This past week I went ahead and captured some sprites unique to the Amstrad CPC Dizzy games. You know, the ones where he's bright green. First off:

Dizzy's sprite in the first game is slightly different from the following four adventure games. The main difference is that his eyes and mouth were filled in with red, and the holes in his shoes were filled in with white. I think this is because since Dizzy's 3 colors were made opaque in the second game rather than inverting in front of everything, it would be bad if he had holes in his graphic where bits of other things could show through and look weird. Like, they weren't able to give him a 4-color sprite with black pixels until Spellbound Dizzy for whatever reason. Actually, in the first game there wouldn't be any meaningful difference between black pixels and transparent pixels due to the 2-bit color "XOR" scheme it uses, where any color on top of black stays the same, any color on top of itself becomes black, and any non-black color on top of another non-black color produces the third non-black color.
Now, I took Havelock's concerns about the animations to heart and inspected the reversals a little more closely. One thing that's obvious is that the walking-right sprites are NOT mirror images of the walking-left sprites. The blob of white on Dizzy's head stays on the left side no matter which way he's facing, and when Dizzy's near hand is bent back partway walking left, it has an extra red pixel in the upper corner it doesn't have in the same pose walking right. Likewise, the forward jumping animation has 7 unique frames (plus the walking with arms down frame), as the sprites from 4 frames apart do not match at all if you flip them over, so they must have computed each rotation individually in a way that made them turn out differently. However, the sprites for jumping right
are exact mirrors of those for jumping left this time, except the centering is a little different. I think maybe the standing and jumping in place graphics are considered to be a couple of pixels wider than those for moving forward; did you ever notice how Dizzy's body scoots one pixel to the left whenever he starts walking against a wall, on either side? But it is cool how, with the possible exception of jumping right, the light source on Dizzy's body stays consistent.
Another odd thing I noticed is that the walking-left animation doesn't reverse itself exactly. I don't know if any of these sprites are formed piecemeal like the Fantastic Adventures of Dizzy sprites, but for some reason, Dizzy's front toe sticks out more when he's bringing his near arm forward than when he's pulling it back. (It's not so easy to explain this on a still sheet of graphics, especially as I got the idea halfway through that left-facing graphics should be read right to left, so you just have to see it in action or remember: Near arm forward = big toe.) It's also not an exact mirror of how his feet are walking to the right, so I wondered if there was this square of three red pixels and one white that kept getting shifted around. I thought more about this after I captured sprites from Dizzy in Prince of the Yolkfolk...
As an aside, I took another peek at the ZX Spectrum version of Dizzy The Ultimate Cartoon Adventure and noticed that its sprites had some resemblance to the Commodore 64 sprites, with the hands that look like flippers because they aren't completely outlined, and the tall vertical gap look to the feet while jumping forward. So it appears that the Commodore 64 sprite wasn't too far off at first, but then it failed to evolve in the same way. The CPC sprites for Dizzy 1, on the other hand, already look more like the Treasure Island Dizzy sprites, so there must have been some extra work done before that version came out. Also, if the Spectrum sprite was limited to 24 pixels wide, then that would explain why one of Dizzy's hands isn't outlined on the outside. The Amstrad CPC sprite is essentially an odd number of pixels wide because it lacks the outline, and the middle column of pixels isn't doubled the way it is in the C64 sprites.

Now you already know that Dizzy gained red eyes, a red mouth, and an extra pair of white pixels on his shoes for the forward-facing sprites in the next four games, but I caught a few other little changes by lining up the sheets. One thing I noticed while playing is that a white pixel over Dizzy's eye turns green for one frame when he's walking right, when his arms are down and feet side-by-side, but only when bringing his near arm forward, not when pulling it back. Thus you only see that pixel flicker once per full walk cycle. That same sprite with the extra green pixel is also used when Dizzy jumps to the right.
The right-jumping sprites are not all exact mirrors of the left-jumping sprites anymore. The 3rd frame, with Dizzy's face pointed down and forward, had his back shoe filled in with another red pixel for both directions, but only the right-jumping sprite also removed the bottom pixel of Dizzy's eye. The 5th frame, with Dizzy pointed back and down, had an extra pixel of white added to his front shoe, but again only for jumping right. And the 7th frame, with Dizzy pointed back and up, added a white pixel to Dizzy's front foot and extended his mouth and front toe with another red pixel each, for the right only. This is why I got the idea that the coders put in twice as many sprites as they really needed for some animations, and sometimes the artists made adjustments to one copy but missed the other.
So, these sprites may have been updated inconsistently, but I like the idea of giving Dizzy an extra shade of color to make him look shiny. I bet you could replace the green with light gray and unite it with the black linework to create a Dizzy sprite that's a bit more modern but not too fancy.
Also, sometimes when I play Fantasy World Dizzy on Amstrad, the white parts of Dizzy will turn green when he passes in front of red or green objects, but other times that doesn't happen. What's that all about?
Maybe if I feel up to it, I could get the Crystal Kingdom Dizzy sprites next! It should be all right if I leave the pixels "doubled", right? I mean I know it's a 160x200 mode so they should be considered single pixels, but that would make them look extremely thin on a normal monitor, and it shouldn't be a problem to convert them back to single pixels if you need to.
I just remembered something: Some games have "idle" sprites for when you make your character just stand still for a while, so don't forget to look for those too. I know in 16-bit Fantasy World Dizzy, Dizzy taps his foot after a few seconds, and in Go Dizzy Go, Dizzy and Denzil have a few different idle animations where they look around nervously and such.