads up slower when I record, even during playback. I set it to 60 FPS because I thought that would make it more similar to the NTSC Genesis game, but looking at it again, it may have already been speed-corrected for PAL and I just made it way too fast. But, oh well, that just means I waste less of your time!
Since this was a test of a speedrun route, I won't be showing off every facet of the game. So you'll miss playing the extra life puzzle, and catching Pogie to get a cow from Dylan to give to the Prince, and I won't be opening the inventory display at all because I already know where everything is. Also I set the language to Japanese, just for laughs.
Now, if you're wondering whether Dizzy's supposed to throw things into the cauldron rather than their suddenly popping in and out, yes, that normally happens in the Amiga version too, but I found a way to skip it by placing Dizzy on one specific pixel. This works on the shopkeeper too, but since you only have to throw him one item, it's probably not worth it in a real-time run to set up the position like I did.
Yeah, in this version the in-game music seems to be just the one song playing for 7 minutes followed by the other song playing for 20 minutes. Having the damage bar separate from the inventory bar is nice, except that without any sound effects or replacement in the status bar to alert you to damage, it's hard to notice that thin red line gradually lengthening before it's too late. Also nice is the true parallax scrolling. The background scrolls half as fast as the foreground, literally sliding half a pixel for every pixel the foreground does, which you might notice in still frames at a high resolution!
And yeah, I did forget for a second that I still needed to open the door to the winch handle before leaving the lower decks, mainly because I'm always thinking about that first attempt I did where I slipped off the platform trying to get back out and had to jump again, and about how I should try not to let that happen this time, and bleh.
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