This is a sub-page of The Fantastic Adventures of Dizzy.
There are three versions of this game: The original version from the gold standalone cartridge only released in North America; a second version found on "Plug-thru" lock-on cartridges and black standalone cartridges in Europe and on Aladdin Deck Enhancer compact cartridges in America; and a third version only found on black standalone cartridges in Europe. Most of the changes to the world design were made by the second version, but the third version has a few changes of its own.
The first version is typically captioned "Blue" and the others "Red" due to the change of the title logo's color. Changes to the starting locations of portable items for object puzzles are given their own section because they often jump to other areas of the game world entirely. Significant changes such as these will be given brief notes on how they affect the overall quest structure.
Changes from the First to Second Version#
Moved Item Starting Points#
New Items#
- The wrench needed for the mine elevator machine was placed on the conspicuous rocky mound to the right of Silver Stream, making at least one trip past the active volcano necessary before delving into the mine.
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- The three heavy rocks were replaced with one bag of salt, placed a little to the right of where the middle of the three rocks was located. This reduction in items could save a trip or two.
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- The empty bucket was placed on the entry platform of the graveyard cave, making it convenient to fill with water before leaving to use on Zaks' fireplace.
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Getting around Town#
- The ground-floor elevator key was moved from the left edge of the spike pit to where a bush was on the newly-raised ground to the left of the elevator, making players go a little out of their way before carrying up the weedkiller, but at least they won't have to brave a spider for the key if they failed to bring the plank down to begin with.
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- The bag of gold coins was moved from over the mine entrance to near Crystal Falls, a little to the left of where the medicine bottle used to start. Not only does this make it so players don't have to use the wood plank and go out of their way before traveling from Yolkfolk Village to the right side of Bridge Street, it also prevents players from getting into an unsolvable state: In the first version, if one rode the minecart to its third or fourth exit without bringing the bag or the cooked chicken and then completed the river barrel ride without picking up the pirate's rum barrel, Dizzy would be forever trapped between the Armourog, the tunnel guard, and Blackheart the Pirate with no means of breaking out into the wider world (except sacrificing a life to pull off the moonwalking glitch to board Blackheart's ship). With this new placement, a player who hadn't yet cleared out the Armourog would be guaranteed access to the bag on its left after the river game, which in turn grants more tries at the river game in case anything was left behind at its exit, where the rum barrel would ultimately provide an escape through the bubble-riding game. (But this also opens up the possibility that if you feed the Armourog first and then finish the bubble game without laying the plank over the spike pit, you can be forced to ride the minecart to get back to the left, since even if you take the plank with you, it still doesn't activate from the right side of the pit!)
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- Dozy's door key was once the farthest-placed Yolkfolk key by far, sitting all the way out in the rightmost tunnel connecting Castle Street to Dock Street, but the trek required with that key was halved by having it take the place of Dylan's elevator key inside Daisy's hut.
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- In turn, Dylan's elevator key was moved from Daisy's hut to an outer edge just ahead of the ramp to Dylan's floor; not much of a trip to carry it up there anymore.
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Grand Dizzy's Medicine#
- The empty medicine bottle used to require going out to between the Armourog and the waterfall, but now it's just one screen to the right of Grand Dizzy's hut.
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- Similarly, the star plant that was partially hidden behind a flower on the right side of the ground floor was moved to just one screen below the bottle, leaving the mushroom as the only medicine ingredient that players still go out of their way for.
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- This time Grand Dizzy kept the medicine recipe at home instead of dropping it at the bottom of the diamond mine, sparing first-time players from wandering the world to learn what ingredients were demanded.
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Thawing Denzil#
- The recipe displaced the pile of straw to the floor below the star plant, just one screen to the left of Denzil's hut, so bringing it to Denzil no longer requires Grand Dizzy's keys.
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- But in an unusual move, the dry match was taken much farther away from its point of use, going from the mine entrance to the grassland area between the dangerous pond and Shamus the leprechaun, requiring significantly more questing on either side to reach it. This may have been done to discourage players from exploring Carber Bay with the flippers on their first time, or it may have been to provide some reward for players who pass the broken bridge without having what's needed for Shamus's spot or vice versa.
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Boarding the Pirate Ship#
- The strong crowbar was moved from the middle of Carber Bay's long island to the right portion of Bridge Street where the barrel of pirate's rum used to be, making the locked ship compartment's prize available without a trip to Carber Bay with the flippers, and leaving stars as the only reason to sneak around the trap on that island.
