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Bugs:Fantastic Dizzy (Genesis)

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This page details bugs of Fantastic Dizzy (Genesis).

Floating Items

Fantastic Dizzy SMD-Floating Items.png

When you stand on a surface that can give way (for example, the thin ground in the graveyard), by breaking it and quickly hitting B you can place the item you're holding in mid-air. Unlike in the NES version, you cannot grab items while jumping. The item is effectively lost since you cannot retrieve it, which can lead to a softlock if the item was crucial for completing the game.

Another variant of this is to place an item on the said surface before breaking it, which will lead to a similar effect. What's interesting is that you can't place items on the bridge near the mine nor the rock leading to the underwater cave, likely as a softlock-preventing measure due to this issue. This check wasn't present in the NES version, but it isn't needed there since items can be grabbed after jumping.

Dynamite Plunger Softlock

In the abandoned mine, if you leave an item near the plunger and then place the dynamite and blow up the rock, the item you've placed is no longer accessible - Dizzy will do his item pickup animation, but nothing happens.

Presumably, the developers wanted to disable the detonator after it's been used, but didn't think it fully through.

Jumping Height Inconsistency

When you hold the jump button, Dizzy's first jump will be slightly higher than the next ones.

This can be easily seen in the huts in Yolkfolk Village - the first jump is high enough to get up the cupboards, while the subsequent hops aren't.