Difference between revisions of "Dynamite Headdy"

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m (Text replacement - "\| (.*)_source={{num\|([0-9]+)\|page=([0-9]+[-\/][0-9]+)\|pdf=(.*)\.pdf\|pdfpage=([0-9]+)}}" to "| $1_source={{magref|$1|$2|$5|printpage=$3}}")
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{{Bob
 
{{Bob
 
| bobscreen=DynamiteHeaddy MD US TitleScreen.png
 
| bobscreen=DynamiteHeaddy MD US TitleScreen.png
| publisher=[[Sega]]
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| publisher={{company|[[Sega]]}}
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{{company|[[Tec Toy]]|system=SMS}}
 
| developer={{company|[[Treasure]]|system=MD}}
 
| developer={{company|[[Treasure]]|system=MD}}
 
{{company|[[Minato Giken]]|system=GG,SMS}}
 
{{company|[[Minato Giken]]|system=GG,SMS}}
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| genre=Action
 
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'''''{{PAGENAME}}''''' (ダイナマイトヘッディー) is a platform game developed by [[Treasure]] and published by [[Sega]] for the [[Sega Mega Drive]] and [[Sega Game Gear]]. [[Tec Toy]] also brought it to the [[Sega Master System]] in Brazil. A [[Sega 32X]] port was planned, but cancelled due to the system's low popularity.
 
'''''{{PAGENAME}}''''' (ダイナマイトヘッディー) is a platform game developed by [[Treasure]] and published by [[Sega]] for the [[Sega Mega Drive]] and [[Sega Game Gear]]. [[Tec Toy]] also brought it to the [[Sega Master System]] in Brazil. A [[Sega 32X]] port was planned, but cancelled due to the system's low popularity.
  
 
==Story==
 
==Story==
{{quote|On-stage Rampage! The curtain is raised, and the Treasure Theater puppet show begins. The star of the show is Dynamite Headdy, the guy with the coolest head on stage. But danger lurks backstage - rival Trouble Bruin wants to be star, and if he can't get his goal by winning the hearts of the audience, he'll do it by doing away with Headdy! But Trouble Bruin is small stuffing compared to Dark Demon, the doll who strives to rule the puppet world by converting the inhabitants into his evil minions! Most devastating are the Key Masters, who serve as Dark
+
{{quote|On-stage Rampage! The curtain is raised, and the Treasure Theater Show begins. The star of the show is Dynamite Headdy, the guy with the coolest head on stage. But danger lurks backstage—Trouble Bruin, a henchman of Dark Demon, stirs up trouble as he tries to do away with Headdy! But Trouble Bruin is small stuffing compared to Dark Demon, who strives to rule the world by converting the inhabitants into his evil minions! Most devastating are the Keymasters, who serve as Dark Demon's elite guard.|US manual|ref={{fileref|Dynamite Headdy MD US Manual.pdf|page=4}}}}
Demon's elite guard|EU manual}}
 
  
The game stars the rejected puppet named Headdy who has interchangeable heads. He must defeat the evil Dark Demon, an evil emperor who wishes to take over the land of puppets.
+
The game stars Headdy, a heroic puppet with interchangeable heads who was captured, but was rejected and has escaped from incineration. He must defeat the evil Dark Demon, an evil emperor who wishes to take over the land of puppets. Along the way, he will encounter Heather/Fingy, a mysterious female puppet who collects the keys that Headdy recovers from defeating Dark Demon's Keymasters, and Trouble Bruin/Maruyama, a bear doll who lurks backstage to pursue Headdy at every turn possible in order to defeat him and take over the show.
  
 
==Gameplay==
 
==Gameplay==
''Dynamite Headdy'' uses a distinct graphical style to give the impression that all the events take place on a theatre stage, with many of the backgrounds designed to look like cheap cardboard sets.
+
As a platformer, ''Dynamite Headdy'' sees the player travel across nine levels known as "Scenes", each of which are split into multiple levels. The core mechanic of the game is Headdy's head, which can detach from his body in eight directions for a variety of purposes, the most common of which is to attack enemies. Besides attacking, Headdy can also use his head to interact with other objects such as boxes and switches, or to grab on to HangMan to pull himself to high places or to bring platforms into reach. Headdy can also upgrade his head with many temporary Power Up Heads provided to him by HeadCase; Headdy can only use them for a short amount of time, but most of them can be cancelled at any time by pressing {{A}}.
 +
 
 +
As a common staple of Treasure-developed games, the game has multiple bosses to fight, with Scenes even having multiple mini-bosses that appear at specific points. Major bosses, known as Keymasters, are encountered in the final level of each Scene, and a character named Beau will appear to indicate their weak points to the player. Secret Bonus Points are hidden all over each Scene in the game, and are found by meeting certain conditions such as defeating specific enemies or mini-bosses, destroying certain targets, or attacking Bino. Finding Secret Bonus Points only serves to increase the player's score at the end of each Scene.
 +
 
 +
''Dynamite Headdy'' is known for its difficulty level, with the International releases being made significantly harder than the Japanese version. The game also uses a distinct graphical style to give the impression that all the events take place on a theatre stage, with many of the backgrounds designed to look like cheap cardboard sets. All the characters that Headdy interacts with are all living toys and puppets.
 +
 
 +
===Items===
 +
{{InfoTable|imagewidths=50|
 +
{{InfoRow
 +
| title=Big 500
 +
| sprite=
 +
| desc=Awards 500 points.
 +
}}
 +
{{InfoRow
 +
| title=Banana
 +
| sprite=
 +
| desc=Restores a portion of Headdy's health.
 +
}}
 +
{{InfoRow
 +
| title=1-UP
 +
| sprite=
 +
| desc=Awards an extra life.
 +
}}
 +
{{InfoRow
 +
| title=Continue
 +
| sprite=
 +
| desc=Several of these are dropped by defeated Keymasters. Collect 13 of them in the International version, or 10 in the Japanese version, to get a continue.
 +
}}
 +
}}
 +
 
 +
===Power Up Heads===
 +
{{InfoTable|imagewidths=50|
 +
{{InfoRow
 +
| title=Lotsa Heads
 +
| sprite=
 +
| desc=Gives Headdy three heads to attack with.
 +
}}
 +
{{InfoRow
 +
| title=Liberty Head
 +
| sprite=
 +
| desc=Sends Headdy to the Intermission bonus game.
 +
}}
 +
{{InfoRow
 +
| title=Head Trip
 +
| sprite=
 +
| desc=A "power-down" that makes Headdy's head so heavy he can barely move, leaving him vulnerable to enemy attack. Cannot be cancelled.
 +
}}
 +
{{InfoRow
 +
| title=Slammer Head
 +
| sprite=
 +
| desc=Doubles Headdy's attack power. It can also destroy blocks with hammer icons on them.
 +
}}
 +
{{InfoRow
 +
| title=Pig Head
 +
| sprite=
 +
| desc=Gives Headdy a pig nose that can shoot homing projectiles at enemies. Hold {{B}} for continuous fire. He cannot grab on to HangMan with this head.
 +
}}
 +
{{InfoRow
 +
| title=War Head
 +
| sprite=
 +
| desc=Automatically sprays projectiles in eight directions all around Headdy.
 +
}}
 +
{{InfoRow
 +
| title=Protector Head
 +
| sprite=
 +
| desc=Surrounds Headdy with a barrier of spinning fireballs that can damage enemies.
 +
}}
 +
{{InfoRow
 +
| title=Spike Head
 +
| sprite=
 +
| desc=Allows Headdy to cling to walls and ceilings in order to climb them.
 +
}}
 +
{{InfoRow
 +
| title=Empty Head
 +
| sprite=
 +
| desc=Makes Headdy invincible to most forms of damage. The only things it cannot protect him from are bottomless pits and hitting Heather by mistake in the Scene 7-1 boss fight.
 +
}}
 +
{{InfoRow
 +
| title=Super Head
 +
| sprite=
 +
| desc=Makes Headdy move faster and jump higher, and increases his attack range.
 +
}}
 +
{{InfoRow
 +
| title=Sleepy Head
 +
| sprite=
 +
| desc=Makes Headdy fall asleep to regain health. This can leave him vulnerable to attacks, however.
 +
}}
 +
{{InfoRow
 +
| title=Pin Head
 +
| sprite=
 +
| desc=Shrinks Headdy down to half his size, allowing him to enter small passageways. Cannot be cancelled.
 +
}}
 +
{{InfoRow
 +
| title=Bomb Head
 +
| sprite=
 +
| desc=Destroys all on-screen enemies and inflicts severe damage to bosses after pressing {{B}} to throw it. If the Bomb Head is not thrown before it detonates, it will kill Headdy instantly.
 +
}}
 +
{{InfoRow
 +
| title=Vacuum Head
 +
| sprite=
 +
| desc=Sucks in all nearby enemies and items when {{B}} is held. Headdy cannot grab on to HangMan with this head.
 +
}}
 +
{{InfoRow
 +
| title=Ticker Head
 +
| sprite=
 +
| desc=Stops time for a few seconds, allowing Headdy to repeatedly attack bosses while they're vulnerable.
 +
}}
 +
{{InfoRow
 +
| title=Rocket Head
 +
| sprite=
 +
| desc=Allows Headdy to fly and shoot a piercing laser from his nose, but can only face forward. Appears only throughout Scene 6.
 +
}}
 +
{{InfoRow
 +
| title=Air Head
 +
| sprite=
 +
| desc=Allows Headdy to fly and shoot streams of bullets in three directions, as well as allowing him to face forward and backward. Appears only throughout Scene 6.
 +
}}
 +
{{InfoRow
 +
| title=Feather Head
 +
| sprite=
 +
| desc=Allows Headdy to fly and shoot a stream of birds from his beak, but can only face forward. Appears only throughout Scene 6.
 +
}}
 +
}}
  