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- The barrel in turn took the place of the pickaxe on the newly-enlarged hill only accessible from the river ride, making that minigame necessary to finish to get at anything on the pirate ship.
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- And the pickaxe went to the left side of Carber Bay, just a few screens ahead of where it is used, so players don't go out of their way for it anymore. It could be argued that this item made a lousy prize for the river minigame because it only enables climbing onto the right side of Carber Bay without the flippers and access to the coin that's redundant with the cow, meaning the only thing the pickaxe was strictly necessary for in the original version was collecting a single star at the bottom of the bay.
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- The Aqua-Lung was moved just one step higher onto its island, most likely because the accelerated Dizzy is prone to skipping over that step on his way down.
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Storming Zaks' Castle#
- Originally the gravedigger's spade was found at the very back of Zaks' castle, and its only purpose was unlocking the final two stars beneath the graveyard, a bit of a nuisance errand right at the climax of the game. Now the spade rests on the final minecart exit, a little to the left of that exit's original prize. This is important, because not only does this mean you can use it much earlier in the quest, but in a total reversal of dependencies, the spade unlocks the item that allows you to reach the back of Zaks' castle!
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- The skull-topped key to Zaks' elevator went from being the prize for finishing the minecart ride to sitting on the high part of the graveyard that requires the bridge kit to reach, taking the place of the bridgebuilder's axe.
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- The bridgebuilder's axe ended up halfway down the mine, meaning its only prerequisite is the machine wrench and not the whole chain of fetching Dora for a crossbow and swinging across the ship masts for the portcullis winch wheel to get all the way up into the trolls' castle of Keldor for the bridge kit. Since this axe unlocks the item that wakes Dozy, this change makes Dozy feel like much less of an "ultimate" quest.
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- Finally, the thick Persian rug went from the pirate ship compartment requiring the crowbar to the prize Dozy offers upon waking him, and the cloud castle's portcullis winch handle did the reverse. Since these two items are used not far apart from each other, it's possible this swap was made just because it seemed more appropriate for the sleepyhead to own a fine rug and for the evil pirate to hoard something of the evil wizard's.
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Terrains, Enemies, and Consumables Changed#
Yolkfolk Village#
- One leafy edge tile was replaced with a blank green tile whenever it appeared in a metatile with other leafy edges tiles outside of it, since it left some strange holes in between.
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Dizzy's Floor
- 2 stars were added inside Dizzy's hut, a place that originally had none. Mind that you don't waste the apple collecting the first star!
- The area to the left of Dizzy's hut was sealed off with a new enclosure, connecting the left edge of Dizzy's floor to the original left edge of Daisy's floor with a new ramp. This prevents players from dropping from the left side of Daisy's floor to Dizzy's or from the left side of Dizzy's floor to the ground, which, if nothing else, forces beginners to take a peek at what's to the right of Dizzy's hut before venturing out into the world. One spider was deleted in the process, and the lemon at the edge was moved in beside the remaining spider, which hangs from a little higher now. Pogie's waypoints were not adjusted for this, so you can see him step out above where the floor bends down for a moment before he turns around. To keep a treetop from obscuring the ramp, the middle tree was extended all the way up through Daisy's floor, but then its trunk abruptly ends without extending into Denzil's floor.
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- The ledge from the ramp up from the rope was shortened, with the star pulled back onto what's now the final post so Dizzy doesn't have to jump for it. It's not clear what this was necessary for besides letting the player drop down on this side slightly sooner, but it's interesting that there's still a pointless inaccessible platform directly above this point, which may have been a case of extending the ramp duplicate a little too far.
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- The ledge above Denzil's door key was also shortened, and in this case it might have been because Dizzy could originally jump up through the ramp leading to Daisy's hut. (It's possible that other ledges with low-ceiling ramps like the one on the left began to enable a similar breakthrough with Dizzy's increased speed before they were changed.) Pogie's far-right waypoint was changed for this, making him turn around fifty pixels ahead of where he did in the first version.
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- 3 stars were added to the exterior: Two are to the left of the Snappy Weed (but under the new enclosure), and one more is on the far right.
- The extra life puzzle accessible by rope-swinging onto the lonely tree from Denzil's floor was changed to show the puzzle scrambling itself first, likely because it's so close to the start of the game.
Ground Floor
- The ledge on the elevator's left was lowered, allowing for a quicker drop down by stepping off to the left and then to the right. The torch and some tree branches were moved or removed to make this fit.
