Treasure Island Dizzy on Amstrad CPC, part 1
As usual, the Amstrad version is very similar to the Sinclair version, right down to the programming flaws--only this time, there's an additional flaw, where Dizzy always rotates his inventory with every press of Enter even when he's picking up a coin. Well, almost always; sometimes you get lucky and the game lets you pick up a coin without cycling items, where it turns out that there is a unique sound effect for coins, but I don't know how to make it happen on a regular basis. One consequence of this is that you need to make extra trips into the water for every couple of coins you collect down there.
The scoring is messed up on the CPC and Spectrum too: The upper levels of the treehouse complex don't count for score, but some out-of-bounds screens will add score on repeated visits. The hundred thousands digit doesn't work at all, so if your score is high enough when the tax man tries to give you 50000 points, he may appear to take away 50000 points instead.
You might see places where Dizzy appears to hit an invisible wall, but in some of those cases it's just me pressing Z and X together, which causes him to walk or jump in place while facing to the left, like a reverse Crystal Kingdom Dizzy jump. That works in a lot of Dizzy games, actually...
Some things this version has in common with the NES version are that the coins are white, and the music is like the ZX Spectrum's but starting in C Major!
...Okay, I don't know why the sound is so bad now. I had to change the video FPS to something like 49.95 to fix WinAPE's desync, but I left the sound alone, and it didn't sound this scratchy and full of "breathing" noises before I uploaded it to YouTube.
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