the cutting room mirror

June Prototypes

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This is a sub-page of Proto:Dynamite Headdy (Genesis).

Six localization prototypes were released in drx's massive February 23, 2008 prototype dump:

Mutual Localization Changes#

The following differences from the final localized game are already present, even in the earliest prototypes:

  • Region lockout has been removed.
  • The player starts with no continues.
  • 13 Continue Icons are needed to earn a continue, not 10 as in the Japanese game.
  • All enemy palette changes are in effect.
  • The lift light, Head Trip, program sheet, and Final Scene graphics are already changed.
  • Rebecca, Yayoi, and Maruyama have been swapped with Mons Meg, Gatekeeper, and Trouble Bruin.
  • All scenes use the final localized titles.
  • Trouble Bruin's light orbs in Scene 1-1 are identical to the final English versions.
  • The boss fight in Scene 5-2 uses the final version's attack pattern and HP.
  • All changes in Scene 6-1 (The two enemy wave changes and the claw's speed) are already in effect.
  • Nasty Gatekeeper has increased HP compared to Izayoi.
  • The flipping HangMen in Scene 8-3 take 2 seconds to flip rather than the 3 seconds they do in the Japanese game.
  • Twin Freaks only takes 17 HP and has a smaller hitbox.
  • Dark Demon has 17 HP, not 9 HP as in the Japanese version.
  • The final international ending sequence is complete at this point.

June 14th to June 16th Changes#

HeaddyDebugSelect.png

As noted above, the June 16th prototype has a different stage select that's enabled by default. This replaces the Japanese version's stage select, which can only select the first part of each stage.

There are also 8 extra scenes (if they can be called that) that can be selected.

  • A-1: Ending Demo
  • A-2: Cast Roll
  • A-3: Credits
  • A-4: Secret Number Pad
  • A-5: Secret Boss Fight
  • A-6: True Ending
  • A-7: Game Over Screen
  • A-8: Basketball Mini-Game

June 16 to June 22 Changes#

Title Screen#

June 16th

June 22nd

  • "Press Start Button" lost its Button, and the copyright became a little less lengthy.

June 16th

June 22nd

  • "Configuration" is no longer abbreviated, and "Cancel" is the more descriptive "Cancel Head" in the international builds.

Audio#

  • The applause sound effect now plays during Headdy's victory animation.
  • The track "Geisha Robot" and the generic enemy explosion sound effect are no longer accessible from the sound test.

Graphical Changes#

June 16th

June 22nd

June 16th

June 22nd

Trademark symbols were added to certain graphics starting with this build.

June 16th

June 22nd

The Cast Roll sign now uses its final, correctly spelled design.

June 16th

June 22nd

HeaddyLaserOrbJP.gifHeaddyLaserBeamJP.gif

HeaddyLaserOrbINT.gifHeaddyLaserBeamINT.gif

This inexplicable change to the Super Finagler's lasers first appeared in this version of the game. If this was made to make the beam harder to see: Boo. Boo, I say.

Stage Differences#

Scene 3-1
The HeadCase in the Flying Soldier arena is gone from this point on in development.

Scene 6-4

June 16th

June 22nd

The separate power-up screens from the Japanese game were merged into one starting with this build.

Scene 8-1 / Scene 8-2
The biggest surprise, gameplay-wise anyway, in these prototypes are in these scenes. In addition to carrying the Pin Head and Spike Head, HeadCase carries the Super Head in the June 14th and 16th prototypes.

This is a most unusual addition. The Super Head doesn't appear here in the final English game, the final Japanese game, or even in the April prototype! It seems to have been added specifically for the localized game, then quickly taken out by the June 22nd build.

Text Changes#

Even though the boss dialogue has already been cut out, there are still plenty of text changes. Headdy's buddies are a chatty bunch.

Scene 2-1#

Meet HeadCase#

June 16th Text

June 22nd Text

Final Script

HELLO,HEADDY‼
FINALLY YOU
ESCAPED‼

I'M HAPPY TO SEE
YOU AGAIN.


WHAT?
ARE YOU LEAVING
SO EARLY?