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- The spike pit was lengthened leftward to keep the faster Dizzy from jumping across. More tree branches are altered as one tree ends up inside the pit. The spider to the left was moved to hang from a higher branch a little to the right, and with the rise in ground pushed to the left, this spider falls to the high point of the ground instead of its low point.
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- The ground was raised a little in this area between Prince Clumsy and the elevator, as if to highlight the ground elevator key's new location, and Dizzy no longer has to jump for the star in the same place. Some more plantlife is changed around to make this look natural.
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- Prince Clumsy gained some new leaves over him.
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- The hanging trap was removed. It was an annoying place for an instant death on what could be considered a major thoroughfare of the game...
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- 5 stars were added. Two are to the left of the spike pit, with one requiring the ground elevator key if the star wasn't grabbed on the way down. One is above the spike pit, and the other two are to its right, although one is on the part of Dizzy's floor that dips down to hold Denzil's door key and so requires the weedkiller.
Daisy's Floor
- 1 star was added inside the meeting hall.
- A clump of leaves was erased from under the meeting hall, probably because it doesn't actually match anything on the screen below.
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- One spider was moved to the right, away from the gap that can be swung across with the rope. In the original arrangement, the player would have to time a rope swing to the right when both spiders are out of the way, and even if Dizzy is placed on the very edge, only a pixel or two of the second spider is visible, assuming no overscan cutoff! That made it an excessively perilous way to avoid having to use Denzil's elevator key.
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- 2 stars were added to the exterior of this floor, both in the "main" area accessible from the middle entrance.
- 1 star was added inside Daisy's hut.
Denzil's Floor
- 1 star was added inside Denzil's hut.
- 3 stars were added to the exterior: one over the far-right edge you can reach by default, one that requires elevation to the floor proper, and one way up on the pathway to Dylan's floor.
Grand Dizzy's Floor
- 4 stars were added to the exterior: one on the far right, two up where Dylan's floor dips down, and one more that requires elevating to Grand Dizzy's hut.
- 1 star was added inside Grand Dizzy's hut, and the existing star was moved, so instead of one star in the center, the two stars are each above a far edge.
Dylan's Floor
- The slope of logs on the left of those holding up the elevator was changed to a right angle, likely to make it more difficult to jump onto them (though still not impossible). Also, the floor bearing Dylan's door key just below that was slightly shortened.
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- 1 star was added inside Dylan's hut.
- 3 stars were added to the exterior. Two of them require the elevator key, with one of those also requiring dropping down from the right side of Dora's floor. The other one nearly forces you to collect a watermelon.
Dora's Floor
- 1 star was added inside Dora's hut.
- 1 star was added to the exterior, on the ramp to Dozy's floor that requires the weight.
Dozy's Floor
- 1 star was added inside Dozy's hut. None to the exterior!
Crystal Falls of Swift River#
- 2 stars were added—one at the far right where the extra life used to be, and one between spiders where the bottle used to be.
- The area around the waterfall was redesigned. The hills banking it were made much larger, and the water graphics were raised a bit in addition to being pushed to the right, but the river itself wasn't widened because Dizzy still can't jump straight across without the barrel's help. The right hill was never reachable by Dizzy's jump, but perhaps the designers wanted to reduce the illusion that it was, discouraging players from wasting their time trying to jump there from the barrel. The background mountain range was flattened down enough to be completely hidden behind the hills. Other background elements to the immediate right of the falls were moved or removed. The spider switched sides on the moved tree, keeping it away from the star.
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- The extra life puzzle was moved from the far right edge to the left of the waterfall, so instead of being a freebie for leaving Yolkfolk Village, it's now more like a reward for crossing the deadly falls.
Keldor Village#
None of the seven tunnels gained any stars. They all still contain one star each!
Castle Street
- 1 star was added to the righthand portion.
- 1 star was added to the center portion.
Bridge Street
- 2 stars were added to either end of the righthand portion.
- 2 stars were added to the lefthand portion.
Crystal River
- 10 stars were added to the river rapids minigame. Mercifully only a few of them can even be considered small detours.
- A chunk of rock was removed near the second exit, apparently because, with enough persistence, you could squeeze through the gap over the upper rock and get permanently stuck under the lower rock. (Yet you can still get soft-locked at the very beginning just by hugging the left wall at the first drop in all versions!)
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Dock Street
- 2 stars were added to the righthand portion. The existing star in this section was moved farther away from everything, right up beside the divider wall, so Dizzy's higher speed is just a compensation for going more out of his way here.
