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Dizzy the Adventurer

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Title Screen

Dizzy the Adventurer

Developer: Codemasters
Publisher: Camerica[1]
Platforms: Unlicensed NES, Aladdin Deck Enhancer
Released in US: 1993[1]

AnimationsIcon.png This game has unused animations.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

An enhanced port of Dizzy: Prince of the Yolkfolk that was the pack-in title for the Aladdin Deck Enhancer.

Unused Font Characters

Dizzy The Adventurer-unused font.png

Punctuation and diacritics for languages beyond English are loaded into the game's font, yet only English text can be found in the ROM. All these and more would go on to appear in Wonderland Dizzy, but with drop shadows added. The colon also ends up unseen in this game because it's only included in an unused piece of text.

Unused Dizzy Sprites

Dizzy The Adventurer-swim forward.gifDizzy The Adventurer-swim up.gif
There exist water physics and swimming animations for Dizzy that go unused because the game never allows Dizzy to survive underwater. Setting memory address $00A3 to nonzero enables Dizzy to swim, and setting $05B5 to nonzero activates the underwater physics that also enable Dizzy's front-facing swimming animation. These same sprites went on to be used in another belatedly-released game, Mystery World Dizzy.

Dizzy The Adventurer-frown.pngDizzy The Adventurer-smirk.png
The game also loads graphics tiles that would give Dizzy a frown and a "woozy" face (or cat lips, it's a little unclear). These faces do not appear to be used anywhere in this game nor in Mystery World Dizzy, but versions of them with a nose are seen in the Sega Master System and Game Gear ports of Fantastic Dizzy.

(Source: Dizzy9)

Invisible Background Textures

Unmodified With a color lightened
Dizzy The Adventurer-stopped by Boris.png Dizzy The Adventurer-unseen dialog BG.png

The backgrounds behind dialog scenes appear to be single solid colors, but in fact they use a tile with two colors arranged into what could form a nice-looking pattern yet is never seen due to all palettes making the two colors identical. A clear indication that it was meant to be tiled this way is that the corners of word balloons contain portions of this pattern, allowing it to continue right up to their outer edges.

Unmodified With lightening and darkening
Dizzy The Adventurer-inventory.png Dizzy The Adventurer-unseen inventory BG.png

Likewise, the border around the inventory consists of its own unique tile with three identical colors, forming what would have been a rocky texture similar to but distinct from the one used on the inventory menu itself.

(Source: Dizzy9)

Unused Text

        THE KING.


This block of text is found far away from other text in the ROM, but there still exists code to create an interactable object that displays it. It doesn't load proper graphics for a sign, however, so this may have been omitted due to object limitations with the jester in the same area.

Another oddity with this string is that the eighth space before "THE KING" is actually a separate character value $2D and seems intended to be a hyphen/dash, as seen placed between the comma and period in Wonderland Dizzy's font and the ASCII-based lookup table of The Fantastic Adventures of Dizzy, but tile $2D is blank during dialogs in this game.


Like the coins from Treasure Island Dizzy, the hole cannot be kept in Dizzy's inventory, yet there is a name that appears if it is hacked into the inventory.




It seems that this conversation should have played out if Dizzy spoke to the king again after returning his crown, but the game checks for the wrong status value and so never activates it.

(Source: Dizzy9)


All NES games developed by Codemasters are based on the same stub library. As a result, all of these games, including those on multicarts, include a "smiley test" that verifies the integrity of the PRG ROM and CHR RAM chips.

To activate the PRG ROM test, hold Up + Down + Left + Right + A + Select + Start and press Reset. To activate the CHR RAM test, hold Up + Down + Left + Right + B + Select + Start and press Reset. (These tests can also be run simultaneously by holding both A and B, and the results will be ORed together in RAM.) If the PRG ROM checksum matches with the internal value or the CHR RAM chip has no bad cells, the program will display a happy green face; otherwise, it will display a sad red face. The code also attempts to write the test results to an unknown device at $4400, possibly an automated cartridge tester.

Note that the tests cannot be performed with an unmodified controller, as the design of the directional pad prevents more than two directions from being pressed at once.

Passed Failed
Test passed :) Test failed :(


  1. 1.0 1.1 Game Zero Vol 1, Iss 6 (02-03/93), recovered to website Nov 1, 2015.