 
===Scenes===
 
===Scenes===
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| title=1-1: The Getaway/Escape Hero!
 
| title=1-1: The Getaway/Escape Hero!
 
| screenshot=DynamiteHeaddy MD Scene1-1.png
 
| screenshot=DynamiteHeaddy MD Scene1-1.png
| desc=
+
| desc=The game opens with an auto-running section where the Robo-Collector will chase after Headdy and the escaped townsfolk. Headdy will eventually outrun the Robo-Collector, but it can be destroyed for a Secret Bonus Point. At the end, recurring boss Trouble Bruin/Maruyama will make his entrance and attack by harnessing energy, then charging into Headdy. Two hits when he is vulnerable will defeat him.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=2-1: Practice Arena/Three Friends  
 
| title=2-1: Practice Arena/Three Friends  
 
| screenshot=DynamiteHeaddy MD Scene2-1.png
 
| screenshot=DynamiteHeaddy MD Scene2-1.png
| desc=
+
| desc=This level serves as a tutorial for the three friends who will assist Headdy throughout the game: HeadCase/Mokkun, HangMan/Yakkun and Beau/Fukkun. The player can choose to take on these tutorials by entering their respective doors, and receive Secret Bonus Points if they successfully complete each tutorial.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=2-2: Toys in the Hood/North Town
 
| title=2-2: Toys in the Hood/North Town
 
| screenshot=DynamiteHeaddy MD Scene2-2.png
 
| screenshot=DynamiteHeaddy MD Scene2-2.png
| desc=
+
| desc=The first proper level in the game, with various platforms and objects to interact with, and a split path depending on whether the player takes the Spike Head or the Pin Head. Catherine Derigueur/Catherine Degoon and Snake Eyes/Happy Comecome are fought as mini-bosses in this level.
 +
 
 +
The first Liberty Head is found in this level, just before the steep slope.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=2-3: Mad Dog and Headdy/Concert Panic
 
| title=2-3: Mad Dog and Headdy/Concert Panic
 
| screenshot=DynamiteHeaddy MD Scene2-3.png
 
| screenshot=DynamiteHeaddy MD Scene2-3.png
| desc=
+
| desc=Although Trouble Bruin/Maruyama will show up in the Floating Platform/Octopus Trap, Mad Dog/Bounty Boundy will drop in and crush him, and must be fought as the first Keymaster. His attacks involve leaping into the air and coming back down with an enemy. His tail is the weak point.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=3-1: Down Under/Fire Carnival
 
| title=3-1: Down Under/Fire Carnival
 
| screenshot=DynamiteHeaddy MD Scene3-1.png
 
| screenshot=DynamiteHeaddy MD Scene3-1.png
| desc=
+
| desc=The next Scene begins with Headdy hopping across a series of tilting platforms over lava, with said platforms offering eight-directional movement. At the end of the level, Trouble Bruin/Maruyama will rip through the background and pull Headdy backstage.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=3-2: Backstage Battle
 
| title=3-2: Backstage Battle
 
| screenshot=DynamiteHeaddy MD Scene3-2.png
 
| screenshot=DynamiteHeaddy MD Scene3-2.png
| desc=
+
| desc=Piloting the Rocket Grappler/Tail Hanger, Trouble Bruin/Maruyama engages Headdy in another boss fight, taking place backstage. As Headdy is caught in the mech's grasp, he cannot move and must rely on his head and the occasional power-up to be able to attack Trouble Bruin/Maruyama as he is swung around. At certain points, the player must hold {{Up}} or {{Down}} as directed on-screen to avoid ramming into stage equipment.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=3-3: The Green Room/Guest Area
 
| title=3-3: The Green Room/Guest Area
 
| screenshot=DynamiteHeaddy MD Scene3-3.png
 
| screenshot=DynamiteHeaddy MD Scene3-3.png
| desc=
+
| desc=After Backstage Battle, the player will encounter HeadCase with a Sleepy Head and the second Liberty Head in the game. Walking right, Headdy will find himself on The Battle Show, where he must fight the Puppeteer & Gentleman Jim/Marrio & Nettoh, a pair of mini-bosses who work together to fight Headdy. They can be destroyed in either order, with the surviving mini-boss changing his attack pattern, though defeating the Puppeteer/Marrio first will award a Secret Bonus Point. After defeating both bosses, the player can backtrack to recover health from the Sleepy Head before moving on.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=3-4: Clothes Encounter/Starlight Storm
 
| title=3-4: Clothes Encounter/Starlight Storm
 
| screenshot=DynamiteHeaddy MD Scene3-4.png
 
| screenshot=DynamiteHeaddy MD Scene3-4.png
| desc=
+
| desc=This level pits the player against the second Keymaster, the Wooden Dresser/Jacquline Dressy. This boss will change into an assortment of outfits that give her different attacks. Headdy must attack each piece in the order indicated by Beau in order to make her weak point, her heart, vulnerable to attack.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=4-1: Terminate Her Too/South Town
 
| title=4-1: Terminate Her Too/South Town
 
| screenshot=DynamiteHeaddy MD Scene4-1.png
 
| screenshot=DynamiteHeaddy MD Scene4-1.png
| desc=
+
| desc=Taking place in another town stage, the player will hit switches that will alter the terrain, as well as switches that will take the player above the stage to navigate shifting blocks and conveyor belts. Mons Meg/Rebecca is fought as a mini-boss here.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=4-2: Mad Mechs/Working Gear
 
| title=4-2: Mad Mechs/Working Gear
 
| screenshot=DynamiteHeaddy MD Scene4-2.png
 
| screenshot=DynamiteHeaddy MD Scene4-2.png
| desc=
+
| desc=Headdy is now in a factory setting filled with various hazards to avoid. He can either sneak under them using the Pin Head, or he can pick up the Slammer Head and take an alternate path with swinging pendulum platforms and hammer blocks.
 +
 