- 2 stars were added around the middle of the large lefthand portion.
- A spider was removed from in front of the tunnel to the castle entrance.
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Pirate Ship#
- 6 stars were added to the upper decks screen strip alone! Some of them force exploring to the dead ends of narrow passageways that otherwise served no purpose. No stars were added to the screens just below this, however.
- 1 star was added to the bottom of the hull, on top of the dynamite.
- Where Dizzy enters the rigging, two platforms on either side were lengthened to make them easier to land on with high speed, while the next platform up on the right was shortened to allow jumping up from the platform below.
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- 1 star was added to the rigging; it'll require rope-swinging to the far-right edge.
- 10 stars were added to the bubble-riding game, as if just reaching the top in time wasn't enough of a challenge.
Keldor Castle#
Almost every screen of this castle is changed in some way, so here are full maps of it. In general there are no more single-block platforms because they'd be impractical to land on with the faster somersault.
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- Just for this area, the revision bucks the trend of duplicating 32 pixels of architecture between the top of the bottom screen and the bottom of the top screen. Now nothing is duplicated, which occasionally necessitates blind jumping to find the way upward. It's interesting that the tables' collision was on the bottom of the top screen: With their removal from there, the tables can't be stood upon anymore!
- The upper-right climb went from four small blocks and a longer L-shaped block under the spider to two longer blocks attached to the main wall and a smaller block floating on its own under the spider. So now the lemon is floating, and the player doesn't risk getting caught against the little wall with the spider until the peak of the jump.
- The long floor held up by five pillars was reduced with the removal of the left pillar. The fruits over the middle sections were moved to directly under what are now the first and last torches, making it impossible to avoid the fruits without jumping into torches or climbing over the whole thing.
- The objects in the lower left were pushed down and/or right for more gentle long-jumping. The highest platform of this screen was elongated and lowered a bit to align with the middle floor, with the lemon raised up onto it so you might not be forced into collecting it. The watermelon came out from hiding, and the window grew taller to fill its new space.
- 4 stars were added to the low screens.
- One platform above the left rat provides access to two rooms now, with the path on the left made much easier, now featuring a chair and placing the spider between two platforms that lead to the bridge kit. The original setup required an unlikely jump from the far-left edge of a block on the left to the far-right edge of a block up to the immediate right, which often made Dizzy roll off even when the player appeared to have placed him on the farthest pixel. This was followed by a jump to a block with a spider dropping straight onto it, and this may appear to require a repeat of the difficult jump to the right, but it's a trick; you could jump to the spider directly. Now that Dizzy doesn't have to jump from so high to reach the bridge kit, the watermelon floats where it was so that its collection is optional.
- Along with the platform leading up to the upper-middle room becoming doublewide, a pointless platform above it was removed.
- 2 stars were added to opposite corner climbs.
- More decorative changes: Four torches were added to the upper screens. The tables and their left boundary were pushed to the right. The first mirror was moved down and to the right, while the highest mirror was moved much higher, behind the watermelon, to get it out of the way of the new chair. The top-right window doesn't stretch off the top of the screen. The region beyond the left wall was changed from more wall tiles to sky.
Countryside over Mines and Silver Stream#
- 2 stars were added: one just to the left of the volcano, and one where the wrench was also added.
Diamond Mines#
- To better fit in the larger control machine, one support beam was removed, and two torches became one.
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- 2 stars were added to the first level. One will require starting the elevator, but none were added to the water.
- 5 stars were added to the second level, and one existing star was moved away from the minecart. (That one could be out of fear that the extra number sprites would interfere with the minecart animation or that players who only wanted the star might tumble into the cart by mistake.) One of the new stars requires visiting the dead end that the first railway exit drops Dizzy off at. Two other new stars require the dynamite to get into the dragon's lair, and one of them requires getting under the dragon.
- The entrance to the deepest level was bulked up, apparently to give Dizzy a whole flat surface from which to jump back out instead of having to perch on a narrow sliver of rock. This makes the first bridge and magma pool start a little later. The nearby torch was moved out of Dizzy's way.
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- The bridge on the left was given a second torch over it, and the magma basin was smoothed out to only bottom out in one spot instead of two.
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- The bridge on the right also gained two torches.
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- Just after the third elevator, the ceiling was pulled down a lot to remove a high gap in it while the diamond and floor were also pushed down a little, and then the area slopes back up where it sloped down in the Blue version.
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- 6 stars were added throughout the deepest part of the mine.
