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Spinning Dizzy into life one last time

The Oliver Twins’ iconic video game character Dizzy stars in its first new adventure for 26 years. But, as David Crookes discovers, it’s likely to mark the end of a wonderful journey

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The video game character Dizzy stars in its first new adventure for 26 years, but, as David Crookes discovers, it’s likely to mark the end of a wonderful journey.

Philip and Andrew Oliver have made many games – so many, in fact, that Guinness World Records states they’re the most prolific 8-bit video game developers of all time.

Between 1984 and 1992, they developed 26 games for the Spectrum, Commodore 64 and Amstrad CPC while designing a further nine for others to make. You may fondly remember Super Robin Hood and

Grand Prix Simulator, for example. But around a third involved an adventurou­s egg-shaped character called Dizzy, who players would somersault around fantasy environmen­ts to pick up objects before using them to solve puzzles.

Venture into the loft of Philip’s home in Leamington Spa and the twins’ history is laid bare. There are bulging cardboard boxes packed with paperwork and floppy disks, various video games spilling onto the fl oor, an assortment of magazines and merchandis­e, and piles of photograph­s from years gone by.

Sifting through this treasure trove is an adventure in itself. “We’ve kept everything,” said Philip, who went onn to co-found Blitz Game Studios and Radiant Worlds with Andrew, following a lengthy spell at Codemaster­s. “We simply couldn’t bring ourselves to throw away so much unique work when it was easier to just put it in the loft.”

The value of that work has become more apparent in recent years as the appetite for retro gaming continues to grow. Not only has the Olivers’ stash unearthed a handful of unreleased Dizzy adventures, Philip’s frequent trips into his loft have led to a book charting the character’s history, a re-imagining of a Dizzy spin-off game for a modern console and, more recently, an entirely new adventure created for a revamped version of the iconic ZX Spectrum.

However, it happened almost by accident when, in 2015, the pair attended a huge retro event called Play Blackpool to talk about games developmen­t during the 1980s. They took along various items but one caught even them by surprise.

“I’d been in the loft the night before and one of the props was an old map of a Dizzy game,” Philip recalled. “I held it up and said, ‘here’s Wonderland Dizzy’, but then I immediatel­y questioned whether it had actually been released.”

The audience confirmed that it hadn’t so, after the talk, Philip arrived home and decidedd to go back into the loft to dig around a little bit more.

“I was hoping to find a master ROM cartridge for Wonderland Dizzy but instead I found a disk saying it contained the source code,” he said. “Unfortunat­ely, rebuilding a game wiithout the full developmen­t environmen­t was something we couldn’t do, so Andrew began asking around to see if someone could help.”

Cracking on

The twins found a Dizzy fan from Poland called Łukasz Kur who said that he could rebuild the game – originally developed for the Nintendo Entertainm­ent System (NES) console – and create a master from it.

Sure enough, Łukasz, who had played all the previously released Dizzy adventures – Dizzy: The Ultimate Cartoon Adventure (1987), Treasure Island Dizzy (1988), Fantasy World Dizzy (1989), Magicland Dizzy (1990), Spellbound Dizzy (1991),

Dizzy: Prince of the Yolkfolk (1991) and Crystal Kingdom Dizzy (1992) – recompiled the discovered game, tested it thoroughly, fixed a few bugs and even added Polish to the supported languages.

“Since Codemaster­s owned the Dizzy trademark, we asked if we could make a limited run of 150 cartridges to sell via Kickstarte­r on the provision that we’d give all profits to charity,” Andrew continued. “Codemaster­s gave us permission and it was just so nice to see a new physical Dizzy game with all of its glossy packaging 22 years after we had originally developed it.”

As well as a paid-for physical release, Wonderful Dizzy was made available to play for free online and the Olivers also decided to allow gamers to download a free ROM for use in a NES emulator. Philip then went back into his loft.

“I was keen to see if I could find any other finished or mostly finished games, especially DreamWorld Pogie, which I remembered with fondness,” he said. “I hunted around and found that game along with some other disks containing source code for

Mystery World Dizzy and Panic!

Dizzy, which also hadn’t been released.” As before, these were sent to Łukasz for recompilin­g.

“This time, Chris Wilkins from Fusion Retro Books organised a Kickstarte­r campaign and produced 600 cartridges,” said Philip, who was also working with Chris on a book called Let’s Go Dizzy! The Story of the Oliver Twins.

DreamWorld Pogie was then

released in 2016; Mystery World Dizzy in 2017 and Panic! Dizzy in 2019.

DreamWorld Pogie proved to be the most popular among fans, with pledges t o ta l l in g £ 2 8 ,9 4 3 f r o m 6 01 Kickstarte­r backers.

2D or not 2D

In some ways, it was bitterswee­t.

The Oliver Twins had actually sought to revive Dizzy in the mid-2000s for the PlayStatio­n 2, going as far as pitching a 3D concept to Codemaster­s. In 2012, they’d also earmarked a team at Blitz Game Studios to create a new modern adventure called Dizzy Returns for iOS and PC, but they only raised £24,605 on Kickstarte­r – a far cry from their target of £350,000.

Dizzy fans, it seemed, didn’t want modern 3D interpreta­tions of their favourite character. Their love of the game was steeped in its simple 2D environmen­ts and nostalgia was dictating that they’d rather enjoy more of the same.

Such a message was reinforced when the Olivers caught wind of another developmen­t. “On Easter Sunday in 2017, we received a message from Dmitri Ponomarjov through social media which said he and a group of Dizzy fans had made a new version of Crystal Kingdom Dizzy for the Spectrum,” said Philip. “And it was incredible.”

