This is a sub-page of Proto:Dynamite Headdy (Genesis).
Gameplay Changes#
General Differences#
- There are no flying stages (Scenes 6-1 to 6-4 in the final game) in the prototype! In fact, based on the way the scenes are stored by ID, the flying stages were among the last things added to the game, even after the ending sequence!
- There's no assigned button for cancelling heads in the prototype: Instead, pressing A+B+C will cancel heads.
- Headdy jumps into frame at the start of each scene in the final version. In the prototype, he's just there by default.
- The Bonus Game hasn't been designed yet.
- The ending sequence hasn't been programmed yet.
End of Stage Differences#
- Getting a continue requires just 5 continue icons. This means that multiple continues can be earned per stage boss! In the final Japanese game, the requirement was upped to 10 icons.
- The stage's palette doesn't fade while bonus points are being tallied.
- "Time Points" are called "Clear Points".
- Most of the Secret Bonus Points aren't present in the prototype game.
- After completing a level, Headdy does not do his celebratory animation.
Head Differences#
Bomb Head
In the prototype, this head can only be cancelled after it explodes.
It can be cancelled at any time in the finished game.
Buddha Head
This head can be cancelled in the prototype, making it pretty much pointless.
Liberty Head
This head's animations are complete, but getting this head will not transport the player to the Bonus Stage, seeing as it's not yet in the game and all.
Use the Pro Action Replay code FFE19E:00C0 and hit Mokkun (HeadCase) in Scene 2-2 to get this head.
Sleepy Head
In the prototype game, Headdy will be healed after he falls asleep on the ground. (This is also how it works in the Game Gear port!)
In the final game, Headdy will be healed as soon as he picks the Sleepy Head up.
Super Head
- Headdy has a higher maximum speed in the prototype, moving at 7 pixels / frame. The final game caps this at 5 pixels / frame.
- Headdy's vertical shooting speed is out of control in the prototype, moving at around 20 pixels / frame, or about twice as fast. It also reaches twice as far.
Ticker Head
This head is never available from HeadCase in the prototype, though it is partially coded. Use the Pro Action Replay code FFE19E:0060 and hit HeadCase in Scene 2-2 to get this head.
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Proto |
Final |
|---|---|
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- The Ticker Head uses a (possibly incorrect) blue palette in the prototype.
- Stage 2-2's background, the 500 point bonuses, and Fukkun (HangMan) have their animations properly frozen.
- HeadCase's cycling heads are frozen, but HeadCase himself is not.
- All other animations are not frozen. No object has been coded to freeze while the Ticker Head is active.
Triple Head
Hitting something with the center head will retract the two other heads in the prototype. This was fixed in the final version, making the head a lot more useful.
Damage Values#
The amount of damage taken from enemy attacks is usually just 1 HP in the prototype. Most attacks do different damage in the final game:
Attack |
Proto |
Final |
|---|---|---|
Scene 1-1 |
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Super Red Arrow |
0 HP |
1 HP |
Scene 2-1 |
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Training Soldier |
3 HP |
1 HP |
Scene 2-2 |
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Happy Comecome (Flame) |
1 HP |
5 HP |
Scene 2-3 |
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Bounty Boundy (Contact) |
1 HP |
0 HP |
Bounty Boundy (Crushing) |
1 HP |
4 HP |
Bounty Boundy (Bomb) |
1 HP |
3 HP |
Scene 3-4 |
||
Jacquline Dressy (Dragon Flames) |
1 HP |
3 HP |
Jacquline Dressy (Ballerina) |
1 HP |
4 HP |
Jacquline Dressy (Robot Shots) |
1 HP |
2 HP |
Jacquline Dressy (Robot Claw) |
1 HP |
4 HP |
Jacquline Dressy (Robot Debris) |
1 HP |
3 HP |
Scene 4-1 |
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Rebecca (Fist) |
1 HP |
3 HP |
Scene 4-2 |
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Crusher |
1 HP |
4 HP |
Spike Wheel |
1 HP |
4 HP |
Scene 5-3 |
||
Flamethrower |
1 HP |
2 HP |
Hammer Arm |
1 HP |
3 HP |
Bomb Shooter |
1 HP |
2 HP |
Scene 5-4 |
||
Motor Hand |
1 HP |
4 HP |
Spikes |
1 HP |
3 HP |
Scene 7-3 |
||
Taro (Contact) |
1 HP |
2 HP |
Taro (Orbs) |
1 HP |
3 HP |
Taro (Sun Wheel) |
1 HP |
6 HP |
Spikes |
1 HP |
3 HP |
Scene 7-4 |
||
Thunder Captain (Thunder) |
2 HP |
6 HP |
Thunder Captain (Weights) |
1 HP |
3 HP |
Spikes |
1 HP |
3 HP |
Scene 7-5 |
||
Rever Face (Projectiles) |
1 HP |
2 HP |
Spikes |
1 HP |
4 HP |
Scene 8-1 |
||
Spike Ball |
1 HP |
2 HP |
Spikes |
1 HP |
4 HP |
Scene 8-3 |
||
King Dark Demon (Bats) |
2 HP |
1 HP |
King Dark Demon (Crusher) |
0 HP |
5 HP |
King Dark Demon (Drills) |
2 HP |
4 HP |
King Dark Demon (Hoppers) |
2 HP |
1 HP |
King Dark Demon (Laser Beam) |
1 HP |
5 HP |
King Dark Demon (Laser Wall) |
2 HP |
1 HP |
(Divingkataetheweirdo: Original TCRF research)
Title#
Treasure Logo#
|
Prototype |
Final |
|---|---|
- The Treasure logo screen is slightly longer, with the Treasure name animated onto the screen.
