...Right, so it took about a year for me to find the motivation to make more maps. Here's
Keldor Town, red version!
I suppose I should explain my rationale for arranging the town like that by now. It may be natural to think of Castle being on the bottom and Bridge on the top, so that you're ascending the whole way from the falls to the graveyard, but the in-game maps over the tunnels in Fantastic Dizzy put Castle on top, Bridge in the middle, and Dock on bottom, and after thinking about it for a while, that makes more sense to me. If you consider the transitions required to get from Castle Street to Bridge Street outside of town, you go downhill four times and uphill three, placing Bridge Street below Castle Street. With Dock Street it's a little shakier to assess as there are no normal transitions to anywhere but the pirate ship, but if the ship is considered level with the island in Carber Bay, then that puts Dock Street a screen below Bridge Street.
This scheme is also borne out by the tunnels, which are longer when connecting Castle Street to Dock Street, which makes sense if Bridge Street is in the middle. The mouths of Bridge Street's tunnels are the only ones to switch sides, making it so that Dock to Castle is always the same direction, with Bridge as a midpoint. The one weird thing about this is that the river accessible from Bridge Street must curve upwards sometime after its stop at Dock Street so that it can reach Castle Street and Crystal Falls again.
As for placement of the tunnels, I lined up their midpoints with the tunnel entrances, and I placed all the Castle-Dock tunnels over Dock Street so they wouldn't get in the way of others. There's only one tunnel whose entrances don't line up even when I have everything else lined up: the leftmost Dock-Castle tunnel, where they're 64 pixels apart, so I put the midpoint of the tunnel 32 pixels away from each entrance. I have no idea whether anyone will be able to make sense of this. :/
And here are some interesting facts about the three streets I noticed: Castle Street has 6 tunnel entrances while the other two have only 4, as there is only one Bridge-Dock tunnel, while Castle gets 3 tunnels to each of the other two streets. Castle Street is the only street to have two dividing walls, giving it three isolated sections, while the other streets are only divided once each. (Idea for small sequence breaks: Find a way to boost Dizzy over those walls?) Dock Street is unique for having its name on multiple outdoor signs, at least in the 8-bit versions; it might be Bridge Street that got more than one sign on 16-bit.
Besides the stars and Dozy's key, the one change I saw for version 2 was that a spider from the middle of Dock Street was removed, beside the tunnel to Castle Street's castle entrance. Since that's not very exciting, as a bonus, I also "mapped" the one-screen mini-games:
Sliding puzzle, split apart so you can see the edges of each piece
Keldor Castle shoot-out, with a guard placed on top of every spot I have ever seen a guard appear
That's 17 places I've seen them pop up, and boulders seem to fly from those same approximate locations, though it's not usually well-timed with a guard appearing there. Curiously, I've never caught a guard in that lower large window on the left tower. There are three graphics I've seen them in, and only one of them uses all three palettes. I think I found a couple of unused sprites, though:
A more important fact I noticed about that mini-game was the rubberband difficulty, where the number of points you have determines how many guards you can see at once. If your score falls between 3/8 and 1/8, you can see as many as 4 guards simultaneously. At 4/8 and 5/8, that drops to 3 guards. Then at 6/8 you only get 2 at a time, and at 7/8 you're going for the 1 that got away! This could be useful to remember for luck manipulation, in case holding off on shooting a guard for a moment allows the next one to appear sooner from the lower score.
One more thing I noticed as I collected the winch wheel to reach that castle was that when you first climb up to the riggings of Blackheart's ship, you can make the ascent to the platform above you in one rope swing rather than two; just hang on and let Dizzy swing back to the left, and he will get just enough height to jump up there if you time it right. This can be considered another NES-exclusive trick like the Select-button damage freezing and the collecting of objects in the air and while rolling, since other versions of Fantastic Dizzy force Dizzy to jump off the rope at a certain point automatically.
Now the sad thing is that I did a search just the other day to be sure no one else had started maps of the 8-bit versions of this game... And it turns out
Blublu already had, back in 2006:
http://www.vgmaps.com/forums/index.php?topic=150.0
Blublu might have even had most of it done! Did anyone save the files from those Imageshack links that are now dead, if only so I can compare how I'm doing? I wonder if it's worth asking Blublu, whose last post was a year ago, though Blublu hasn't really been active on the board since 2009. (I'll admit Blublu was
credited for Kickle Cubicle last month, though!)