For years, fans had been making their own Dizzy adventures, with many of them available to play at

“ŁuŁukasz recompiled the discovered game, tested it, fixed a few bugs and even added Polish to the supported languages”

yolkfolk.com. “But this was different,” said Philip. “This group had recreated a big Dizzy game on the same system that it was originally released on. They had built it from scratch and improved it in every respect.”

Something flickered in Philip’s mind. “I thought it would be amazing if we designed a new game and had this team produce the graphics and code,” he explained. “But we needed an incentive.”

The Next step

That came in the form of the ZX Spectrum Next ( see issue 309, p48), an updated version of Sinclair’s classic machine. Based around the Z80, the plan was to create a computer with twice as much memory, a highresolu­tion mode and a case designed by original creator Rick Dickinson. It was also set to be compatible with the original Spectrum range.

“Andrew said we could help the ZX Spectrum Next’s Kickstarte­r campaign by earmarking a new

Dizzy game for it,” said Philip.

“Dmitri agreed to produce a new game if we designed it and, over the next few weeks, it weighed heavy on our minds.”

Drawing inspiratio­n from The Wonderful Wizard of Oz, the Olivers took Dizzy and the supporting “yolkfolk” cast and spent six months designing a new game. “We replaced the Scarecrow, the Tin Man and the Cowardly Lion with our own characters and gave Dizzy the central role of Dorothy and replaced Toto with Pogie.”

The design included hand-drawing all the screens and mapping them together in a large Excel file to position all the objects. “We had to detail all the characters and items and produce the full script, which in

Wonderful Dizzy is probably ten times larger than a regular Dizzy script,” Philip continued. “We even produced a full walkthroug­h of every detail to test everything worked and made sense.”

Unlike the original games, which saw the Olivers working 12 hours each day, seven days a week with few breaks, what became Wonderful Dizzy was developed as a hobby.

It meant developmen­t was slow and, since the team was spread across the UK, Estonia, Russia, Serbia, Spain and Poland, they relied heavily on Facebook Messenger for communicat­ion and Dropbox ffor sharing files.

But no money exchanged hands and the game was released for free. “It was made as a labour of love and a gift for the retro community,” Philip said.

Yet that’s not all. Dizzy has also been dusted down to promote the coding applicatio­n FUZE4, which lets Nintendo Switch users program games directly on their console. As well as allowing the use of

Dizzy assets, the Olivers have used the software to remake the 8-bit game

Fast Food Dizzy for the Switch. “We thought it would take a month but feature creep meant it took longer [ten weeks],” said Andrew.

Does this mean we’re about to see even more Dizzy games? Alas, maybe not. One of the problems faced by the Olivers, despite all the releases these past five years, is that they don’t own the full rights to their creation.

“We have tried a number of times over the years to buy back the rights that Codemaster­s own in Dizzy so that we can properly invest in the character and make some great new games but every time they have rejected our generous offers,” Philip lamented.

The situation doesn’t look like it will change. In December 2020, it emerged that EA had agreed to buy Codemaster­s for $1.2 billion and, while the US giant is unlikely to want a character that had relatively little success outside of the UK, Philip isn’t hopeful that it will make a difference.

“It will probably make things harder, if anything,” he said. “Currentlyy, the Codemaster­s’ decission makers knoow us and are local but, in the future, those decision makers wwill be in CCaliforni­a and tthey won’t know us or Dizzy. It means that Wonderful DDizzy is probably tt h e l a s t o f f i ci a l gaame, but it’s been a fuun ride, that’s for suure.”

“I thought it would be amazing if we designed a new game and had this team produce the graphics and code”

 ??  ??
 ??  ??
 ??  ?? ABOVE Users of FUZE4 on the Switch can make games using Dizzy assets
ABOVE Users of FUZE4 on the Switch can make games using Dizzy assets
 ??  ?? LEFT The original Fast Food Dizzy was the first spin-off from the Dizzy games
LEFT The original Fast Food Dizzy was the first spin-off from the Dizzy games
 ??  ?? map
map
 ??  ??
 ??  ?? ABO OVE The han nd-drawn Won nderland Dizz zy
ABO OVE RIGHT The des sign notes for Ma agicland Dizzy fro om 1992
LE EFT The intro st toryboard for Wonderful W Dizzy is ve ery L Frank Baum
ABO OVE The han nd-drawn Won nderland Dizz zy ABO OVE RIGHT The des sign notes for Ma agicland Dizzy fro om 1992 LE EFT The intro st toryboard for Wonderful W Dizzy is ve ery L Frank Baum
 ??  ?? LEFT There are dozens of boxes stuffed with memories of the past in Philip’s loft
LEFT There are dozens of boxes stuffed with memories of the past in Philip’s loft
 ??  ??
 ??  ?? BELOW Gary Arnott’s Wonderful Dizzy logo recalls the 1980s and 90s Dizzy artwork
BOTTOM Philip and Andrew Oliver hard at work designing
Wonderful Dizzy
BOTTOM RIGHT Dizzy is in pride of place on The Oliver Twins Collection cartridge
BELOW Gary Arnott’s Wonderful Dizzy logo recalls the 1980s and 90s Dizzy artwork BOTTOM Philip and Andrew Oliver hard at work designing Wonderful Dizzy BOTTOM RIGHT Dizzy is in pride of place on The Oliver Twins Collection cartridge
 ??  ?? 125
125
 ??  ?? LEFT The Olivers have received honorary doctorates from Coventry University
LEFT The Olivers have received honorary doctorates from Coventry University

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