Treasure Island Dizzy on Commodore 64, part 1
Yeah, you're gonna get more Treasure Island Dizzy, whether you like it or not!
The differences from the ZX Spectrum version are mostly minor, but sometimes important. Like MagicLand Dizzy on Commodore 64, objects are still found in the same rooms, but their positions are often changed slightly. Some text has changed slightly, too. The underwater baddies were all redrawn, and they all reset their positions every time you leave the room, but the bubble doesn't. The big fish that guards the dynamite is missing, which makes it a lot simpler to get out from there. (As a funny comparison, on NES the crab beneath the dynamite was missing, and only that big fish forgot its position when you left.)
The cage trap triggers are now such that it's not safe to jump down to the Something Awful magazine from the right. But one cool thing about this version is that Dizzy can jam his head through the floor underneath the rock to trigger it into rolling into the corner and lowering the pair of logs into reach. (I guess it's connected to them by a pinched elastic cord or something? The later versions changed this to the heavy weight you have to hang from a hook, which is more understandable.) This helped me to do things in a different order, to make it a little less boring!
The Commodore 64 version has a completely different scoring system from the rest: You only get 100 points for entering new screens, and you don't get any points for collecting coins, but now you receive 500 points for solving object puzzles. It's possible to continue climbing over the blasting area and land in the title screen, but I don't know how to get back to the rest of the game from there in this version. I don't know of any way to pick up the bucket above the shop either.
Oh yeah, and you'll see I really have to set the detonator in one exact spot for the dynamite to go off. The ability to kill yourself by standing too close to the blast was added in the later remakes!
I was considering recording the sound effects with a FastSID because the sounds for walking and grabbing are very weak with anything else, but the walking noises turned out to be obnoxiously loud that way, and splicing individual sound effects wasn't working so well.
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