- The Treasure logo is missing its trademark symbol.
- Both the SEGA and Treasure logos can be skipped in the prototype.
Title Screen#
|
Prototype |
Final |
|---|---|
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- The ™ sign near the logo is missing. Dynamite Headdy's face was slightly redrawn to seem a little less frightening and his bow-tie became a little more detailed.
- Bizarrely, the copyrights have logos (which do have ™ signs) and it says "Press Start" even though it is based off the Japanese version.
- The stage select is enabled by default.
Options#
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Prototype |
Final |
|---|---|
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- The options screen has a difficulty selection of Easy, Normal, and Hard which does not have any effect.
- There also seems to be an option to select between one-player and two-player modes. This also doesn't do anything.
- Controls can't be reassigned in the prototype.
Attract Mode#
|
Prototype |
Final |
|---|---|
Since Scene 2-2's HeadCase placement was changed, the demo had to be rerecorded. The final demo is 30 seconds longer than the prototype's demo.
(Source: Original TCRF Research, http://ristar-cluster.info/dh/index-dh.html)
Debug Mode#
A debug mode is present in the game, but is somewhat buggy. When you pause the game, you can press the following:
- A - Look at tile collision...in theory. On most levels this just crashes the game.
- B - Activate debug mode; change object.
- C - Place object.
- Start - Resume gameplay.
- Direction Pad - Move around the map.
Additionally, pressing A+B+C+Start will reset the game.
Changed Graphics#
Tileset Graphics#
These are only general graphics changes. For more specific level graphic changes, see the level comparison pages.
Comments |
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|---|---|---|
Six of the letters in the game's font were redrawn for the final release. |
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All of the "SHOT" (or, er, "SOHT") signs in the prototype were corrected to say "SHOOT". |
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All instances of the word "GO" on directional signs were erased in the final game. |
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Because an entire new stage was added in the final game, a lot of signs had to be updated. |
Object Graphics#
Comments |
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|---|---|---|
General Objects |
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For whatever reason, the white wire in the life meter was changed to two red wires and the life meter itself was redrawn. |
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The 500-point bonuses are stars at this point. |
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The...things that pop out of the boss when defeated use an obvious placeholder graphic in the prototype. |
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The cursor on the main menu was shrunk down a little bit in order to make the text more readable. |
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Aside from different colors, the Head Trip power-up appears to be identical to the final (Japanese) version. |
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Even though no HeadCase in the prototype carries the Liberty Head, the icon for the head is in the ROM, though it's completely different. |
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The incorrect but hilarious "BRAKE" text on crates was replaced with "SHOOT". |
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The blue crates' text was replaced with a hammer icon, which is a better indicator of their sturdiness. Helpful! |
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Fingy (or Heather) always has the same angry expression in the prototype. These heads are used during the Key cutscenes. |
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Her talking sprites also use the angry-looking head in the prototype. |
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Scene 4-1 |
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The ring around the Clowny objects is thicker in the final version. |
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Someone changed Funky Ronmell's tires from Flat-head to Phillips. |
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Scene 4-2 |
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The crusher objects use a different, blander design. |
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The two platform spitter types are both gift boxes in the prototype. In the final, each spitter has its own design. |
Scene 4-3 |
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The poor steel-ramming soldiers don't have any additional armor in the prototype. The color of their copter components also changed. |
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These bomb droppers were changed from lifeless automatons to angry yellow lipsticked heads. |
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The bomb palette was also changed so they're easier to see on the stage's dark background. |
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Scene 5-3 |
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The arm-like mini boss is missing its blue "hands" in the prototype. |
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The ordinary cannonballs have fancier designs in the final version which also made them easier to see. It's a win-win change! |
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The Armored Soldier's shields are spring-loaded in the prototype and wire-powered in the final game. |
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Scene 6-1 / 7-1 |
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The bonus bird has Bino's head in the prototype! Bino appears in the boss fight in the final version, so the bird design had to change. |
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Yayoi has several design differences:
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The Dark Demon emblem on Yayoi's key pack was altered to two blinking lights, probably to keep the upcoming cutscene a surprise. |
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Again, Izayoi's eye color, ears, and horns were redrawn. Izayoi is also missing her eyebrows in the prototype's sprite. |
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Izayoi's claws were redrawn: They look considerably deadlier in the final game! |
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Scene 7-3 / 8-3 |
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Mustle Nasunasu was given a functioning mouth in the final game… Most likely to avoid any passing resemblances to Pingu. |
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Mustle Nasunasu's blocks were changed from nondescript bricks to metal blocks with arrows on them. |
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Taro's heart orb got its own unique, blue palette in the final game. The top of the orb was not modified to accommodate this, however. |
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The blinking light on the Head Spitter's vase isn't on the prototype sprite. |
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Scene 7-4 / 8-4 |
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The "SHOT" to "SHOOT" change also applies to the doll blocks in this scene. |
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Scene 8-1 / 9-1 |
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There are rivets on the prototype's arrow platform. The propeller and arrow are thicker in the final version. |
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Scene 8-3 / 9-3 |
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Dark Demon's laser beam attack has a more eye-pleasing, less flashy animation in the final game. |
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Unused Graphics#
This is the original graphic for the Ticker Head. In the final game, is used for the Ticker Head, but in the prototype it's used for the unimplemented stopwatch head!
