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{{quote|1=This is Dizzy Heights! It's the ultimate test of your balance and evasion skills!|2=Reveal Announcement ({{date|2020-06-10}})}}{{Infobox round | image = Splash_Rotatonator.png | icon = UI Medal Icon DizzyHeights.png | type = Race | objective = Race to the finish! | desc = Navigate the obstacles and race to the finish line! | how-to = Navigate the obstacles and race to the finish line! | designer = Joseph Juson | min-players = 25 | max-players = 40 | qualify-percent = 70 | duration = 03:00 (Solos) <br> 02:00 (Duos & Squads) <br> 03:10 (Knockout & Ranked Knockout) | players-note = Classic Games) <br> 1 - 32 <br> ([[Knockout]] & [[Ranked Knockout]], appears only in Round 1 | added = Beta | added-date = 2020-07-25 | no-main = yes |soundtrack=[[Fall 'N' Roll]] }} '''{{PAGENAME}}''' is one of the [[levels]] in {{FG}}. It is a {{round|type|course}} level and was first introduced in the beta version. It is one of three [[gauntlets]] available in [[Season 1 (Legacy)]]. According to the game website, Dizzy Heights was designed by Joseph Juson. ==Course description== ===Standard version=== Dizzy Heights consists of 4 sections, and has a main gimmick of moving around fast. The first consists of several spinning disks that then lead into the next section. The second section consists of four lanes, with squares to separate them and paths between the squares to allow players to cross lanes. At the end of each lane is a blaster that shoots large rolling balls. In between lanes 1 and 2 and lanes 3 and 4 are ramps to the next section. The third section is like the first, but much narrower and only one disc at the end instead of multiple. The gaps between the disks are larger, meaning players are forced to jump from one to the other. There is a ramp and then a gap to the final section. Players who fall off the disks must navigate the lower path, which consists of two identical separate paths containing spinning walls with gaps that players can jump through. Ramps at the end of both paths grant players access to the fourth section. The fourth section consists of 3 very large but somewhat slower spinning disks on top of another, with the middle spinning counter clockwise and the other two clockwise. The radii of the disks decrease vertically, such that the entire platformable section of one disk is fully revealed, but there is no horizontal gap to the next disk. There is a wall that cuts of the farther half of the disks, and in the middle of the wall is a ramp with 3 bumps in a triangle formation that leads to the finish. In the background are rolling ball shooters, and they shoot on the ramp. The shot balls are split extra with the 3 bumps. {{anchor|Alternate versions}} ===Variations=== {|class="sortable mw-collapsible mw-collapsed wikitable" style="text-align: center;" |+ style="background: rgba(var(--accent-color-rgb), 1);padding:5px;white-space:nowrap;" |[[Variations]] !Name !Availability ![[Season]] introduced !Description !Picture |- |Standard version |Available |[[Season 1 (Legacy)]] |The standard version of [[Dizzy Heights]]. |[[File:Splash Rotatonator.png|200x200px]] |- |''Randomizes Spinning Plates Variation'' |Available | rowspan="5" |[[Big Yeetus and Anti-Cheatus]] |The direction of the [[Spinning Plate]]s in the third section will be randomized. ''This used to apply to the first section as well, but this has been altered.'' | |- |''Dizzyless Heights Variation'' |Available |No [[Spinning Plate]]s will be present in the third section. |[[File:Dizzy Heights no Spinning Plates.png|200x200px]] |- |''Pendulum Variation'' |Available |A few [[Pendulum]]s will now be placed above the [[Spinning Plate]]s in the third section. |[[File:FG S1 MSU screenshot 01.jpg|200x200px]] |- |Big Yeetus |Available |A [[Big Yeetus]] is placed in front of the final section. |[[File:Dizzyheightsyeetus.jpg|203x203px]] |- |''Fruit Cannon Variation'' |Available |Instead of shooting [[Projectile|Balls]], the [[Cannons]] will now fire [[fruit]]. |[[File:Fruitdizzyheights.jpg|200x200px]] |- |''Thicc Bonkus Variation'' |Available | rowspan="5" |[[Fan Big Yeet Little]] |Three [[Thicc Bonkus]]es are placed above the Spinning Plates in the third section. |[[File:Dizzyheightsbonkus.jpg|200x200px]] |- |''Large Beam Variation'' |Available |The pyramidal [[Spinning Plate]]s are replaced with five smaller Spinning Plates and a giant [[Rotating Beam]]. |[[File:Dizzyheightsrotatingbeam.jpg|200x200px]] |- |''Rotating Beams