 +
The third Liberty Head is found from the first HeadCase encountered upon entering the level.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=4-3: Mad Mechs 2/Restless Factory
 
| title=4-3: Mad Mechs 2/Restless Factory
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene4-3.png
| desc=
+
| desc=This level is a continuation of the factory seen in the previous level, this time featuring spinning fan platforms that Headdy can shift by using his head, though Flying Soldiers and fans can also interact with them and send Headdy spinning undesirably.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=4-4: Heathernapped/Mystery Spot
 
| title=4-4: Heathernapped/Mystery Spot
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene4-4.png
| desc=
+
| desc=By going right in this level, the player will discover that there is no Keymaster here. There was supposed to be one, but Heather/Fingy already beat Headdy to it. By waiting at the start, the player can take out Bino for a Secret Bonus Point.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=5-1: Go Headdy Go/Puppet Tower
 
| title=5-1: Go Headdy Go/Puppet Tower
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene5-1.png
| desc=
+
| desc=This level basically serves as a playable cutscene where Trouble Bruin appears in the Flying Scythe/Tower Crasher and chases Headdy up the Puppet Tower. The fourth Liberty Head is also offered just before this.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=5-2: Stair Wars/Go Up!
 
| title=5-2: Stair Wars/Go Up!
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene5-2.png
| desc=
+
| desc=Following on from the cutscene in the previous level, Trouble Bruin will chase Headdy up the tower, and attack by taking segments of the tower, and occasionally flying toward the tower itself, giving the player a chance to attack. Once he is defeated, the player can enter the tower.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=5-3: Towering Internal/Rolling Rolling
 
| title=5-3: Towering Internal/Rolling Rolling
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene5-3.png
| desc=
+
| desc=Once inside the tower, the player will continue to climb up the tower. The player has to move left or right to reach the next HangMan and climb higher while avoiding enemies and hazards, and dealing with mini-bosses such as the Armordillo/Armored Soldier
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=5-4: Spinderella/On the Sky
 
| title=5-4: Spinderella/On the Sky
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene5-4.png
| desc=
+
| desc=At the very top of the tower is the third (technically fourth) Keymaster, Spinderella/Motor Hand. This boss will attempt to punch Headdy and get its hands stuck on the floor, allowing the player to get behind and attack the battery on the Keymaster's back. Once in a while, the boss will rotate the arena, altering the perspective so that Headdy is in the background.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=6-1: The Flying Game/Air Walker
 
| title=6-1: The Flying Game/Air Walker
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene6-1.png
| desc=
+
| desc=At the start of this level, the player must choose from one of three special heads that will give Headdy the ability to fly, as the entirety of Scene 6 is a series of shoot-'em-up levels. This level has the player fly through the sky, shooting down waves of enemies and taking out the Sky Battleship/Sky Jaws. At the end of the stage, the player will enter a large fortress in the sky.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=6-2: Fly Hard/Reckless Wheel
 
| title=6-2: Fly Hard/Reckless Wheel
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene6-2.png
| desc=
+
| desc=Trouble Bruin/Maruyama continues to keep up his persistence by attacking Headdy in the Wheeler-Dealer/Chris Wheel. The player has to shoot down his projectiles, then focus on shooting him directly once he enters the foreground. After dealing enough damage, he will stay in the background and attack at a more rapid pace, only to be humourously halted by a "STOP" sign, allowing the player to continue.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=6-3: Fly Hard 2/Light Velocity
 
| title=6-3: Fly Hard 2/Light Velocity
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene6-3.png
| desc=
+
| desc=Following on from the previous level, this level sees the player flying through the fortress. The fortress' corridors are narrow and filled with spider-like enemies, pistons and electrical fields, so the player must fly carefully to avoid taking too much damage.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
| title=6-4: Baby Face/Baby Face
+
| title=6-4: Baby Face
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene6-4.png
| desc=
+
| desc=After exiting the fortress, the player will encounter Baby Face, the fourth (technically fifth) Keymaster. This is a multi-phase boss fight in which the boss goes through multiple forms as it takes damage, changing up his attack pattern for each one. The boss starts out as a baby, and after dealing enough damage, his face splits open to reveal a boy, an adult, and finally an old man.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=7-1: Headdy Wonderland/Paradise?
 
| title=7-1: Headdy Wonderland/Paradise?
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene7-1.png
| desc=
+
| desc=Headdy arrives in what appears to be a paradise filled with cows, birds and lucky cats, as well as the fifth Liberty Head. The player will soon encounter the stage's boss, the Gatekeeper/Yayoi, and they must distract the boss so that Heather/Fingy can toss the keys collected from Keymasters into the basket on her back.
 +
 
 +
After doing so, the keys will reveal the location of Dark Demon's castle, destroying the pleasant background and revealing a more ominous one, and Heather/Fingy will be ambushed by the Nasty Gatekeeper/Izayoi. The player must then fight this frenzied robot in one of the more infamous boss fights, who attacks by swinging her claw and launching it directly at Headdy's head, and attack her face whenever she drops bombs. They have to be careful not to hit Heather/Fingy by mistake, or they will be punished by an unavoidable attack. Once the boss is defeated, Headdy will head for the tower, with Trouble Bruin/Maruyama following behind.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=8-1: The Rocket Tier/Fight!
 
| title=8-1: The Rocket Tier/Fight!
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene8-1.png
| desc=
+
| desc=Dark Demon's tower opens with a long hallway with giant missiles that will take out everything in their path. The player must avoid these missiles by either using the Pin Head to hide in the potholes, which is easier but makes the player slower, or the Spike Head to cling to the ceiling, which is harder to do but allows them to proceed more quickly.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=8-2: Illegal Weapon 3/Missile Base
 
| title=8-2: Illegal Weapon 3/Missile Base
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene8-2.png
| desc=
+
| desc=The player eventually reaches the room where the missiles are being fired from, and must stop the missiles by attacking the commander. It is strongly urged to use either the Spike Head or Pin Head to avoid the missiles like in the previous level.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=8-3: Fun Forgiven/Radical Party
 
| title=8-3: Fun Forgiven/Radical Party
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene8-3.png
| desc=
+
| desc=At the start of this level, the player has to make their way down safely by attacking the Penguins/Mustle Nasunasus when they are above the down arrow blocks, and avoid being crushed into the walls. The sixth and final Liberty Head is located here, on a legde that requires the player to use a Penguin/Mustle Nasunasu as a stepping stone to reach, and is the player's last chance to play the bonus game.
 +
 
 +
The player then engages in a mini-boss fight with Tarot, and must hit the numbered orbs that deal different points of damage into the boss' face, and avoid hitting the heart orb as doing so will heal the boss. In its second phase, the player has to avoid the swinging buzzsaw and attack the face. When Tarot is defeated, the player will go through a section with Venus Headdy Traps/Head Spitters and swinging platforms with HangMan on them to cross a pit. Obviously, the plyer should not hit the "DON'T SHOOT" targets or they will be stuck with a Head Trip (though one of them hides a Secret Bonus Point).
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=8-4: Vice Versa/Reverse World
 
| title=8-4: Vice Versa/Reverse World
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene8-4.png
| desc=
+
| desc=This level introduces the gimmick of hitting certain targets to flip the level upside-down and back again to progress. Enemy behaviour will change according to the level's orientation, and the player will come across block-pushing puzzles that make use of the gimmick. The mini-boss, Sparky/Thunder Captain, must be defeated by flipping the level to drop the metal balls on his head, with the larger balls inflicting more damage, however the balls can also hurt Headdy.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=8-5: Twin Freaks/Funny Angry
 
| title=8-5: Twin Freaks/Funny Angry
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene8-5.png
| desc=
+
| desc=In this level, the player engages in a notoriously difficult boss fight against Twin Freaks/Rever Face. The boss is continously advancing towards the player, and he can only be attacked in his ear when he is happy. When the level is flipped upside-down, the boss becomes angry, becoming faster and invulnerable until the level is flipped. With narrow passageways, enemies to avoid and spike beds to jump over, it is easy for the player to die instantly by being crushed between the boss.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=9-1: Fatal Contraption/The Rival
 
| title=9-1: Fatal Contraption/The Rival
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene9-1.png
| desc=
+
| desc=Trouble Bruin/Maruyama makes one last attempt at ending Headdy's show career by chasing him up a vertically auto-scrolling level in the Super Finagler/Spider Phantom. The player will have to move fast and avoid hazards while also choosing their paths carefully until they reach the top, where Trouble Bruin will attempt to finish off Headdy...only for the mech to malfunction.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
 
| title=9-2: Far Trek/Brain Break!
 
| title=9-2: Far Trek/Brain Break!
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene9-2.png
| desc=
+
| desc=The Super Finagler/Spider Phantom is rampaging throughout the final corridor leading up to Dark Demon, and the player has to keep moving to avoid being hit by its lasers. The player must also keep away from Trouble Bruin/Maruyama, as he will latch on to Headdy and slow him down, making it harder to avoid the mech's lasers. Whenever this happens, the player must repeatedly attack Trouble Bruin to shake him off. Eventually, both Trouble Bruin and the mech will fall behind, and the player can then reach the end of the corridor.
 
