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Dynamite Headdy (Genesis)

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Dynamite Headdy is an interesting, rather unique game in which you fire your head at enemies and get different heads as powerups. It also doesn't take itself very seriously.

Debugging Functions#

Stage Select#

Dynamite_Headdy_Genesis_Stage_Select.png

On the title screen, highlight Start Game and press C, A, Left, Right, B. If Headdy says "Nice!", press Start, and you'll be taken to a stage select screen.

Animation Viewer#

Dynamite_Headdy_Genesis_Animation_Viewer.png

On the title screen, highlight Options and press C, A, Left, Right, B. If Headdy says "Nice!", press Start, and you'll be taken to a screen used to test Headdy's animations. Press Left and Right to cycle through frames. Hold A and press Left or Right to switch characters. Hold C to freeze the animation, and press Start to leave. There are animations for his bodies and heads, though the unused powerup isn't here.

(Source: GameFAQs)

Unused Ability#

Time ran outGo Headdy Go
Use the Pro Action Replay Code FFE19E:0180 and hit any HeadCase in Stage 2-2 to obtain this unused head. Unfortunately, it's useless.

Judging from the zeroes for eyes and the cylindrical button on top of the head, this could have acted like a stopwatch, with the Attack button being used to freeze time. As it is now, it's completely functionless.

Since there's already a time-freezing head anyway (which was coded before this head), it's not that big of a loss either way.

There is one remnant of this ability in the final game: The Ticker Head's HeadCase icon Ticker Head was originally meant for this head, as seen in the prototype ROM.

(Source: Original TCRF research)

Unused Graphics#

Stored with the rest of the Ticker Head graphics are what look like early hurt sprites, just in a different angle compared to those in the final. These are the only sprites for this head that seem to fit more with the blue palette from the prototype, and are even in that version of the game, but they weren't used then and still aren't used now.

An angry Headdy face looking onwards, the first graphic stored in the bank for head sprites used for cutscenes. No cutscene ever uses this.

These markers were used in the prototype version, back when a 2P mode was planned. This is as far as they ever got with that mode.

Lowercase letters are in the game's font, but the English script is in all caps.

This is interesting: Sub-game bonuses for a continue, extra life, and health! At one point, the basketball game might have worked like a more traditional bonus game.
The used icons are speed-up, slow-down, skull, and star. The prototype uses a star design for the 500 Points item; this design was recycled to mark point baskets.
The "slow-down" and "speed-up" icons appear later in the graphics bank, so they might have replaced other tiles after the Secret Number system was put into place.

Thicker (by 8 pixels) platforms that were meant for HangMan's stage.

These scrolls, translated as "Enemy" / "Small Fry" and "Boss", would have appeared in HeadCase and Beau's rooms respectively.

A downward arrow on a metal plate, found in the Scene 4-1 tileset. It's not in the prototype's tileset, so it was added at some point to communicate, uh, something.

But not before you feed it.Hehehehehe.

Two unused signs from Scene 8-1. Neither of them are that useful; there are other things in the stage that let the player know what's up.

This glassy shine sprite would be placed over the Soldier chambers in Scene 8-1. Given the small vertical space in those rooms, this sprite would just add clutter.

I can't move at all without looking weird.

These static cloud tiles would have been used in Scene 8-3 before the multi-layered moving clouds were implemented.

These big bricks would be used at the top of Scene 8-3's background, but with the size of the windows and the curtain tiles, there's no room left for them to go.

There are many spikes in Scene 8-3. These helpful numbers in the tileset, which appear next to each spike bottom tile, help artists to know which spike top tile to use.

I'm with shootpid.

This sign was used in the prototype in Scene 8-4, where it was placed above the first Flipper. Again, it's not necessary, so it was removed.

I know there's a more technical name for this kind of support but I don't know what.

A few unused tiles from the Twin Freaks stage. The girders are used in the prototype, but the smaller blocks aren't used in any version.

Early

Final

An earlier, sprite-based version of the Dynamite Headdy sign from Scene 2-2 is loaded in memory at the start of the level. The main differences are a light-blue metal pole, a flatter top, and blander lettering.