Railway
- The Red versions only use the second of two speed-up points from the Blue version's minecart ride. Originally Dizzy first sped up from 1 pixel to 1.5 pixels per frame and from gaining 1 point to gaining 2 points every 16 frames upon entering this large shadow earlier on:
- The second speed-up point originally increased Dizzy's speed to 2 pixels per frame and made the player gain 3 points every 16 frames. When he hits it in the Red versions, this is instead what increases the cart speed to 1.5 pixels per frame and the scoring to 2 points per 16 frames, and the only time the player gains 3 points at a time is when Dizzy tumbles out of the cart in this section.
- In the Blue version, only the first two fissures were "fakeouts" that stopped short of destroying the track, and then the player had to dodge the rest either by moving higher up the screen or choosing an alternate track ahead of time. In the Red versions, all but one of the fissures have become the same harmless fakeouts, and the one that still crosses the track can now be ridden over without issue just by staying at the very bottom of the screen. (As evidenced by another fissure in the Blue version that could be ridden over in this way, it appears it's not the break in the track graphics that kills Dizzy but just the dust-cloud sprites, and the Red revision has that dust cloud make its way across the track a tad sooner.)
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- 20 stars were added. They can all be found along a single path, and you can usually see them in time to make the correct track choice, but sometimes you'll just have to guess where to go for the next star without a guide showing how biased they are toward the right side.
Carber Bay#
One notable effect of the extra sliding Dizzy does after jumping in the revised physics is that it's become seemingly impossible to jump onto the shipwreck from the seafloor. What works instead for getting the treasure chest without flippers is to climb onto the slope on the right from a bubble and run off to the left with full speed to glide onto the ship.
- 6 stars were added to the surface: two on the left beach, one on the right beach, one on the small island with the Aqua-Lung, and one on the long island and one farther to the right of the long island that will both require the flippers to reach.
- 3 stars were added to the first depth of the bay, all under the long island, requiring flippers to reach.
- 4 stars were added to the second depth (main seafloor), with none of these new stars requiring flippers, but one making sure you still enter the cave where a rock used to be.
- 2 stars were added to the bay's deepest cave, one of which requires the flippers to collect without a death warp point like the star at the very bottom.
Graveyard#
- 4 stars were added to the graveyard proper, two of them requiring the bridge to be built.
- 1 star was added inside the cave beneath the graveyard.
Grasslands#
- The extra life puzzle on the far left was changed from the common "Swap any two adjacent pieces" puzzle to a "Slide pieces through the hole left by a missing piece" puzzle like the one at the top of Zaks' castle. This could be considered a rare extra challenge for the second version, but it also keeps the castle's puzzle from being such a one-off surprise.
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- In a reversal of the treetop puzzle, the extra life puzzle on the far right, accessible from the third mine exit, starts prescrambled instead of showing the scrambling happen first, apparently assuming that players who can make it there are experienced enough to know the puzzle picture.
- The hanging trap near the far-left puzzle was moved to the right, probably to make it less likely that Dizzy slips off jumping onto a nearby rock and rolls directly into the trap.
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- The dangerous pond didn't need to be widened because it's still too wide for Dizzy to jump at his highest speed, but its height is now about what the original pond would be with one rock thrown in. The log that now starts at the bottom was also lengthened. The salt makes the log's collision pop into existence as soon as it enters the water (You don't actually need to wait for its graphic to rise), and with this longer log kept lower down, Dizzy can simply drop onto it by walking off one side of the bridge. The first version required jumping onto the log, and since Dizzy tends to roll almost the entire length of the log from that jump, this could take learning to jump from a certain spot to safely hit the log's near edge and was perhaps too risky for the average player to deal with.
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- The color used for water, background mountains, and panels separating the sky from the underground in this area was changed from teal ($1C/$0C) to violet ($14/$04). Teal is still used for these same elements in other game areas, so if this wasn't done just for a splash of variety, it may have been to signify that the water is too hazardous to simply drop in and jump out with the Aqua-Lung and/or flippers.
- 4 stars were added: two to the left of the broken bridge, one to the right of the leprechaun, and one in between the broken bridge and the leprechaun.
- The beanstalk had its tiles rearranged so that its graphics repeat more evenly on this screen. This ended up placing three blocks of collision (roughly marked by the leaves that hang down in the front) where once there were two, which inadvertently made it more difficult to climb! You can't even walk past the beanstalk on the ground anymore because the lowest block is lower and blocks your way. In the first version, you could jump from the first block up through the second and from there to the clouds, but in this revision, jumping through the middle block makes Dizzy hit his head on the highest block and fall back to the first block. You now need to jump directly onto the middle block first, which is most easily accomplished by jumping from the small rock on the left.
