⌂ YolkfolkThe Dizzy Fansite
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Fantastic Dizzy 2026

Started by SpareEnthusiast • 21 October 2026 • 403 views

🌟 Showcase#development
16 posts
#1 edited · 1 revision
Just teasing for now. This is also part of a larger effort that combines with my previous Seymour release, but starts with this.

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#2
This is something Dizzy fans will look forward to.
Especially the save feature. :shez-grin:
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#3
Some scripted end-to-end gameplay. This was generated so I can verify whether the game works from start to end. It's quirky. At some points Dizzy cheats by jumping through some otherwise impossible to pass collisions and he does the minecart level a couple more times for no apparent reason, but I am satisfied it didn't circumvent any blockers. It found all stars, finished the game.

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#4
It's now released. The website and all attached fun stuff is here.

I also submitted it to Yolkfolk with the main platforms variations. Hope you guys enjoy it.

One more feature implemented at the last hour. Since I had the scripts for the auto-play and those were quite time consuming to set up, I decided to make a feature out of that.
So, in the menu, you will find the Watch demo new feature. Selecting it will terminate your current progress, but you will be asked first. Then Dizzy will start playing the game by himself.

You can accelerate or decelerate with left/right, speeds are 0.5x, 1x, 2x, 4x and 8x. Audio is only enabled at 1x. I didn't want any chirping/slow audio, plus it was a bit complicated without a real gain.

Pressing start at any time during the demo turns the control to the player and you can continue playing, but you cannot resume the demo back after this.
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#6
↪ Replying to Adam
@Adam Alright! Thanks!

I would've loved to share the hints/walthrough system too, but the thing is the combined size for Seymour goes to Hollywood + Fantastic Dizzy is over 500Mb due to the videos. I have my local hosting which is basically fully covered by myself, and is not perfect, but the advantage is I have over 3TB of web space I can spread any way I want.
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#7
Been playing this and the music seems slow as not the correct speed compared to the Megadrive version.
#8 edited · 1 revision
↪ Replying to EvilWizardZaks
@EvilWizardZac wrote:Been playing this and the music seems slow as not the correct speed compared to the Megadrive version.


Hey there @EvilWizardZac!

Yep, that's right. Long story short, a bug in my code that tried to match the chip rate with the soundcard rate. To make matters worse, I inverted the ratio of "compensating" and the audio played roughly one fifth slower. It's fixed now and I replaced the updated distributables on my website's download section.

Funny thing is I also picked up on that from the very beginning. I skimmed through the code, saw nothing really wrong and I concluded it must be a PAL/NTSC difference since those 10hz kind-of matched the slowdown. And, because I even kind-of liked the lower pace, I thought to myself: "Hey, this is how it probably sounds on the actual hardware and the emulator speed things up due to that format difference.". So, I apologize and also thank you for your feedback. I set this right now.

@Adam, let me know if I should resubmit the distributables to you somehow, right now they're on the dizzy.tape-drive subdomain, but I can pack them and upload them, but it doesn't make sense to re-submit the game, I think.

Cheers!
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#9
↪ Replying to SpareEnthusiast
@SpareEnthusiast wrote:@EvilWizardZac wrote:
Been playing this and the music seems slow as not the correct speed compared to the Megadrive version.


Hey there @EvilWizardZac!

Yep, that's right. Long story short, a bug in my code that tried to match the chip rate with the soundcard rate. To make matters worse, I inverted the ratio of "compensating" and the audio played roughly one fifth slower. It's fixed now and I replaced the updated distributables on my website's download section.

Funny thing is I also picked up on that from the very beginning. I skimmed through the code, saw nothing really wrong and I concluded it must be a PAL/NTSC difference since those 10hz kind-of matched the slowdown. And, because I even kind-of liked the lower pace, I thought to myself: "Hey, this is how it probably sounds on the actual hardware and the emulator speed things up due to that format difference.". So, I apologize and also thank you for your feedback. I set this right now.

@Adam, let me know if I should resubmit the distributables to you somehow, right now they're on the dizzy.tape-drive subdomain, but I can pack them and upload them, but it doesn't make sense to re-submit the game, I think.

