Codemasters recognised that Christmas was the best market for Dizzy and it was important to get a great game out at full price. So Crystal Kingdom Dizzy was started in January 1991 internally at Codemasters and had a nine month development period with a team of five people making it the biggest investment so far for Dizzy in the UK.
Robin Hood had started our major success at Codemasters and its simplistic platform action and universally recognised image was identified as a game that would be great on the NES, so we wrote Robin Hood Legend Quest. Codemasters' games were having problems in America as distributors and shop keepers were encouraged to stock officially licensed NES games, which
Codemasters/Camerica games were not. This was something that was completely out of our control.
Games were very expensive to produce on the NES. For the first few years NES games looked quite poor until cartridges were designed to allow the video memory to be RAM rather than ROM, so games programmers could reassign graphics between levels and greatly increase the diversity of the graphic content of their games. The RAM and extra circuitry and the lock chip were all adding to the physical cost to manufacture the games, putting them at around $30 at retail. Codemasters came up with the idea of putting all this into one generic cartridge into which cheaper games could be plugged. The games would be the same quality but because they were a single ROM chip they could be released at retail for around $12. The Aladdin itself was packaged with a free game putting the initial purchase price at around the same price as a full price game.
This was a really good idea but unfortunately the NES was being overtaken by the Sega Genesis and the SNES; the system never really got off the ground and Camerica went bust.