}}
 
}}
 
{{InfoRow
 
{{InfoRow
| title=9-3: Final Analysis/Final Attack
+
| title=9-3: Finale Analysis/Final Attack
| screenshot=Notavailable.svg
+
| screenshot=DynamiteHeaddy MD Scene9-3.png
| desc=
+
| desc=Headdy finally reaches the final battle with Dark Demon, who will use his magic to whisk Heather/Fingy off the stage before starting the battle and change the background. Dark Demon will use a variety of attacks that are determined by the colour of the orb in his hand, and before this happens, various power-ups will circle around Headdy so the player can choose the best head suited for surviving Dark Demon's attacks, such as the Pin Head to avoid the falling ceiling and giant laser, or offensive heads like the Pig Head, War Head and Slammer Head to deal with enemy swarms. Dark Demon's body will flash blue when he can be hit.
 
}}
 
}}
 
}}
 
}}
 +
 +
===Intermission bonus game===
 +
[[File:DynamiteHeaddy MD Intermission.png|thumb|right|200px|Gameplay of the Intermission bonus game.]]
 +
If the player picks up a Liberty Head in certain levels, they will be transported to the Intermission bonus game. This is a basketball style mini-game in which the objective is to use Headdy's head to hit the balls into the baskets marked with Star icons and reach a certain number of points. The ball machines at the bottom of the screen will provide an endless stream of basketballs to shoot, but they will occasionally fire bombs that will hurt the player. Once a ball touches the ground, it turns blue and can't be used. The hoops continuously scroll to the left, and each one is marked with an icon that has different effects:
 +
 +
{{InfoTable|imagewidths=50|
 +
{{InfoRow
 +
| title=Star
 +
| sprite=
 +
| desc=These baskets must be shot at for points to clear the bonus game.
 +
}}
 +
{{InfoRow
 +
| title=Basketball
 +
| sprite=
 +
| desc=Doubles the speed of which the ball machines will fire balls and bombs.
 +
}}
 +
{{InfoRow
 +
| title=Slow
 +
| sprite=
 +
| desc=Slows down the hoops for a few seconds, making it easier to score.
 +
}}
 +
{{InfoRow
 +
| title=Key
 +
| sprite=
 +
| desc=Destroys one of the ball machines, therefore they must be avoided.
 +
}}
 +
}}
 +
The bonus game will end in failure if both ball machines are destroyed, the player takes too much damage from bombs or they cancel the Liberty Head by pressing {{A}}. After the bonus game ends, the player will be returned to where they found the Liberty Head.
 +
 +
However, if the player successfully makes the required number of shots, they will clear the bonus game and will be awarded a secret number, which they will need to use at the end of the game. The secret numbers earned from the bonus game are randomly generated for each playthrough. There are a total of four bonus games that must be played to get all four secret numbers, but there are only six opportunities in the game to play the bonus game. The number of points the player needs to score is increased by five for each successive bonus game, and bombs appear more frequently.
  
 
==History==
 
==History==
Line 262: Line 470:
 
Translation group [[M.I.J.E.T.]] restored and translated the cut dialogue in a [http://mijet.eludevisibility.org/DynamiteHeaddy/DynamiteHeaddy.html translation patch made in 2007].
 
Translation group [[M.I.J.E.T.]] restored and translated the cut dialogue in a [http://mijet.eludevisibility.org/DynamiteHeaddy/DynamiteHeaddy.html translation patch made in 2007].
  
The game has also been released as part of the [[Wii]]'s [[Virtual Console]] service, and was included in ''[[Sega Mega Drive Ultimate Collection]]''.
+
The game has also been released as part of the [[Wii]]'s [[Virtual Console]] service, and was included in ''[[Sega Mega Drive Ultimate Collection]]'', ''[[Sega Mega Drive Classics]]'', and the Japanese and Western models of the [[Mega Drive Mini]].
  
 
==Versions==
 
==Versions==
Line 393: Line 601:
 
| icon=MD
 
| icon=MD
 
| bemega=78
 
| bemega=78
| bemega_source={{num|1994-08|page=19|pdf=BeepMD_JP_1994-08.pdf|pdfpage=21}}
+
| bemega_source={{magref|bemega|1994-08|21|printpage=19}}
 
| bemega_r=84
 
| bemega_r=84
| bemega_r_source={{num||page=83|pdf=SSM_JP_19950901_1995-09.pdf|pdfpage=85}}
+
| bemega_r_source={{magref|ssmjp|1995-09|85|printpage=83}}
 
| consolesplus=92
 
| consolesplus=92
 
| consolesplus_source={{num|36|page=120-121}}
 
| consolesplus_source={{num|36|page=120-121}}
Line 541: Line 749:
 
{{rom|GG|sha1=A8E3F447089537B52E40958C07610BFEAD82442D|md5=79A0D819E9CDDEBCB80E28A174FF2005|crc32=F6AF4B6B|size=512kB|date= |source=Cartridge (JP)|comments=|quality=|prototype=}}
 
{{rom|GG|sha1=A8E3F447089537B52E40958C07610BFEAD82442D|md5=79A0D819E9CDDEBCB80E28A174FF2005|crc32=F6AF4B6B|size=512kB|date= |source=Cartridge (JP)|comments=|quality=|prototype=}}
 
{{rom|GG|sha1=A8C8B5252A885D466E044E6055336513D988E661|md5=2DA61F019F30EB0795CFD6EB9D5B54C6|crc32=610FF95C|size=512kB|date= |source=Cartridge (US/EU)|comments=|quality=|prototype=}}
 
{{rom|GG|sha1=A8C8B5252A885D466E044E6055336513D988E661|md5=2DA61F019F30EB0795CFD6EB9D5B54C6|crc32=610FF95C|size=512kB|date= |source=Cartridge (US/EU)|comments=|quality=|prototype=}}
 +
{{rom|GG|sha1=|md5=|crc32=|size=|date=1994-07-06|source=|comments=|quality=|prototype=yes}}
 +
{{rom|GG|sha1=|md5=|crc32=|size=|date=1994-07-05|source=|comments=|quality=|prototype=yes}}
 +
{{rom|GG|sha1=|md5=|crc32=|size=|date=1994-07-01|source=|comments=|quality=|prototype=yes}}
 +
{{rom|GG|sha1=|md5=|crc32=|size=|date=1994-06-15|source=|comments=|quality=|prototype=yes}}
 
}}
 
}}
  

Revision as of 16:32, 19 February 2020

n/a

DynamiteHeaddy MD US TitleScreen.png

Dynamite Headdy
System(s): Sega Mega Drive, Sega Master System, Sega Game Gear, Virtual Console, Steam, Android, iOS
Publisher: Sega
Sega Master System
Tec Toy
Developer:
Sound driver:
Sega Mega Drive
SMPS 68000 (Treasure)
Genre: Action

















