Ah, sorry I haven't posted in so long, to anyone who's been following this topic. I actually finished the map of the blue version's Keldor Town a long time ago, but I didn't want to upload it until I finished the red version's too. But the town was so much work to map, I wanted to take a break, so I tried mapping the castle shootout mini-game enemies, only to get discouraged when I messed something up. Then I got sidetracked with playing other games, especially that one I made a tool-assisted play of. Recently though, I felt it was wrong to keep sitting on this map when people could be looking at it already, so here it is.
http://www.box.net/shared/rpz5rqy2hb
I hope to start on the other version's map soon.
As a bonus, I discovered a new video on YouTube today that showed off some glitches I hadn't seen before.
http://www.youtube.com/watch?v=4-ykq4hfMhQ I would need someone to translate the annotations in order to understand all the special cases being pointed out, but I got the general idea of the main glitch, which is that if you hit Select while Dizzy is recovering damage, he will become completely immune to certain kinds of enemies, until he touches any other kind of hazard. This could be a big deal for any speedrun that needs to pass through a lot of enemies, and I tested it and found that it also works in the red version! It works with fruit as well as diamonds; I don't think it has to do with Dizzy's eating animation, but rather just the fact that the damage bar hasn't reached its final value yet.
Today I worked out a variation of the glitch I saw in the video but didn't understand: You can gain immunity to the same enemies by hitting Select while Dizzy is taking damage from any enemy. This also has the side effect of leaving Dizzy stuck in his hurt face until something else changes his face again. I remember I got Dizzy's face stuck that way on accident a few times, but I didn't realize what I did or that it was making him invincible! This will definitely be the faster way to get the invulnerability, as you just need to take a smidgen of damage, enter and exit the detail display, and you're good to go. So far it appears the immunity applies to enemies with a one-dimensional movement pattern: Spiders, ants, rats, and guillotines. Didn't work in the river mini-game, though.
And I noticed that the red version makes Dizzy wait a lot longer between successive item grabs (acceptance of the B button) than the blue version, especially if there is no item for him to grab. This makes sense with the new inventory system if you're mostly transporting one item at a time and don't want to accidentally pick up what you just dropped, I guess.