OK,I WILL HELP
YOU DURING
YOUR JOURNEY.

YOUR HEAD WILL
BE POWERED-UP


WHEN YOU GET
AN ITEM
BY ATTACKING ME

HELLO HEADDY‼

I'M HEADCASE.

HIT ME TO CHANGE

YOUR HEAD.

PRACTICE NOW TO
SEE WHAT SORT OF
HEADS YOU HAVE.

HELLO HEADDY‼

I'M HEADCASE.

HIT ME TO CHANGE
YOUR HEAD.


PRACTICE NOW TO
SEE WHAT SORT OF
HEADS YOU HAVE.

  • The June 16th script is a rough translation of the Japanese text. This and all other dialogue was completely rewritten for the June 22nd script, which is short and to the point.
  • The June 22nd script has an unnecessary line break in the second chunk of text.

June 16th Text

June 22nd Text

Final Script

CONGRATULATIONS‼
YOU DEFEATED ALL
THE ENEMIES.

HERE YOU GO.
THE SECRET
BONUS‼


I HAVE OTHER
KIND OF ITEMS.


PLEASE FIND THEM
DURING YOUR
ADVENTURE.

CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

N'T LOSE YOUR

HEAD,HEADDY.

CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

DON'T LOSE YOUR
HEAD,HEADDY.

  • The June 22nd text adds a high-larious pun to the last bit of text...
  • ...which cuts off the first two letters of the line. Oops. This was corrected in the final script.

Meet HangMan#

June 16th Text

June 22nd Text

Final Script

IT'S YOU HEADDY.
YOU REALLY
ESCAPED‼

YOU HAVE TO
LEAVE NOW? THEN
LET ME HELP YOU

GRASP ME,AND
YOU CAN GO TO
THE PLATFORM

WHERE SEEMS TO
BE IMPOSSIBLE
TO GO.

YOU CAN GO UP,
AND ALSO YOU CAN
PULL THINGS

TOWARDS YOU BY
GRASPING ME.

HELLO HEADDY‼

I'M HANG MAN.

GRAB ME AND THEN
LET GO TO MOVE
THINGS AROUND.

PRACTICE NOW TO
SEE HOW I CAN
HELP YOU MOVE.

HELLO HEADDY‼

I'M HANGMAN.

GRAB ME AND THEN
LET GO TO MOVE
THINGS AROUND.

PRACTICE NOW TO
SEE HOW I CAN
HELP YOU MOVE.

  • HangMan, in comparison with HeadCase's text, is pretty darn Engrishy.
  • HangMan is Hang Man, two words, in the June 22nd script. It's one word everywhere else in the game.

June 16th Text

June 22nd Text

Final Script

YOU DID IT‼
YOU GOT A SECRET
BONUS.

CONGRATULATIONS‼
GRASP ME ANYTIME
WHEN YOU SEE ME

CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

I'LL CATCH YOU

LATER, HEADDY.

CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

I'LL CATCH YOU
LATER, HEADDY.

  • More puns! Get it? Catch can mean two different things.
  • Another extraneous line break summarily removed from the final dialogue.

Meet Beau#

June 16th Text

June 22nd Text

Final Script

HOW ARE YOU,
HEADDY‼ NICE TO
SEE YOU AGAIN.

AH, YOU ARE GOING
TO THE CASTLE OF
DARK DOLL..

WHY DON'T YOU
HELP ME?


VERY STRONG KEY
MASTERS ARE
WAITING FOR YOU

AT THE END OF
EACH AREA.


I'LL TELL YOU
THEIR WEAK
POINT.

HELLO HEADDY‼

I'M BEAU.

WATCH ME TO SEE
WHERE KEYMASTER
WAKE SPOTS ARE.

PRACTICE NOW TO
SEE HOW I HELP
YOU TO ATTACK.

HELLO HEADDY‼

I'M BEAU.

WATCH ME TO SEE
WHERE KEYMASTER
WEAK SPOTS ARE.

PRACTICE NOW TO
SEE HOW I HELP
YOU TO ATTACK.