Number of players: 1
Release Date RRP Code
Sega Mega Drive
JP
¥6,8006,800 G-4117
Sega Mega Drive
US
$59.9559.95[4] 1543
Sega Mega Drive
EU
1543-50
Sega Mega Drive
PT
MDJ1543
Sega Mega Drive
AU
FDYN05SMC
Sega Mega Drive
BR
046520
Tectoy: Todas as Idades
Sega Game Gear
JP
¥3,8003,800 G-3355
Sega Game Gear
US
2544
Sega Game Gear
EU
2544-50
Sega Game Gear
PT
GGJ2544
Sega Master System
BR
028570
Tectoy: Todas as Idades
Wii Virtual Console
JP
600pts600[11]
CERO: A
Wii Virtual Console
US
800pts800[9]
ESRB: Everyone
Wii Virtual Console
EU
800pts800[7]
Wii Virtual Console
AU
800pts800[12]
OFLC: General (G)
Steam
US
$2.992.99[14] 211201
ESRB: Everyone
Steam
EU
€2.492.49[14] 211201
PEGI: 7+
Steam
DE
€2.492.49[14] 211201
USK: 6
Steam
UK
£1.991.99[14] 211201
PEGI: 7+
Steam
AU
$3.493.49[14] 211201
OFLC: General (G)
Steam Linux
US
$0.990.99[16] 211201
ESRB: Everyone
Steam Linux
EU
€0.990.99[16] 211201
PEGI: 7+
Steam Linux
DE
€0.990.99[16] 211201
USK: 6
Steam Linux
UK
£0.790.79[16] 211201
PEGI: 7+
Steam Linux
AU
$1.351.35[16] 211201
OFLC: General (G)
Steam OS X
US
$0.990.99[16] 211201
ESRB: Everyone
Steam OS X
EU
€0.990.99[16] 211201
PEGI: 7+
Steam OS X
DE
€0.990.99[16] 211201
USK: 6
Steam OS X
UK
£0.790.79[16] 211201
PEGI: 7+
Steam OS X
AU
$1.351.35[16] 211201
OFLC: General (G)
Google Android OS
US
(Sega Forever)
FREEfree
ESRB: Everyone
Google Android OS
EU
(Sega Forever)
FREEfree
PEGI: 3+
Google Android OS
DE
(Sega Forever)
FREEfree
USK: 6
Google Android OS
AU
(Sega Forever)
FREEfree
OFLC: General (G)
iOS
US
(Sega Forever)
FREEfree
9+
iOS
EU
(Sega Forever)
FREEfree
9+

Dynamite Headdy (ダイナマイトヘッディー) is a platform game developed by Treasure and published by Sega for the Sega Mega Drive and Sega Game Gear. Tec Toy also brought it to the Sega Master System in Brazil. A Sega 32X port was planned, but cancelled due to the system's low popularity.

Story

On-stage Rampage! The curtain is raised, and the Treasure Theater Show begins. The star of the show is Dynamite Headdy, the guy with the coolest head on stage. But danger lurks backstage—Trouble Bruin, a henchman of Dark Demon, stirs up trouble as he tries to do away with Headdy! But Trouble Bruin is small stuffing compared to Dark Demon, who strives to rule the world by converting the inhabitants into his evil minions! Most devastating are the Keymasters, who serve as Dark Demon's elite guard.

— US manual[18]


The game stars Headdy, a heroic puppet with interchangeable heads who was captured, but was rejected and has escaped from incineration. He must defeat the evil Dark Demon, an evil emperor who wishes to take over the land of puppets. Along the way, he will encounter Heather/Fingy, a mysterious female puppet who collects the keys that Headdy recovers from defeating Dark Demon's Keymasters, and Trouble Bruin/Maruyama, a bear doll who lurks backstage to pursue Headdy at every turn possible in order to defeat him and take over the show.

Gameplay

As a platformer, Dynamite Headdy sees the player travel across nine levels known as "Scenes", each of which are split into multiple levels. The core mechanic of the game is Headdy's head, which can detach from his body in eight directions for a variety of purposes, the most common of which is to attack enemies. Besides attacking, Headdy can also use his head to interact with other objects such as boxes and switches, or to grab on to HangMan to pull himself to high places or to bring platforms into reach. Headdy can also upgrade his head with many temporary Power Up Heads provided to him by HeadCase; Headdy can only use them for a short amount of time, but most of them can be cancelled at any time by pressing A.

As a common staple of Treasure-developed games, the game has multiple bosses to fight, with Scenes even having multiple mini-bosses that appear at specific points. Major bosses, known as Keymasters, are encountered in the final level of each Scene, and a character named Beau will appear to indicate their weak points to the player. Secret Bonus Points are hidden all over each Scene in the game, and are found by meeting certain conditions such as defeating specific enemies or mini-bosses, destroying certain targets, or attacking Bino. Finding Secret Bonus Points only serves to increase the player's score at the end of each Scene.

Dynamite Headdy is known for its difficulty level, with the International releases being made significantly harder than the Japanese version. The game also uses a distinct graphical style to give the impression that all the events take place on a theatre stage, with many of the backgrounds designed to look like cheap cardboard sets. All the characters that Headdy interacts with are all living toys and puppets.

Items

Big 500
Awards 500 points.
Banana
Restores a portion of Headdy's health.
1-UP
Awards an extra life.
Continue
Several of these are dropped by defeated Keymasters. Collect 13 of them in the International version, or 10 in the Japanese version, to get a continue.

Power Up Heads

Lotsa Heads
Gives Headdy three heads to attack with.
Liberty Head
Sends Headdy to the Intermission bonus game.
Head Trip
A "power-down" that makes Headdy's head so heavy he can barely move, leaving him vulnerable to enemy attack. Cannot be cancelled.
Slammer Head
Doubles Headdy's attack power. It can also destroy blocks with hammer icons on them.
Pig Head
Gives Headdy a pig nose that can shoot homing projectiles at enemies. Hold B for continuous fire. He cannot grab on to HangMan with this head.
War Head
Automatically sprays projectiles in eight directions all around Headdy.
Protector Head
Surrounds Headdy with a barrier of spinning fireballs that can damage enemies.
Spike Head
Allows Headdy to cling to walls and ceilings in order to climb them.
Empty Head
Makes Headdy invincible to most forms of damage. The only things it cannot protect him from are bottomless pits and hitting Heather by mistake in the Scene 7-1 boss fight.
Super Head
Makes Headdy move faster and jump higher, and increases his attack range.
Sleepy Head
Makes Headdy fall asleep to regain health. This can leave him vulnerable to attacks, however.
Pin Head
Shrinks Headdy down to half his size, allowing him to enter small passageways. Cannot be cancelled.
Bomb Head
Destroys all on-screen enemies and inflicts severe damage to bosses after pressing B to throw it. If the Bomb Head is not thrown before it detonates, it will kill Headdy instantly.
Vacuum Head
Sucks in all nearby enemies and items when B is held. Headdy cannot grab on to HangMan with this head.
Ticker Head
Stops time for a few seconds, allowing Headdy to repeatedly attack bosses while they're vulnerable.
Rocket Head
Allows Headdy to fly and shoot a piercing laser from his nose, but can only face forward. Appears only throughout Scene 6.
Air Head
Allows Headdy to fly and shoot streams of bullets in three directions, as well as allowing him to face forward and backward. Appears only throughout Scene 6.
Feather Head
Allows Headdy to fly and shoot a stream of birds from his beak, but can only face forward. Appears only throughout Scene 6.

Scenes

DynamiteHeaddy MD Scene1-1.png

1-1: The Getaway/Escape Hero!
The game opens with an auto-running section where the Robo-Collector will chase after Headdy and the escaped townsfolk. Headdy will eventually outrun the Robo-Collector, but it can be destroyed for a Secret Bonus Point. At the end, recurring boss Trouble Bruin/Maruyama will make his entrance and attack by harnessing energy, then charging into Headdy. Two hits when he is vulnerable will defeat him.

DynamiteHeaddy MD Scene2-1.png

2-1: Practice Arena/Three Friends
This level serves as a tutorial for the three friends who will assist Headdy throughout the game: HeadCase/Mokkun, HangMan/Yakkun and Beau/Fukkun. The player can choose to take on these tutorials by entering their respective doors, and receive Secret Bonus Points if they successfully complete each tutorial.

DynamiteHeaddy MD Scene2-2.png

2-2: Toys in the Hood/North Town
The first proper level in the game, with various platforms and objects to interact with, and a split path depending on whether the player takes the Spike Head or the Pin Head. Catherine Derigueur/Catherine Degoon and Snake Eyes/Happy Comecome are fought as mini-bosses in this level.