Variation'' |Available |All [[Spinning Plate]]s are replaced by [[Rotating Beam]] Platforms in the final section. |[[File:Beams dizzy.png|200x200px]] |- |''Hammers Variation'' |Available |[[Rotating Hammer]]s are placed on the final ramp; two orientations exist. The Cannons will not fire in this variation. |[[File:Dizzyheightshammers.jpg|200x200px]] |- |Lil' Yeety |Available |A [[Lil' Yeety]] is placed underneath the left ramp before the Cannons. | |- |''Slingus Flingus Variation''<ref>https://twitter.com/FallGuysGame/status/1354439755338027013</ref> |Available |[[SWTYNIAEJDITWYPIBY]] |A few [[Slingus Flingus]]es are placed behind the [[Padded Block]]s in two different orientations. |[[File:Flingusdizzy.jpg|200x200px]] |- |Dizzy Heights X |Vaulted |[[Dave]] |All Checkpoints will be disabled and falling will result in elimination. | |- | rowspan="3" |''Blast Ball Bangers Variation'' |Available; only in [[Blast Ball Bangers]] | rowspan="3" |[[Season 1.1]] |A few [[Blast Ball (obstacle)|Blast Ball]] [[Cannon]]s are placed in the [[Spinning Plate Maze]] section. |[[File:Dizzy Heights Blast Ball Cannons.png|200x200px]] |- |Available; only in [[Blast Ball Bangers]] |[[Blast Ball (obstacle)|Blast Ball]] [[Carry Object Spawner|Spawners]] are strewn across the Level. | rowspan="2" |[[File:BlastBalls DizzyHeights.png|200x200px]] |- |Available; only in [[Blast Ball Bangers]] |Some of the [[Spinning Plate]]s are replaced with regular Plates with Blast Ball Spawners on top of them. |} ==Course strategy== ===Standard version=== In the first area, jump between the rotating disks when you are adjacent to the next one. Always travel the way the disk is spinning, because it is always faster, even when it is longer than going against the disk. If the disk directions are not randomised, there actually is an optimal path<ref>https://i.redd.it/yrhhnbjipxj51.png</ref> that will more often than not leave you at the front of the pack if executed successfully. In the second area, go to the adjacent line if a ball comes for you. Try to stay in the middle two, as you will have more options to avoid balls. An alternate method would be to dive just before the ball hits you, at the left or rightmost of the ball; this will minimise the time where you lose control. The third area utilizes the same strategy as the first, however, you are now able to fall into the gaps between the disks. Don't panic if you fall - the time difference between the top and the bottom is minimal. Also, you can use the bottom spinners to your advantage by using them to propel you forward. In the intro cutscene, pay attention to the direction of the final disk - it usually spins anti-clockwise, so take the right path, but if it spins clockwise, take the left path. This will help to save a bit of time. In the final area, make sure to jump when you go over the hill. Most beginners don't see this and fall down, costing them a qualification. When you do this, just jump across the ramps and avoid the balls. ===Variations=== *If the disk directions are randomised, just improvise a path through it. It isn't a huge factor in the grand scheme of things. *Bouncing across the middle path in the disk-less variant is possible, though may feel a bit slow. Again, either bouncing or falling to the lower path is not much of a difference. *The pendulum and thicc bonkus variants aren't hard to dodge if timed properly. *This Yeetus is pretty safe as there is no danger of elimination if you fall out of the map; a well-timed hit can send you directly to the final uphill stretch. * If watermelon is fired out, it may clog up the area. Carefully find the space and squeeze through. *The spinning disk and beam variation is incredibly annoying. You could pick the safe path by going around the sides, though you'd still have to contend with the beam at the end - or you could try to go straight and tackle the beam head-on. The latter is far more risky; you are much more susceptible to being flung off and losing ground to your opponents. *In comparison, the rotating beams variant is quite trivial, just dodge them like you would dodge the beams in [[The Whirlygig]]. *As always, walk past the hammers in a way such that you get knocked forward by them, if you absolutely cannot dodge them. *If you utilise the 'dive-past-the-side-of-the-ball' strategy, the Flinguses won't be an issue. If you get lucky, the Flinguses could send you on top of the squares separating the lanes, so you could pass this section by just jumping from