  • "Dark Doll" is an obvious mistranslation of "Dark Demon". Not sure how that happened, his name is listed in English in the opening demo, but whatever.
  • Keymasters do not have "Wake Spots". They have "Weak Spots" Get it right, June 22nd script. Oh, you did. Sorry.

June 16th Text

June 22nd Text

Final Script

BRAVO‼ THIS IS
A SPECIAL
PRESENT

FOR YOU.
THE SECRET
BONUS‼

WHEN YOU SEE ME
IN THE BATTLE,


THE ENEMY IS
THE KEY MASTER‼

CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

SO YOU GET THE
POINT,HEADDY?

CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

SO YOU GET THE
POINT, HEADDY?

  • A little bit of information (Beau only points to a Key Master) was cut for another pun. Points for effort.
  • Like all good commas, the one in the final script is spaced away from the following text.

All Rooms#

All three of Headdy's friends have more dialogue in the Japanese and June 14th/16th prototypes: One chunk prompting to take the training, two for confirming or declining the training, and one for failing to complete the training. Here they are, in all of their clunky, unedited glory.

HeadCase

HangMan

Beau

Confirmation

DO YOU WANT TO
TRY?
YES NO

PRACTICE NOW?

YES NO

DO YOU WANT TO
TRY?
YES NO

Yes

OK,TAKE ANY ITEM
AND
TRY TO DEFEAT.

THE ENEMIES
UTILIZING
THE ITEMS.

GET ITEMS AGAIN
AND AGAIN TO SEE
MANY ITEMS.

WHEN YOUR HP
BECAMES 0,IT'S
OVER‼

ARE YOU READY?

OW,LET'S START
THE CLIMBING
RACE‼

IF YOU GET TO
VERY TOP,
YOU WIN.

IF YOU FALL
DOWN,THAT'S IT.
ARE YOU READY?

GOT IT.
IT NEEDS YOUR
QUICK RESPONSE.

ATTACK WHERE I
POINT QUICKLY.
ARE YOU READY?

No

OH,YEAH? THEN
TRY ME DURING
THE ADVENTURE.

ARE YOU SERIOUS?
OK,GRASP ME
ANYTIME

WHEN YOU FIND
ME

I REALLY MISS
IT..
SEE YOU AT THE

END OF EACH
AREA‼

Failure

OOPS,THAT'S IT‼
DON'T MIND,
YOU'LL LEAM

HOW TO USE THEM
VERY SOON.

IT WAS SO CLOSE‼
YOU'LL BE
ACCUSTOMED SOON

GRASP ME ANYTIME
WHEN YOU SEE ME‼

THE POINT IN THE
ACTUAL BATTLE
MOVES AROUND‼

WHEN YOU SEE ME
IN THE BATTLE,


THE ENEMY IS
THE KEY MASTER‼

Scene 4-4#

June 16th Text

June 22nd Text

Final Script

HI,HEADDY.
LOOK‼
IT'S CURIOUS.

THE KEY MASTER
HAS BEEN
MISSING.

WHERE HAS HE
GONE?


ANYWAY,
YOU'RE LUCKY
GUY.

LOOK HEADDY‼
NO KEYMASTER‼


HEATHER BEAT YOU
TO IT,BUT NOW
SHE'S GONE TOO.

LOOK HEADDY‼
NO KEYMASTER‼


HEATHER BEAT YOU
TO IT, BUT NOW
SHE'S GONE TOO.

  • The later scripts sorta spoil Heather's role in the story, while the 16th and Japanese scripts keep it vague.
  • A space was added after the comma in the second block of text.

Scene 8-4#

This stage's title, "VICE VERSA", is misspelled as "VICE VERSE" in the June 14th and 16th builds.

Bonus Game#

June 16th Prototype

June 22nd Prototype

Final Build

GET ITEMS

FIGHT!

MAKE SHOTS

FIGHT!