Early

Final

I'd be mad too!

The paper stack was changed from a background element to a sprite so it could move when The President slams his fist on his desk. The only real difference is that the sprite is 24x24 while the background-based object is 32x32.

(Source: Original TCRF research)

Unused Audio#

Headdy saying "Hey!". According to this video footage from the VHS Video&Games Vol. 1: Dynamite Headdy from Spain, in an early build this voice clip would've been used when Headdy grabbed a Hangman (4:10, 6:49).

The song titled "Next Stage" plays at the end of a level, when Headdy is confused for a bit, and then walks off to the right (not the part where Heather appears, that part plays the theme "Why, Figgy?"). Headdy only stays in his place for around 3 seconds, and reaches the other end of the screen, when the music fades out, in the next 5 or so seconds.

But the song goes beyond that. The main part is repeated one or two more times than what you hear normally, and on top of that, the final 4 repetitions of the main melody have less instruments each time. The entirety of the song is featured on the official soundtrack release as part of "Why, Fingy?"

"Geisha Robot" is the song that plays when the paradisiac background of Headdy Wonderland shatters, revealing Dark Demon's castle. In the international version, after staring at the castle for a bit, Heather jumps right and is caught by the Nasty Gatekeeper. At this point the song ends, after around 11 seconds. However, there's quite a bit more to the song than just that. In the Japanese version, Fingy speaks to Headdy before jumping away, and since the dialog can be read at the player's pace, the song can be played out in its entirety. The track can be found on the Sound Test on the Japanese version, but not on the international version, which means that people outside of Japan can never normally hear the full track. Notably, it is also the only track omitted from the game's official soundtrack release.

(GoldS: Original TCRF research)

Regional Differences#

The game was heavily altered for overseas release, removing and changing tons of random things.

Title Screen#

Japanese

International

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

Japanese

International

  • "Configuration" is no longer abbreviated, and "Cancel" is the more descriptive "Cancel Head" in the international builds.
  • As stated above, on the Japanese version, it's possible to hear the entirety of the track Geisha Robot, either in-game or on the Sound Test, as track 27 (despite only starting after 10 seconds of silence in the latter). This track is missing from the Sound Test in the international release.
  • Another entry that's erroneously missing from the international version's Sound Test is the "generic enemy destruction" noise; number 5C on the Japanese Sound Test.
  • The hidden Stage Select works differently between versions.
    • In the Japanese game, only the first part of each stage can be selected (1-1, 2-1, etc.)
    • In the international game, this restriction was lifted, so the player can start at any part of the game.

General Changes#

  • In the Japanese game, the players start with 2 continues while the localized versions start with none.
  • After defeating a boss, collecting 10 continue icons gives the player a continue. In the international game, this takes 13 continue icons. Doesn't seem like much, but it makes collecting continues significantly more difficult.
  • All of the Boss Stage dialogue triggers from the Japanese game have been removed. The only dialogue left in the game comes from HeadCase, HangMan, and Beau.
  • In the Japanese version, if you enter the tutorial segments, you'd be asked if you want to practice or leave the room. In the international versions, once you enter the room there's no turning back, and you don't get any dialogue if you fail these attempts.
  • An applause sound effect has been added to Headdy's victory animation.

Stage Name Changes#

All stage names except for "Backstage Battle" and "Baby Face" were changed to make pop culture references / puns.

Japanese

International

Scene 1

ESCAPE HERO!

THE GETAWAY

Scene 2

THREE FRIENDS

PRACTICE AREA

FRIEND'S ROOM

MEET HEADCASE
MEET HANGMAN
MEET BEAU

NORTH TOWN

TOYS N THE HOOD

CONCERT PANIC

MAD DOG AND HEADDY

Scene 3

FIRE CARNIVAL

DOWN UNDER

GUEST AREA

THE GREEN ROOM

STARLIGHT STORM

CLOTHES ENCOUNTERS

Scene 4

SOUTH TOWN

TERMINATE HER TOO

WORKING GEAR

MAD MECHS

RESTLESS FACTORY

MAD MECHS 2

MYSTERY SPOT

HEATHERNAPPED

Scene 5

PUPPET TOWER

GO HEADDY GO

GO UP!