The first Liberty Head is found in this level, just before the steep slope.

DynamiteHeaddy MD Scene2-3.png

2-3: Mad Dog and Headdy/Concert Panic
Although Trouble Bruin/Maruyama will show up in the Floating Platform/Octopus Trap, Mad Dog/Bounty Boundy will drop in and crush him, and must be fought as the first Keymaster. His attacks involve leaping into the air and coming back down with an enemy. His tail is the weak point.

DynamiteHeaddy MD Scene3-1.png

3-1: Down Under/Fire Carnival
The next Scene begins with Headdy hopping across a series of tilting platforms over lava, with said platforms offering eight-directional movement. At the end of the level, Trouble Bruin/Maruyama will rip through the background and pull Headdy backstage.

DynamiteHeaddy MD Scene3-2.png

3-2: Backstage Battle
Piloting the Rocket Grappler/Tail Hanger, Trouble Bruin/Maruyama engages Headdy in another boss fight, taking place backstage. As Headdy is caught in the mech's grasp, he cannot move and must rely on his head and the occasional power-up to be able to attack Trouble Bruin/Maruyama as he is swung around. At certain points, the player must hold Up or Down as directed on-screen to avoid ramming into stage equipment.

DynamiteHeaddy MD Scene3-3.png

3-3: The Green Room/Guest Area
After Backstage Battle, the player will encounter HeadCase with a Sleepy Head and the second Liberty Head in the game. Walking right, Headdy will find himself on The Battle Show, where he must fight the Puppeteer & Gentleman Jim/Marrio & Nettoh, a pair of mini-bosses who work together to fight Headdy. They can be destroyed in either order, with the surviving mini-boss changing his attack pattern, though defeating the Puppeteer/Marrio first will award a Secret Bonus Point. After defeating both bosses, the player can backtrack to recover health from the Sleepy Head before moving on.

DynamiteHeaddy MD Scene3-4.png

3-4: Clothes Encounter/Starlight Storm
This level pits the player against the second Keymaster, the Wooden Dresser/Jacquline Dressy. This boss will change into an assortment of outfits that give her different attacks. Headdy must attack each piece in the order indicated by Beau in order to make her weak point, her heart, vulnerable to attack.

DynamiteHeaddy MD Scene4-1.png

4-1: Terminate Her Too/South Town
Taking place in another town stage, the player will hit switches that will alter the terrain, as well as switches that will take the player above the stage to navigate shifting blocks and conveyor belts. Mons Meg/Rebecca is fought as a mini-boss here.

DynamiteHeaddy MD Scene4-2.png

4-2: Mad Mechs/Working Gear
Headdy is now in a factory setting filled with various hazards to avoid. He can either sneak under them using the Pin Head, or he can pick up the Slammer Head and take an alternate path with swinging pendulum platforms and hammer blocks.

The third Liberty Head is found from the first HeadCase encountered upon entering the level.

DynamiteHeaddy MD Scene4-3.png

4-3: Mad Mechs 2/Restless Factory
This level is a continuation of the factory seen in the previous level, this time featuring spinning fan platforms that Headdy can shift by using his head, though Flying Soldiers and fans can also interact with them and send Headdy spinning undesirably.

DynamiteHeaddy MD Scene4-4.png

4-4: Heathernapped/Mystery Spot
By going right in this level, the player will discover that there is no Keymaster here. There was supposed to be one, but Heather/Fingy already beat Headdy to it. By waiting at the start, the player can take out Bino for a Secret Bonus Point.

DynamiteHeaddy MD Scene5-1.png

5-1: Go Headdy Go/Puppet Tower
This level basically serves as a playable cutscene where Trouble Bruin appears in the Flying Scythe/Tower Crasher and chases Headdy up the Puppet Tower. The fourth Liberty Head is also offered just before this.

DynamiteHeaddy MD Scene5-2.png

5-2: Stair Wars/Go Up!
Following on from the cutscene in the previous level, Trouble Bruin will chase Headdy up the tower, and attack by taking segments of the tower, and occasionally flying toward the tower itself, giving the player a chance to attack. Once he is defeated, the player can enter the tower.

DynamiteHeaddy MD Scene5-3.png

5-3: Towering Internal/Rolling Rolling
Once inside the tower, the player will continue to climb up the tower. The player has to move left or right to reach the next HangMan and climb higher while avoiding enemies and hazards, and dealing with mini-bosses such as the Armordillo/Armored Soldier

DynamiteHeaddy MD Scene5-4.png

5-4: Spinderella/On the Sky
At the very top of the tower is the third (technically fourth) Keymaster, Spinderella/Motor Hand. This boss will attempt to punch Headdy and get its hands stuck on the floor, allowing the player to get behind and attack the battery on the Keymaster's back. Once in a while, the boss will rotate the arena, altering the perspective so that Headdy is in the background.

DynamiteHeaddy MD Scene6-1.png

6-1: The Flying Game/Air Walker
At the start of this level, the player must choose from one of three special heads that will give Headdy the ability to fly, as the entirety of Scene 6 is a series of shoot-'em-up levels. This level has the player fly through the sky, shooting down waves of enemies and taking out the Sky Battleship/Sky Jaws. At the end of the stage, the player will enter a large fortress in the sky.

DynamiteHeaddy MD Scene6-2.png

6-2: Fly Hard/Reckless Wheel
Trouble Bruin/Maruyama continues to keep up his persistence by attacking Headdy in the Wheeler-Dealer/Chris Wheel. The player has to shoot down his projectiles, then focus on shooting him directly once he enters the foreground. After dealing enough damage, he will stay in the background and attack at a more rapid pace, only to be humourously halted by a "STOP" sign, allowing the player to continue.

DynamiteHeaddy MD Scene6-3.png

6-3: Fly Hard 2/Light Velocity
Following on from the previous level, this level sees the player flying through the fortress. The fortress' corridors are narrow and filled with spider-like enemies, pistons and electrical fields, so the player must fly carefully to avoid taking too much damage.

DynamiteHeaddy MD Scene6-4.png

6-4: Baby Face
After exiting the fortress, the player will encounter Baby Face, the fourth (technically fifth) Keymaster. This is a multi-phase boss fight in which the boss goes through multiple forms as it takes damage, changing up his attack pattern for each one. The boss starts out as a baby, and after dealing enough damage, his face splits open to reveal a boy, an adult, and finally an old man.

DynamiteHeaddy MD Scene7-1.png

7-1: Headdy Wonderland/Paradise?
Headdy arrives in what appears to be a paradise filled with cows, birds and lucky cats, as well as the fifth Liberty Head. The player will soon encounter the stage's boss, the Gatekeeper/Yayoi, and they must distract the boss so that Heather/Fingy can toss the keys collected from Keymasters into the basket on her back.

After doing so, the keys will reveal the location of Dark Demon's castle, destroying the pleasant background and revealing a more ominous one, and Heather/Fingy will be ambushed by the Nasty Gatekeeper/Izayoi. The player must then fight this frenzied robot in one of the more infamous boss fights, who attacks by swinging her claw and launching it directly at Headdy's head, and attack her face whenever she drops bombs. They have to be careful not to hit Heather/Fingy by mistake, or they will be punished by an unavoidable attack. Once the boss is defeated, Headdy will head for the tower, with Trouble Bruin/Maruyama following behind.

DynamiteHeaddy MD Scene8-1.png

8-1: The Rocket Tier/Fight!
Dark Demon's tower opens with a long hallway with giant missiles that will take out everything in their path. The player must avoid these missiles by either using the Pin Head to hide in the potholes, which is easier but makes the player slower, or the Spike Head to cling to the ceiling, which is harder to do but allows them to proceed more quickly.

DynamiteHeaddy MD Scene8-2.png

8-2: Illegal Weapon 3/Missile Base
The player eventually reaches the room where the missiles are being fired from, and must stop the missiles by attacking the commander. It is strongly urged to use either the Spike Head or Pin Head to avoid the missiles like in the previous level.