MAKE SHOTS

YOU GOT ITEMS

TRY AGAIN

YOU MADE SHOTS

WORK ON YOUR GAME

YOU MADE SHOTS

WORK ON YOUR GAME

YOU GOT ITEMS
CONGRATULATIONS!
SECRET NUMBER
''

YOU MADE SHOTS
CONGRATULATIONS!
REMEMBER
''

YOU MADE SHOTS
CONGRATULATIONS!
REMEMBER
''

The June 16th build keeps the Japanese text, while the June 22nd build is mostly the same as the final, save for "FIGHT!" lingering around in the instructions.

Cast Roll#

Almost every single character in the cast roll received a name change:

Japanese

June 16th Prototype

June 22nd Prototype

Final Build

General

Mokkun

HeadCase

HeadCase

HeadCase

Yakkun

HangMan

HangMan

HangMan

Fukkun

Beau

Beau

Beau

Fingy

Heather

Heather

Heather

King Dark Demon

Dark Demon

Dark Demon

Dark Demon

Smily

Smily

Smiley

Smiley

Maruyama

Maruyama

Trouble Bruin

Trouble Bruin

Scene 1-1

Maruco
Mathai
Luca
Johane

Puppetons

Townsfolk

Townsfolk

Paul 1

Paul 1

Wee Spike

Wee Spike

Paul 2

Paul 2

Spike

Spike

Paul 3

Paul 3

Big Spike

Big Spike

Toruzo-Kun

Toruzo-Kun

Robo-Collector

Robo-Collector

Super Red Arrow

Super Red Arrow

Yellow Baron

Yellow Baron

Maruyama &
Kuma Body

Maruyama &
Kuma Body

Trouble Bruin

Trouble Bruin

Scene 2-1

Miss Carroll
Mr.Kiosaku
Bobo

Miss Carroll
Mr.Kiosaku
Bobo

Miss Daisy
Mr.Kiosaku
Dr.Bob

Miss Daisy
Mr.Yello
Dr.Bob

Scene 2-2

D.D. Soldiers

D.D. Soldiers

Soldiers

Soldiers

Honeywan I
Catherine Degoon
Honeywan II

Honeywan I
Catherine Degoon
Honeywan II

Honeywan II
Catherine Derigueur
Honeywan III

Old McGee
Catherine Derigueur
Mule McGee

Happy Comecome

Happy Comecome

Snake Eyes

Snake Eyes

Scene 2-3

Octopus Trap

Octopus Trap

Floating Platfrom

Floating Platfrom

Bounty Boundy

Bounty Boundy

Mad Dog

Mad Dog

Scene 3-1

Bob
Netter
Under Soldier

Bob
Netter
Under Soldier

Paddock
Mario Net

Under Soldier

Paddock
Mario Net
Miner Soldier

Scene 3-2

Tail Hanger

Tail Hanger

Rocket Grappler

Rocket Grappler

Scene 3-3

Marrio & Nettoh

Marrio & Nettoh

Puppeteer &
Gentleman Jim

Puppeteer &
Gentleman Jim

Scene 3-4

Jacquline Dressy

Jacquline Dressy

Wooden Dresser

Wooden Dresser

Scene 4-1

Clowny

Clowny

Tumblesets

Tumblesets

Rebecca

Castle Cannon

Mons Meg

Mons Meg

Browny Bon-Bon

Browny Bon-Bon

Happy Campers

Happy Campers

Super Machine Tank IV

Super Machine Tank IV

Super Tank Machine

Super Tank Machine

Funky Ronmell

Funky Jeepman

Funky Jeep Man

Funky Jeep Man

Scene 4-2

Momoiro Gozen

Momoiro Gozen

Wise Women

Wise Women

Scene 5-2

Tower Crasher

Tower Crasher

Flying Scythe

Flying Scythe

Scene 5-3

Armored Soldier

Armored Soldier

Armordillo

Armordillo

Scene 5-4

Motor Hand

Motor Hand

Spinderella

Spinderella