STAIR WARS

ROLLING ROLLING

TOWERING INTERNAL

ON THE SKY

SPINDERELLA

Scene 6

AIR WALKER

THE FLYING GAME

RECKLESS WHEEL

FLY HARD

LIGHT VELOCITY

FLY HARD 2

Scene 7

PARADISE?

HEADDY WONDERLAND

Scene 8

FIGHT!

THE ROCKET TIER

MISSILE BASE

ILLEGAL WEAPON 3

RADICAL PARTY

FUN FORGIVEN

REVERSE WORLD

VICE VERSA

FUNNY ANGRY

TWIN FREAKS

Scene 9

THE RIVAL

FATAL CONTRAPTION

BRAIN BREAK!

FAR TREK

FINAL ATTACK

FINALE ANALYSIS

Graphics Changes#

Life Light

Japanese

International

You know what the 'H' stands for... or do you?

An 'H' ('E' for bosses) was added to the life bar (or life light in this case) for the American and European versions. Interestingly, upon opening the Japanese ROM with Tile Layer Pro, you will see the life light with the 'H'/'E' at around 000D2000.

Head Trip

Japanese

International

I still don't know what this does.

The Head Trip power-up (Buddha Head in the Japanese version) got changed from a kanji (which translates to 'Buddha') to ... a head.

Japanese

International

This same change is present in Scene 8-3 as well.

Trademark Symbols

Japanese

International

Due to reasons (probably the legal department), every instance of the Headdy, SEGA, and Treasure logos gained a trademark symbol in the localized versions.

Japanese

International

I'll steal this sign then!

The sign in Scene 2-2 had to be changed too, with the left and right sides of the signboard flattened to make room for the trademark symbol.

Other Stage Graphics

Japanese

International

I don't see your name written on...oh.

With the names of most of the scenes in the game changed, the continue screen's tattered program sheet had to be rewritten and redrawn.

Japanese

International

"Scene Final" changed to "Final Scene". The "Final" part uses the stage's green/red cycling palette in the international game.

Japanese

International

This "Puppets Introdution" (sic) sign in the Cast Roll was redrawn.

Maruyama/Trouble Bruin
{| class="wikitable" style="margin: auto;" !Japanese !International |- |HeaddyClawRobotJP.pngHeaddyScytheRobotJP.pngHeaddyWheelerRobotJP.png |HeaddyClawRobotINT.pngHeaddyScytheRobotINT.pngHeaddyWheelerRobotINT.png |- |HeaddySpiderRobotJP.png |HeaddySpiderRobotINT.png |} The character was made to look angrier, and his palette changed from purple to brown to reinforce the whole "Bear" thing. Even his new name, Trouble Bruin, is a play on a rarely-used synonym for "bear". It didn't really work; people still think he's a cat. All of Maruyama's boss forms had their palettes changed as well. Interestingly, despite the character being renamed, the "Maruyama" sample heard in the song "Maruyama Appears" was left intact.

Japanese

International

HeaddyEnemyPalettesJP.png
HeaddyStage2BossJP.png

HeaddyEnemyPalettesINT.png
HeaddyStage2BossINT.png

These palette changes affect some of the game's enemies and a boss as well, leading to some interesting color choices. Pink frogs, anyone?

Japanese

International

HeaddyLaserOrbJP.gif
HeaddyLaserBeamJP.gif

HeaddyLaserOrbINT.gif
HeaddyLaserBeamINT.gif

The Spider Phantom / Super Finagler's laser graphics were changed as well. The exact reason for this change is unknown, but it is not palette-related.

Rebecca/Mons Meg

Japanese

International

Rebecca was originally a toy doll, but was changed to a robot.

Yayoi/Gatekeeper

Japanese

International

The character was changed from a geisha to a generic robot. Given the above change, it's likely both were done because someone on the localization team objected to the player being made to harm a human-like female character.

