

Removed the (partial) invulnerability glitch.Fixed a bug where the last star can be collected twice (which soft-locks the player at the very end of the game).Removed an especially tedious raindrop in the graveyard near the end of the game.Reduced how quickly the Oxygen meter decreases during the bubble mini-game.Added more frames to jump on the log that comes down the waterfall between the town and Yolkfolk tree-village.Damage from several different sources have been reduced.Guillotines in the town move in predictable patterns.Ants/mice do less damage, and mice in the sewers move in (more) predictable patterns.Birds/Bats do less damage and move in (more) predictable patterns.Spiders do less damage and move in predictable patterns.Dizzy starts the game with one extra life.Dizzy has better temporary invincibility after taking damage (i-frames).The Fantastic Adventures of Dizzy: Fair Edition Fortunately, these problems (and more!) are fixed in this new patch: In most cases, the only way the player can make meaningful progress in the game is to use the invincibility glitch. Enemies move in unpredictable patterns which makes them oftentimes unavoidable. Dizzy, even for an egg, take way too much damage way too fast. But the frustration of playing it long outstays the fun.

It really is a special game you *want* to see more of it. Sure it hooks you in with this bouncy, fun art-style and sprawling levels, but what lurks beneath its charming exterior is a brutal, tedious endurance. The Fantastic Adventures of Dizzy is one of these games. There is a certain archetype of NES game that has this criteria: The game-play is rock solid, the graphics are beautiful, the music is kick-ass, and the difficulty is way, way too hard.