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Cloud Climb#
- On the first screen of clouds, to the left of the beanstalk, three clouds were enlarged, enabling a shortcut back to the right. However, the middle cloud was also shortened, accounting for a longer jump.
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- The fruits were moved to well above the altered clouds, though not high enough to really remove the risk of collecting them without meaning to.
- 2 stars were added to this first level of clouds. These new stars aren't the ones that force any backtracking.
- Just to the left of the beanstalk on the second screen up, clouds have had many tiles swapped around. The main change is one cloud being pushed to the left to even out the jumps, as the small cloud has been dropped so low as to be useless now.
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- 1 star was added over those altered clouds, too.
Zaks' Castle#
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- 3 stars were added to the first floor, one requiring you to tangle with the bat under the two staircases, and another to the right of the fire that now requires you to throw a filled bucket! Otherwise the only change to this floor is duplicating the base of the new wall above.
- In the upper left, where the first version would have the player jump from the chair onto two single blocks on the right and from there to either of the upper floors with another two single blocks, there is now only one doublewide block out of reach of the chair and an additional torch. Instead the player must jump to a long platform on the left, then to another new platform not duplicated on the lower screen, before proceeding to either floor.
- Two watermelons became one: A star took the place of the watermelon under where the long platform was added, the unreachable watermelon in the top corner is gone, and instead one watermelon hovers over the new star on the other new platform.
- In the upper-middle area that opens up to the sky, one parapet became two, and these inadvertently allow Dizzy to jump all the way over the visible part of the wall on the right if the player is careful not to fall between them, thereby making the thick rug item unnecessary!
- The bed of nails only shows where they stick out of the floor, where formerly you could see them inside the floor. The last 8 pixels (2 nails) of the right side of the graphic were removed, and the same with the resulting rug cover once Dizzy throws it on. The hitbox still extends to these missing nails, however, if you manage to get past the visible ones.
- The first hanging trap was moved to the right, beside the table, and the boundary of the dark red room was moved to the left, beside the nails.
- The table in the dark red room lost its solidity, so like the one in the other castle, it lets Dizzy fall through where previously he could stand upon it. You can still stand on the short chair beside it, though, and there's now a lemon added onto the otherwise-useless table along with the new star.
- The block that allowed Dizzy to reach rope-swinging distance was removed, and so the rope hook was moved down and to the left to put it in range. The hook was also changed from red to white, matching the other hook here, and it's no longer duplicated on the screen above.
- To the right of that first rope hook, a torch was added, and the platforms were doubled in width.
- The right edge of the second-story fireplace floor and the left edge of the stargate door's floor were both moved a little to the left, and a wall now connects them. This forces players to use the bucket of water to reach the back of the castle instead of walking over this floor. Pulling the endpoints to the left also helps the wall prevent Dizzy from rolling off the last platform ahead of the stargate door.
- On the far right, one more floating platform was doubled in width to help scale that wall, but the blocks stuck against the wall got to remain their original size for once.
- 6 stars were added to this middle strip of screens. One requires the bucket of water, and the rest require the elevator key, of course. Three would require the rug if not for the sequence break which also changes which one of those three requires the rope. The one in front of the stargate door still requires bringing the rope no matter what.
- The path to the extra life used to consist of a confounding cluster of small blocks, but now there's a long platform to stop Dizzy from falling down to the left, and part of the staircase was replaced with two separate platforms. The remaining stairs changed from red to white and end in a half-stair.
- Another two background mirrors were added to spruce up that upper-right area.
- 3 stars were added to the upper screens: one on the new platform in the left area, and two near the extra life that should have required the rug and rope.
Changes from the Second to Third Version#
When Dizzy was sped up, he gained the ability to jump all the way onto Carber Bay's small island by getting a modest running start from the left, meaning neither the flippers nor the bubble minigame were necessary to acquire the Aqua-Lung. The Europe-exclusive revision removed this sequence break by pushing the whole island another 32 pixels to the right, placing it just out of reach of Dizzy's jump again. The star didn't move with it, making it appear to float a little more to the left relative to the island. The distant background palm tree was deleted entirely. Like Pogie, the nearby fish was changed to turn away from the island fifty pixels sooner to keep it from biting into the rock.
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Aladdin |
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