Stage Differences#

Scene 1-1

Japanese

HeaddyStage11Orbs1JP.pngHeaddyStage11Orbs2JP.png

International

HeaddyStage11Orbs1INT.pngHeaddyStage11Orbs2INT.png

  • Maruyama's light orbs are harmless, but Trouble Bruin's orbs are not!
  • The number and pattern of the orbs released after he crashed into the wall was also changed.
    • Maruyama creates 4 small orbs that fly off to the right, and 3 large orbs that bounce to the left.
    • Trouble Bruin creates 6 (well 8, but two of them go off-screen quickly) large orbs that bounce up high, then spawns 2 more that bounce to the left.

Scene 3-1
The lone HeadCase in this area, located in the Flying Soldier arena, has been removed.

Scene 5-2
The boss fight here is significantly more difficult in the international game.

  • Maruyama has just 4 hit points in the Japanese game. Trouble Bruin has 8 HP!
  • His attack pattern was changed as well:
    • Maruyama has a predictable pattern. He will cut part of the tower 3 times, charge at Headdy, then repeat the cycle.
    • Trouble Bruin, on the other hand, seems to be completely random as to when he'll cut the tower or charge at Headdy. Combined with the doubled HP, this can make the fight take much, much longer to complete.

Scene 6-1

Japanese

International

  • The first wave of enemies in the Japanese version is a lone Back Speeder / Flying Shark. In the international build, there are five of them.
  • The Japanese game has a second wave of Jayron / Hover robots. This was taken out of the international game.
  • The claw carrying the Sky Jaws / Sky Battleship moves at a lethargic 1 pixel per frame in the Japanese game, making the intro to this mini-boss take 14(!) seconds. This was thankfully doubled to 2 pixels per frame.

Scene 6-4

Japanese

International

Before the boss, each power-up appears on a separate screen in the Japanese version. They're all grouped together on one screen in the localized version.

Scene 7-1
In a rather infamous difficulty change, Izayoi / Nasty Gatekeeper's HP was nearly doubled from 9 to 17 HP.

Scene 8-3

  • The flipping HangMen at the end of the stage take longer to flip in the Japanese game.
    • Japanese: 180 frames (3 seconds)
    • International: 120 frames (2 seconds)

Scene 8-5
Rever Face / Twin Freaks is another boss that underwent difficulty tweaks.

  • The actual weak point was changed. Rever Face's hitbox is his entire ear. Twin Freaks's hitbox is just the center of the ear.
  • To make up for the smaller hitbox, his HP was reduced from 33 HP to 17 HP in the localized game.

Scene 9-3

  • Dark Demon's HP was nearly doubled from 9 HP (Japanese) to 17 HP (International).

Japanese

Ready to jump!Aand faceplant.

International

Oops, I forgot that I'm the only female character.Well, Smiley approves.

  • With all of the dialogue removed from the boss stages, the pre-ending scene had to be reworked.
    • In the Japanese game, Smily (the yellow badge) is revealed to be a badge to be awarded to the greatest puppet: Headdy. Smily happily attaches himself to Headdy's face as Fingy watches on.
    • In the international game, Heather looks at Headdy as hearts fly out of her like a Belmont candle. Heather happily attaches herself to Headdy's face as Smiley watches on.

Ending#

Japanese

HeaddyEnding1JP.pngHeaddyEnding2JP.png

International

HeaddyEnding1INT.pngHeaddyEnding2INT.png

In the international game, Headdy's with Heather as she leaves, and he even waves her goodbye. He's not here in the Japanese game.

So where is he?

HeaddyEndingSmiley1.png HeaddyEndingSmiley2.png HeaddyEndingSmiley3.png


Headdy's too busy trying to pry Smily off of his face. He briefly succeeds, only for Smily to gleefully reattach himself.

Headdy was never heard from again.

Bonus Game#

Japanese

International

Shots of wha-Oh, I'm supposed to shoot the basketballs into the hoops.

The objective was made much clearer in the American and European versions of the game. 'Sub Game' was changed to 'Bonus Game'. Also, the 'Intermission' graphic was reduced in size, and has no gradient.

All three of the messages here were changed as well.

Japanese

International

GET ITEMS

FIGHT!