Cheers!


@SpareEnthusiast

Thank you for fixing the audio and thank you for for your efforts for putting the best 16 bit version on PC.
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#10 edited · 1 revision
↪ Replying to SpareEnthusiast
@SpareEnthusiast wrote:@Adam, let me know if I should resubmit the distributables to you somehow, right now they're on the dizzy.tape-drive subdomain, but I can pack them and upload them, but it doesn't make sense to re-submit the game, I think.

Cheers!


@SpareEnthusiast You don't need to re-submit if a bug fix is already available to download elsewhere.
Any updates to existing games, you can always let me know here. :shez-smile:

Anyway, I've updated all 3 download links on Yolkfolk.

https://yolkfolk.com/game.php?slug=fantastic-dizzy-2026-pc-remake
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#11
↪ Replying to Adam
@Adam wrote:@SpareEnthusiast wrote:
@Adam, let me know if I should resubmit the distributables to you somehow, right now they're on the dizzy.tape-drive subdomain, but I can pack them and upload them, but it doesn't make sense to re-submit the game, I think.

Cheers!


@SpareEnthusiast You don't need to re-submit if a bug fix is already available to download elsewhere.
Any updates to existing games, you can always let me know here.

Anyway, I've updated all 3 download links on Yolkfolk.

https://yolkfolk.com/game.php?slug=fantastic-dizzy-2026-pc-remake


@Adam Alright, fair enough. Thanks for this! I hope nothing else is messed up, but if it is, this is the right topic to bash me on it. :D
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#12
↪ Replying to SpareEnthusiast
@SpareEnthusiast Someone on Facebook has reported that there's a major bug with the Archery sub-game.

Even with the Crossbow in the inventory, the target doesn't appear in the sub-game and I don't have the ability to shoot.

What's supposed to happen is that when you have the Crossbow in your inventory, a moving target with Dizzy holding the crossbow appears in the sub-game.
It's only when you don't have the Crossbow, the target and the ability to shoot doesn't happen.

I've looked into it myself and the bug is definitely there.
#13 edited · 1 revision
↪ Replying to Adam
@Adam wrote:@SpareEnthusiast Someone on Facebook has reported that there's a major bug with the Archery sub-game.

Even with the Crossbow in the inventory, the target doesn't appear in the sub-game and I don't have the ability to shoot.

What's supposed to happen is that when you have the Crossbow in your inventory, a moving target with Dizzy holding the crossbow appears in the sub-game.
It's only when you don't have the Crossbow, the target and the ability to shoot doesn't happen.

I've looked into it myself and the bug is definitely there.


@Adam I'm looking at this right now, thanks for letting me know. Give me up to a day to fix it.
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#14
↪ Replying to Adam
@Adam The fix for this has been applied and I tested it thoroughly. It works.
However, I am not releasing the fix yet. Due to this situation, I realized the actual testing was imperfect and my confidence level dropped. The tests failed the entry conditions for that area and I need to take another end-to-end look at everything to make sure the game genuinely plays correctly.

Will get back on this, hopefully within the 24h limit I promised.
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#15
The original reported bug is fixed. Furthermore, this triggered me to review my testing methodology and improve it. It is still very difficult for me to manually test end-to-end, so I am relying on tools I wrote to do that. I have identified my error which was systemic and reshaped all the tests.

This strategy yielded two more bugs that I identified and fixed:

- Sinking clouds (area 41 - the clouds above Keldor, at the top of the magic beanstalk): on sinking ground the original doesn't test walls at all (001A6E), and the port did. Jumping off a cloud next to a wall, the port stopped Dizzy where the original lets him through.
- After the archery: the original keeps the fraction of Dizzy's position from before the round when it puts him back (00C8B4), and the port zeroed it. It only shows when the game itself starts the round while Dizzy is walking, which is why the earlier tests (rounds started by a poke, Dizzy standing still) missed it.

Those are also fixed. Does that mean no other bugs? I honestly cannot vouch for this. But my confidence is once more increased.

@Adam, I think this version now takes us to V 1.2. Don't worry if you can't see the updated version yet. Cloudflare does some aggressive caching for me but the archives should be good.
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