Scene 6-1

Back Speeder
Go Moon Rocket
Jayron

Back Speeder
Go Moon Rocket
Jayron

Flying Shark
Rocket Soldier

Jayron

Flying Shark
Rocket Soldier
Hover

Sky Jaws

Sky Jaws

Sky Battleship

Sky Battleship

Scene 6-2

Chris Wheel

Chris Wheel

Wheeler-Dealer

Wheeler-Dealer

Scene 6-4

Mitsuru

Mitsuru

Baby Face

Baby Face

Scene 7-1

McKenzy
Steven
Sam

McKenzy

McKenzy
Steven
Sam

McKenzy

McKenzy
Steven
Sam
MacKenzy

McKenzy
Steven
Sam
MacKenzy

Yayoi

Space Keeper

Gatekeeper

Gatekeeper

Izayoi

Space Keeper 2

Nasty Gatekeeper

Nasty Gatekeeper

Scene 8-2

Base Captain

Base Captain

Missile Man

Missile Man

Scene 8-3

Mustle Nasunasu
Anne Beath
Robinson

Mustle Nasunasu
Anne Beath
Robinson

Penguin
Anubis
Moloch

Penguin
Anubis
Moloch

Taro

Taro

Tarot

Tarot

Head Spitter

Head Spitter

Venus Headdy Trap

Venus Headdy Trap

Scene 8-4

Shogun
Floor Sweeper
Mary
Trick Hat

Shogun
Floor Sweeper
Mary
Trick Hat

Shogun
Oarsman
Flipper
Topo

Shogun
Oarsman
Flipper
Topo

Thunder Captain

Thunder Captain

Sparky

Sparky

Scene 8-5

Hyottoko Guy
Rever Face
Okame Gal

Hyottoko Guy
Rever Face
Okame Gal

Bean Head
Twin Freaks
Money Head

Bean Head
Twin Freaks
Money Head

Scene 9-1

Pachinko Sub
Ojizo

Pachinko Sub
Ojizo

Propeller Head
Cocoa

Propeller Head
Cocoa

Julian
Battle Tanky

Julian
Battle Tanky

Julian
Tiny Tank

Julian
Tiny Tank

Maruyama &
Spider Phantom

Maruyama &
Spider Phantom

Super Finagler

Super Finagler

  • The June 16th build keeps the Japanese name for almost all enemies, except for the redesigned bosses and, for some reason, Funky Ronmell.
  • Headdy's helpers, Heather, and Dark Demon, on the other hand, already have their final names at this point. Smiley and Trouble Bruin would be changed by the June 22nd build.
  • Already depriving them of their individual identities, the four pink puppets are "Puppetons" in the June 16th game. This was changed to the less interesting "Townsfolk".
  • "Mons Meg" is known as "Castle Cannon" in the June 16th build.
  • "Funky Jeepman" changed to "Funky Jeep Man" because Jeepman is not a word.
  • "Gatekeeper" and "Nasty Gatekeper" are under the preliminary names "Space Keeper" and "Space Keeper 2" in the June 16th script. Which is odd, since with these names, the Ghostbusters reference isn't there.
  • Mr.Kiosaku, Under Soldier, and Jayron got to keep their Japanese names in the June 22nd script.
  • Through some freak accident, Honeywan I and Honeywan II became Honeywan II and Honeywan III in the June 22nd build. They were eventually given different names entirely.

Credits#

June 16th Prototype

Final English Game

DYNAMITE HEADDY
STAFF

DYNAMITE HEADDY
CREDITS

(IN JAPAN)