DynamiteHeaddy MD Scene8-3.png

8-3: Fun Forgiven/Radical Party
At the start of this level, the player has to make their way down safely by attacking the Penguins/Mustle Nasunasus when they are above the down arrow blocks, and avoid being crushed into the walls. The sixth and final Liberty Head is located here, on a legde that requires the player to use a Penguin/Mustle Nasunasu as a stepping stone to reach, and is the player's last chance to play the bonus game.

The player then engages in a mini-boss fight with Tarot, and must hit the numbered orbs that deal different points of damage into the boss' face, and avoid hitting the heart orb as doing so will heal the boss. In its second phase, the player has to avoid the swinging buzzsaw and attack the face. When Tarot is defeated, the player will go through a section with Venus Headdy Traps/Head Spitters and swinging platforms with HangMan on them to cross a pit. Obviously, the plyer should not hit the "DON'T SHOOT" targets or they will be stuck with a Head Trip (though one of them hides a Secret Bonus Point).

DynamiteHeaddy MD Scene8-4.png

8-4: Vice Versa/Reverse World
This level introduces the gimmick of hitting certain targets to flip the level upside-down and back again to progress. Enemy behaviour will change according to the level's orientation, and the player will come across block-pushing puzzles that make use of the gimmick. The mini-boss, Sparky/Thunder Captain, must be defeated by flipping the level to drop the metal balls on his head, with the larger balls inflicting more damage, however the balls can also hurt Headdy.

DynamiteHeaddy MD Scene8-5.png

8-5: Twin Freaks/Funny Angry
In this level, the player engages in a notoriously difficult boss fight against Twin Freaks/Rever Face. The boss is continously advancing towards the player, and he can only be attacked in his ear when he is happy. When the level is flipped upside-down, the boss becomes angry, becoming faster and invulnerable until the level is flipped. With narrow passageways, enemies to avoid and spike beds to jump over, it is easy for the player to die instantly by being crushed between the boss.

DynamiteHeaddy MD Scene9-1.png

9-1: Fatal Contraption/The Rival
Trouble Bruin/Maruyama makes one last attempt at ending Headdy's show career by chasing him up a vertically auto-scrolling level in the Super Finagler/Spider Phantom. The player will have to move fast and avoid hazards while also choosing their paths carefully until they reach the top, where Trouble Bruin will attempt to finish off Headdy...only for the mech to malfunction.

DynamiteHeaddy MD Scene9-2.png

9-2: Far Trek/Brain Break!
The Super Finagler/Spider Phantom is rampaging throughout the final corridor leading up to Dark Demon, and the player has to keep moving to avoid being hit by its lasers. The player must also keep away from Trouble Bruin/Maruyama, as he will latch on to Headdy and slow him down, making it harder to avoid the mech's lasers. Whenever this happens, the player must repeatedly attack Trouble Bruin to shake him off. Eventually, both Trouble Bruin and the mech will fall behind, and the player can then reach the end of the corridor.

DynamiteHeaddy MD Scene9-3.png

9-3: Finale Analysis/Final Attack
Headdy finally reaches the final battle with Dark Demon, who will use his magic to whisk Heather/Fingy off the stage before starting the battle and change the background. Dark Demon will use a variety of attacks that are determined by the colour of the orb in his hand, and before this happens, various power-ups will circle around Headdy so the player can choose the best head suited for surviving Dark Demon's attacks, such as the Pin Head to avoid the falling ceiling and giant laser, or offensive heads like the Pig Head, War Head and Slammer Head to deal with enemy swarms. Dark Demon's body will flash blue when he can be hit.

Intermission bonus game

Gameplay of the Intermission bonus game.

If the player picks up a Liberty Head in certain levels, they will be transported to the Intermission bonus game. This is a basketball style mini-game in which the objective is to use Headdy's head to hit the balls into the baskets marked with Star icons and reach a certain number of points. The ball machines at the bottom of the screen will provide an endless stream of basketballs to shoot, but they will occasionally fire bombs that will hurt the player. Once a ball touches the ground, it turns blue and can't be used. The hoops continuously scroll to the left, and each one is marked with an icon that has different effects:

Star
These baskets must be shot at for points to clear the bonus game.
Basketball
Doubles the speed of which the ball machines will fire balls and bombs.
Slow
Slows down the hoops for a few seconds, making it easier to score.
Key
Destroys one of the ball machines, therefore they must be avoided.

The bonus game will end in failure if both ball machines are destroyed, the player takes too much damage from bombs or they cancel the Liberty Head by pressing A. After the bonus game ends, the player will be returned to where they found the Liberty Head.

However, if the player successfully makes the required number of shots, they will clear the bonus game and will be awarded a secret number, which they will need to use at the end of the game. The secret numbers earned from the bonus game are randomly generated for each playthrough. There are a total of four bonus games that must be played to get all four secret numbers, but there are only six opportunities in the game to play the bonus game. The number of points the player needs to score is increased by five for each successive bonus game, and bombs appear more frequently.

History

Legacy

Translation group M.I.J.E.T. restored and translated the cut dialogue in a translation patch made in 2007.

The game has also been released as part of the Wii's Virtual Console service, and was included in Sega Mega Drive Ultimate Collection, Sega Mega Drive Classics, and the Japanese and Western models of the Mega Drive Mini.

Versions

Version history

Main article: Dynamite Headdy/Changelog.
System Version Size Date Comment Ref Icon
iOS
0000010000020000000000000000001.2.0 137.6MB 201808062018-08-06 [19]
iOS
0000010000010000000000000000001.1.0 201805082018-05-08 [19]
iOS
0000010000000000000000000000001.0 201804182018-04-18 [19]
Google Android OS
0000020000000000000000000000002.0.0 47MB 201901312019-01-31 [20] DH Android icon 100.png
Download.svg (info) ("Dynamite Headdy (com.sega.dynamite.classic v2.0.0).apk" does not exist)
Google Android OS
0000010000020000020000000000001.2.2 47MB 201811012018-11-01 [21] DH Android icon 100.png
Download.svg (info) ("Dynamite Headdy (com.sega.dynamite.classic v1.2.2).apk" does not exist)
Google Android OS
0000010000020000010000000000001.2.1 45MB 201808062018-08-06 [22] DH Android icon 100.png
Download.svg (info) ("Dynamite Headdy (com.sega.dynamite.classic v1.2.1).apk" does not exist)
Google Android OS
0000010000010000010000000000001.1.1 45MB 201805092018-05-09 [23] DH Android icon 100.png
Download.svg (info) ("Dynamite Headdy (com.sega.dynamite.classic v1.1.1).apk" does not exist)
Google Android OS
0000010000000000000000000000001.0.0 43MB 201804182018-04-18 [23] DH Android icon 100.png
Download.svg (info) ("Dynamite Headdy (com.sega.dynamite.classic v1.0.0).apk" does not exist)

Downloadable content

Title and description Links Releases
Premium Upgrade
iOS
US
2018-04-16[24]
$1.991.99[25]
iOS
UK
2018-04-16[24]
£1.991.99[26]
iOS
EU
2018-04-16[24]
€2.292.29[27]
Google Android OS
US
2018-04-16[24]
$1.991.99[28]
Google Android OS
UK
2018-04-16[24]
£1.991.99
Google Android OS
EU
2018-04-16[24]
€2.292.29
Google Android OS
AU
2018-04-16[24]
$2.992.99

Production credits

Mega Drive version

(In Japan)
(In America)
Source:
In-game credits

Game Gear version


Digital manuals

Magazine articles

Main article: Dynamite Headdy/Magazine articles.

Promotional material

Main article: Dynamite Headdy/Promotional material.