MAKE SHOTS

 

YOU GOT ITEMS

TRY AGAIN

YOU MADE SHOTS

WORK ON YOUR GAME

YOU GOT ITEMS
CONGRATULATIONS!
SECRET NUMBER
''

YOU MADE SHOTS
CONGRATULATIONS!
REMEMBER
''

Cast Roll#

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

Japanese

International

General

Mokkun

HeadCase

Yakkun

HangMan

Fukkun

Beau

Fingy

Heather

King Dark Demon

Dark Demon

Smily

Smiley

Maruyama

Trouble Bruin

Scene 1-1

Maruco
Mathai
Luca
Johane

Townsfolk

Paul 1

Wee Spike

Paul 2

Spike

Paul 3

Big Spike

Toruzo-Kun

Robo-Collector

Super Red Arrow

Yellow Baron

Maruyama & Kuma Body

Trouble Bruin

Scene 2-1

Miss Carroll
Mr.Kiosaku
Ducky
Mr.Porter
Bobo

Miss Daisy
Mr.Yello
Ducky
Mr.Porter
Dr.Bob

Scene 2-2

D.D. Soldiers

Soldiers

Honeywan I
Catherine Degoon
Honeywan II

Old McGee
Catherine Derigueur
Mule McGee

Happy Comecome

Snake Eyes

Scene 2-3

Octopus Trap

Floating Platfrom [sic]

Bounty Boundy

Mad Dog

Scene 3-1

Bob
Netter
Under Soldier

Paddock
Mario Net
Miner Soldier

Scene 3-2

Tail Hanger

Rocket Grappler

Scene 3-3

Marrio & Nettoh

Puppeteer & Gentleman Jim

Scene 3-4

Jacquline Dressy

Wooden Dresser

Scene 4-1

Clowny

Tumblesets

Rebecca

Mons Meg

Browny Bon-Bon

Happy Campers

Super Machine Tank IV

Super Tank Machine

Funky Ronmell

Funky Jeep Man

Scene 4-2

Momoiro Gozen

Wise Women

Scene 5-2

Tower Crasher

Flying Scythe

Scene 5-3

Armored Soldier

Armordillo

Scene 5-4

Motor Hand

Spinderella

Scene 6-1

Back Speeder
Go Moon Rocket
Jayron

Flying Shark
Rocket Soldier
Hover

Sky Jaws

Sky Battleship

Scene 6-2

Chris Wheel

Wheeler-Dealer

Scene 6-4

Mitsuru

Baby Face

Scene 7-1

McKenzy
Steven
Sam
McKenzy

Mckenzy
Steven
Sam
MacKenzy

Yayoi

Gatekeeper

Izayoi

Nasty Gatekeeper

Scene 8-2

Base Captain

Missile Man

Scene 8-3

Mustle Nasunasu
Anne Beath
Robinson

Penguin
Anubis
Moloch

Taro

Tarot

Head Spitter

Venus Headdy Trap

Scene 8-4

Shogun
Floor Sweeper
Mary
Trick Hat

Shogun
Oarsman
Flipper
Topo

Thunder Captain

Sparky

Scene 8-5

Hyottoko Guy
Rever Face
Okame Gal

Bean Head
Twin Freaks
Money Head

Scene 9-1

Pachinko Sub
Ojizo

Propeller Head
Cocoa

Julian
Battle Tanky

Julian
Tiny Tank

Maruyama & Spider Phantom

Super Finagler

(Source: http://dhvstb.webs.com/regionalvariations.htm, Original TCRF Research)

Credits#

In the credits of the Japanese version, each individual developer has a short message included before their name. In the international version, these messages were removed, and more names were added to credit those involved with said version.

References#


  1. ソフトウェア一覧(セガ発売) | メガドライブ |セガ SEGA↩︎
  2. Outpost Sega: Dynamite Headdy - Electronic Gaming Monthly, Volume 7, Issue 8, Number 61, August 1994↩︎
  3. CVG Review: Dynamite Headdy - Computer & Video Games, Issue 155, October 1994↩︎
  4. Tec Toy: Games em lançamento - Ação Games, Issue 72, December 1994↩︎
  5. Tec Toy também promete novidades "Tec Toy also promises new features" - O Estado de S. Paulo, December 5, 1994↩︎