GAME PRODUCER

KAFUICHI

PRODUCER

KAFUICHI

MAIN PROGRAMMER

MAEGAWA

MAIN PROGRAMMER

MASATO MAEGAWA

ENEMY PROGRAMMER

FUJITA
SRK
YAIMAN

PROGRAMMERS

KEIJI FUJITA
SRK
YAIMAN

SUPPORT PROGRAMMER

ISHIDA

SUPPORT PROGRAMMER

KAZUHIKO ISHIDA

PUPPET&BG
DESIGNER

KIMURA

CHARACTER DESIGNERS

KOICHI KIMURA
MAKOTO OGINO

BG DESIGNER

SHINDOH

BACKGROUND DESIGNERS

KOUICHI KIMURA
KANAME SHINDOH

PUPPET DESIGNER

OGINO

GUEST DESIGNER

TENKABITO

SOUND PRODUCER

NAZO^2SUZUKI

SOUND PRODUCER

NAZO^2SUZUKI

SOUNDD CREATER

MURATA

SOUND EFFECTS

SATOSHI MURATA

MUSIC COMPOSER

SUZUKI
YASUKO
KOUJI
AKI
NON

MUSIC COMPOSERS

KATSUHIKO SUZUKI
YASUKO
KOUJI
AKI
NON

SPECIAL THANKS

PP
ETSUKO

PUBLIC RELATIONS

HIROYUKI
TAKE

GUEST DESIGNER

TENKABITO

DIRECTOR

HIROSHI ASOH

PUBLIC INFORMATION

HIROYUKI
TAKE

SPECIAL THANKS TO

PP
ETSUKO

MANAGER

HIROSHI

INTERPETERS

SHINOBU SHINDOH
JAMES SPAHN

INTERPRETER

SHINOBU

(IN AMERICA)

PRODUCT DEVELOPMENT

MAX

PRODUCER

MAX TAYLOR

N/A

American Staff credits go here

COMPUTER
DESIGNED
BY

TREASURE

DEVELOPED
BY

TREASURE™

PRESENTED
BY
SEGA 1994

PUBLISHED
BY
SEGA™ 1994

  • The June 14th script is missing the American credits: In fact, the entire set of credits in this build is a severely truncated version of the Japanese credits.
  • Obviously, the June 14th script doesn't have the (IN JAPAN) and (IN AMERICA) headers.
  • Several lucky staff members got to use their full names in the final English credits. This isn't the case in the June 16th script or in the original Japanese credits.
  • "Game Producer" was shortened to just "Producer".
  • The "Enemy Programmers" job was shortened to the less descriptive "Programmers".
  • The June 14th script gives Koichi Kimura, Makoto Ogino, and Kaname Shindoh their own separate section of the credits. The final script combines them under two sections.
    • "Puppet Designer" was changed to "Character Designer".
    • "BG Designer" became the unabbreviated "Background Designer".
    • Because of this change, Koichi Kimura is listed in the credits twice...under two different romanizations!
  • The "Guest Designer" credit was moved after the Background Designer section.
  • The obviously misspelled "Soundd Creater" section was corrected to "Sound Effects".
  • "Music Composer" is properly pluralized as "Music Composers". There's more than one, you see.
  • The "Special Thanks" and "Public Relations" sections swapped places in the final English credits.
  • The Manager section was moved to where the Guest Designer slot used to be, and the section title was rewritten as "Director".
  • James Spahn was added under the Interpreter section, which was updated to the plural "Interpreters".
  • Max Taylor was upgraded from Product Development to a Producer, and is now under the (IN AMERICA) header.
  • The company credits were changed, much like the ones on the title screen. They also gained trademark symbols.

June 16th Proto

Final English Game

SCENE X
SECRET POINTS
0/Y

0000000



SCENE POINTS

000000

STAGE X
STAGE POINTS

000000

SECRET POINTS
0/Y

0000000

  • The score recap was changed to match the format used at the end of each stage. Secret Points are no longer listed first.
  • They're called Scenes in the early text and Stages in the finished English credits.

June 22nd Proto

Final English Game

STAGE 9
SECRET POINTS
0/4

0000000

STAGE POINTS

000000

STAGE 9
STAGE POINTS

000000

SECRET POINTS
0/4

0000000

Strangely, in the June 22nd prototype, Stage 9 (and only Stage 9) uses a hybrid format of the old and new styles.

June 16th Proto

Final English Game

TOTAL POINTS
THIS PLAY


0000000


PUSH START BUTTON

FINAL POINTS


0000000


PRESS START

More rewriting, and, like on the title screen, "PUSH START BUTTON" is shortened to "PRESS START".

June 16th Proto

Final English Game

YOU GOT
SECRET NUMBER

  1. /4

YOU GOT #/4

SECRET DIGITS

The final (finally) bit of text that was changed. Just sounds better, doesn't it?

(Source: Original TCRF research)