square to square instead. ==Medal thresholds== *Gold - First place *Silver - Top 20% of players in the lobby *Bronze - Top 50% of players in the lobby * Pink - Qualified, but outside of the top 50% *No medal - Eliminated ==History== Released in Beta {| class="wikitable" ! colspan="3" |History of Dizzy Heights |- !Season !Status !Map Theme |- |Beta |'''Active''' |Standard version |- |[[Season 1 (Legacy)]] |'''Active''' |Standard and alternate versions |- |[[Season 2 (Legacy)]] |'''Active''' |Standard and alternate versions |- |[[Season 3 (Legacy)]] |'''Active''' |Standard and alternate versions |- |[[Season 4 (Legacy)]] |'''Active''' |Standard and alternate versions |- |[[Season 5 (Legacy)]] |'''Active''' |Standard and alternate versions |- |[[Season 6 (Legacy)]] |'''Active''' |Standard and alternate versions |- |[[Season 1]] |'''Active''' |Standard and alternate versions |- |[[Season 2]] |'''Active''' |Standard and alternate versions |- |[[Season 3]] |'''Active''' |Standard and alternate versions |- |[[Season 4]] |'''Active''' |Standard and alternate versions |- |[[Summer Breeze Update]] |'''Active''' | Standard and alternate versions |- |[[Fall Force Update]] |'''Active''' |Standard and alternate versions |- |[[Tool Up Update]] |'''Active''' |Standard and alternate versions |- |[[Power Party Update]] |'''Active''' |Standard and alternate versions |- |[[Shapes and Stickers Update]] |'''Active''' |Standard and alternate versions |- |[[Survival Update]] |'''Active''' |Standard and alternate versions |- |[[Fall Forever Update]] |'''Active''' |Standard and alternate versions available only in Classic Games. Not available in any core game up until {{date|2024-05-29}} when Classic Games were introduced |- |[[June '24 Update]] |'''Active''' |Standard and alternate versions available only in Classic Games |- |[[July '24 Update]] |'''Active''' |Standard and alternate versions available only in Classic Games |- |[[Scrapyard Stumble Update]] |'''Active''' |Standard and alternate versions available only in Classic Games |- |[[Falloween 2024 Update]] |'''Active''' |Standard and alternate versions available only in Classic Games |- |[[November '24 Update]] |'''Active''' |Standard and alternate versions |- |[[Winter Update]] |'''Active''' |Standard and alternate versions |- |[[Fall and Fantasy Update]] |'''Active''' |Standard and alternate versions available only in Classic Games |- |[[Ranked Knockout Update]] |'''Active''' |Standard and alternate versions, available only in Classic Games from {{date|2025-04-01}} to {{date|2025-04-16}} and then introduced to [[Knockout]] & [[Ranked Knockout]]. |} ==Gallery== <gallery> File:DizzyHeights Preview.png|Dizzy Heights's starting point File:FG S1 MSU screenshot 01.jpg|Swinging pendulums in the third section File:FG S1 MSU screenshot 02.jpg|Fruit being fired in the final section </gallery> ==Trivia== *The [[Spinning Plate|Spinning Plates]] in the level loading screen image look different than they look in game. In game, there are only 6 arrows and they have smooth edges and rounded corners, while the ones featured in the loading screen have 12 arrows with sharp edges and corners. **Close inspection reveals that the skybox of the map is different, featuring clouds and a smooth sky. **[[Slime Climb]] and [[See Saw]] also have this problem where the loading screen image is different compared to the actual map. *Dizzy Heights was at one point known as "'''Rotatonator'''". ==Names in other languages== {| class="wikitable" |+ !Language !Name |- |Chinese (Simplified) |目眩山巅 (''Mùxuàn shān diān'') |- |Chinese (Traditional) |目眩山巔 (''Mùxuàn shān diān'') |- |French |Hauteurs Vertigineuses |- |German |Schwindelnde Höhen |- |Italian |Disco Vertigo |- | Japanese |スピンレース (''Supin Rēsu'') |- |Korean |어질어질 장애물 코스 (''Eojil-eojil Jang-aemul Koseu'') |- |Polish |Zawrotne Wysokości |- | Portuguese |Loucura nas Alturas |- |Russian |Головокружительная Высота (''Golovokruzhitel'naya Vysota'') |- |Spanish |Alturas de Vértigo |- |Spanish (Latin America) |Alturas de Vértigo |} ==See also== *{{Round|link|Treetop Tumble}}, {{Round|link|Track Attack}}, {{Round|link|Space Race}} and {{Round|link|Speed Slider}}, other {{Round|type|race}} rounds that also feature an upper and a lower path. *{{Round|link|Cosmic Highway}}, another {{Round|type|race}} round about jumping across spinning platforms ==References== <references /> {{Navbox MT rounds}} [[Category:Rounds introduced in the Beta]]
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