Since the stopwatch head was never worked on after this point in development, the Ticker Head took its HeadCase icon, and the visor graphic was deleted from the ROM.
These two planetoids are found in the Final Scene's parallax BG tileset in the prototype, but they're not used. They were overwritten with new star tiles in the final game.
(Divingkataetheweirdo: Original TCRF research)
Music & Sound Effects#
Unused Music#
Starting at 0x61ACE in the ROM and going until 0x62333, there is data for "Beat It" by Michael Jackson straight from Michael Jackson's Moonwalker.
(Source: Jdogg)
Voice Samples#
With the exception of the track "Maruyama Appears", there are no voice samples in the prototype. At all.
Music Differences#
|
Proto Percussion |
Final Percussion |
|---|---|
Most of the percussion samples in the prototype version were redone for the completed soundtrack.
Escape Hero
|
Proto |
Final |
|---|---|
The prototype track is missing about a second of music at the end.
Maruyama Appears
|
Proto |
Final |
|---|---|
Maruyama's intro theme is pitched lower in the prototype, more than half of the track is missing, and the track only plays once.
North Town's Theme
|
Proto |
Final |
|---|---|
A few of the notes in the track's intro were changed to doubled half-notes. The final track's intro gradually increases in volume.
Why, Figgy
|
Proto |
Final |
|---|---|
Another track that was pitched higher for the final game.
Hustle Maruyama
|
Proto |
Final |
|---|---|
Like "Maruyama Appears", this track is still a work in progress. The last half of the track hasn't been composed yet, there are several instruments missing, and the drum loop is a skosh simpler.
South Town's Theme
|
Proto |
Final |
|---|---|
The last part of the main track has some fancy trills, but only in the final version.
Tower of Puppet
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Proto |
Final |
|---|---|
Six orchestral hits were added to the final track's intro piece.
Paradise?
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Proto |
Final |
|---|---|
The percussion part of the prototype track uses obvious placeholder instruments. The final piece fills those gaps with tambourines and hi-hats.
Headdy Chant
|
Proto |
Final |
|---|---|
Obviously the prototype track is missing the actual Headdy Chant.
Missing Tracks#
Note: This doesn't count tracks for sequences that haven't been programmed yet (the flying stages, the ending sequence, and the number pad screen).
Missing Track |
Temporary Track |
|---|---|
Hattari is Here |
Escape Hero |
Opening Theme |
North Town's Theme |
Mystery Spot |
I Sing |
Mystery Spot |
South Town's Theme |
You're Izayoi |
I Sing |
Funny Angry |
I Sing |
Dark Demon's Song |
I Sing |
Kejime Kejime 2 |
N/A |
Crosswalk of Love |
I Sing |
I Love Goldie Hawn |
Tower of Puppet |
Sound Effects#
|
Proto |
Final |
|---|---|
The confirmation/tally sound's harsh mechanical plunk was changed to mellifluous chimes.
|
Proto |
Final |
|---|---|
Puppet Tower makes a sound when it rotates. The sound was changed. Yes.
|
Proto |
Final |
|---|---|
Balloon Kelly's deflation sound effect is substantially longer in the prototype, enough to last the entire time that they're uncontrollably flailing in the air.
|
Proto |
Final |
|---|---|
A lower-pitched version of the metallic plink-ing sound is present in the prototype, which is used by the "HIT ME!" balloons in South Town.
(Source: Original TCRF research)