Artwork

Physical scans

Mega Drive version

Sega Retro Average 
Publication Score Source
78 [29]
84 [30]
92 №36, p120-121
92 [31]
76 [32]
70 №295, p40
96 [33]
76 [34]
89 №69
93 №5, p13
82 [35]
93 [36]
86 №25, p52-53
80 [37]
90 №48, p94-97
96 №10, p84-85
71 №60, p62-63
83 №38, p56-57
Sega Mega Drive
85
Based on
18 reviews
Sega Retro Average 
Publication Version Score
1700 igr dlya Sega (RU)
50
[38]
Beep! MegaDrive (JP) NTSC-J
78
[39]
Consoles + (FR) NTSC-J
92
[40]
Computer & Video Games (UK)
92
[1]
Digitiser (UK)
92
[41]
Electronic Gaming Monthly (US) NTSC-U
76
[32]
Entsiklopediya luchshikh igr Sega. Vypusk 1 (RU)
50
[42]
Entsiklopediya luchshikh igr Sega. Vypusk 3 (RU)
60
[43]
Famitsu (JP) NTSC-J
70
[44]
Freak (IL)
84
[45]
Game Players (US) NTSC-U
96
[4]
Game Players (US)
96
[46]
GamePro (US) NTSC-U
88
[47]
GamePro (DE) PAL
87
[48]
GamesMaster (UK)
76
[49]
GamesMaster (UK) PAL
89
[50]
Games World: The Magazine (UK) PAL
93
[51]
Game Informer (US)
80
[52]
Joypad (FR)
82
[35]
Mega (UK) PAL
86
[53]
Mega Force (FR) PAL
83
[54]
Mega Fun (DE) PAL
79
[55]
Magazina Igrushek (RU)
90
[56]
Mean Machines Sega (UK) PAL
93
[57]
Next Generation (US) NTSC-U
75
[58]
Player One (FR)
90
[59]
Play Time (DE)
84
[60]
Power Up! (UK)
92
[61]
Sega Magazine (UK) PAL
96
[62]
Sega Power (UK) PAL
71
[63]
Sega Pro (UK) PAL
83
[64]
Sega Saturn Magazine (JP) NTSC-J
84
[65]
Todo Sega (ES)
93
[66]
Tricks 16 bit (RU)
83
[67]
Video Games (DE) PAL
82
[68]
VideoGames (US) NTSC-U
90
[69]
Sega Mega Drive
83
Based on
36 reviews

Dynamite Headdy

Mega Drive, US
Dynamite Headdy MD US Box.jpg
Cover
Dynamite Headdy MD US Cart.jpg
Cart
Dynamite Headdy MD US Manual.pdf
Manual
Mega Drive, EU
Dynamite Headdy MD EU Box.jpg
Cover
DynamiteheaddycartEUR.JPG
Cart
50x50px
Manual
Mega Drive, JP
Dynamite Headdy MD JP Box.jpg
Cover
DynamiteHeaddy MD JP CartTop.jpg
Dynamite Headdy MD JP Cart.jpg
Cart
DynamiteHeaddy MD JP Manual.pdf
Manual
Mega Drive, JP (Jitsuenyou Sample)
DynamiteHeaddySample MD JP Cart Box.jpg
Cover
DynamiteHeaddySample MD JP Cart Top.jpg
DynamiteHeaddySample MD JP Cart.jpg
Cart
Mega Drive, AU
DynamiteHeaddy MD AU Box.jpg
Cover
Mega Drive, BR
Dynamiteheaddy md br cover.jpg
Cover
Dynamiteheaddy md br manual.pdf
Manual
Mega Drive, FR

Dynamite Headdy MD FR Manual.pdf
Manual

Master System version

Master System, BR
Dynamite Headdy SMS BR Box.jpg
Cover
DynamiteHeaddy SMS BR Cart.jpg
Cart

Game Gear version

Sega Retro Average 
Publication Score Source
75 [70]
90 №45, p52-54
54 №60, p62-63
Sega Game Gear
73
Based on
3 reviews
Sega Retro Average 
Publication Version Score
Sega Game Gear
N/A
Based on
0 reviews

Dynamite Headdy

Game Gear, US
DynamiteHeaddy GG US Box Back.jpgNospine.pngDynamiteHeaddy GG US Box Front.jpg
Cover
Dynamite Headdy GG US cart.jpg
Cart
Dynamite Headdy GG US Manual.pdf
Manual
Game Gear, EU
Dynamite Headdy GG EU Box Top.png
Dynamite Headdy GG EU Box Back.jpgDynamite Headdy GG EU Box Spine.jpgDynamite Headdy GG EU box front.jpgDynamite Headdy GG EU Box Spine2.jpg
Dynamite Headdy GG EU Box Bottom.jpg
Cover
Dynamite Headdy GG EU Cart.jpg
Cart
Dynamite Headdy GG EU Manual.pdf
Manual
Game Gear, JP
DynamiteHeaddy GG JP Box Back.jpgDynamiteHeaddy GG JP Box Spine.jpgDynamiteHeaddy GG JP Box Front.jpgDynamiteHeaddy GG JP Box Spine2.jpg
Cover
Dynamite Headdy GG JP cart.jpg
Cart
DynamiteHeaddy GG JP Manual.pdf
Manual

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Mega Drive
CRC32 3dfeeb77
MD5 d11ec9b230e88403cd75ef186a884c97
SHA-1 e843decdff262791b1237f1545f5b17c56712d5f
2MB 1994-06 Cartridge (US/EU)
Sega Mega Drive
CRC32 d03cdb53
MD5 cdb36911439289d3453060f58682057c
SHA-1 02727a217e654f3cdf5a3fcd33b2f38d404a467d
2MB 1994-08 Cartridge (JP)
Sega Mega Drive
CRC32 61001ec8
MD5 03e805f8b296124ea440179031c6154f
SHA-1 74a1d84ccde678d9209f7aa872b50f0a98ec07aa
2MB 1994-06-22 CD-R disc[71] Page
Sega Mega Drive
CRC32 f8a96719
MD5 be6ea06db12827c2b2d2b3fdd881d5a0
SHA-1 84f4e06fe51a448148e6f86a5d11d07577df7029
2MB 1994-06-16 CD-R disc[72] Page
Sega Mega Drive
CRC32 971ef24c
MD5 038f4e2a70d923fe67b4b6c4815d16cb
SHA-1 c90417bd43bea29a58fcacacb48b2602ecb65cc3
2MB 1994-06-14 CD-R disc[73] File on disc was named "CABEZA" (Spanish for "head") Page
Sega Mega Drive
 ?
CRC32 5c25e934
MD5 57199a5663f2092186f10f7df3e38dc3
SHA-1 9889510234dd8771fd14c4022710028c5928d152
2MB 1994-04 Page
Sega Master System
 ?
CRC32 7db5b0fa
MD5 7f57481d870465fc3a6412d87f0a8e38
SHA-1 12877c1c9bfba6462606717cf0a94f700ac970e4
512kB Cartridge (BR)
Sega Game Gear
 ?
CRC32 f6af4b6b
MD5 79a0d819e9cddebcb80e28a174ff2005
SHA-1 a8e3f447089537b52e40958c07610bfead82442d
512kB Cartridge (JP)
Sega Game Gear
 ?
CRC32 610ff95c
MD5 2da61f019f30eb0795cfd6eb9d5b54c6
SHA-1 a8c8b5252a885d466e044e6055336513d988e661
512kB Cartridge (US/EU)
Sega Game Gear
 ?
CRC32
MD5
SHA-1
1994-07-06 Page
Sega Game Gear
 ?
CRC32
MD5
SHA-1
1994-07-05 Page
Sega Game Gear
 ?
CRC32
MD5
SHA-1
1994-07-01 Page
Sega Game Gear
 ?
CRC32
MD5
SHA-1
1994-06-15 Page

External links

References

  1. 1.0 1.1 Computer & Video Games, "October 1994" (UK; 1994-09-15), page 68
  2. 2.0 2.1 Mean Machines Sega, "April 1995" (UK; 1995-02-28), page 36
  3. Electronic Gaming Monthly, "August 1994" (US; 1994-xx-xx), page 130
  4. 4.0 4.1 Game Players, "Vol. 7 No. 10 October 1994" (US; 1994-xx-xx), page 80
  5. Sega Magazine, "November 1994" (UK; 1994-10-15), page 96
  6. Electronic Gaming Monthly, "August 1994" (US; 1994-xx-xx), page 146
  7. 7.0 7.1 http://www.nintendolife.com/games/megadrive/dynamite_headdy (Wayback Machine: 2017-06-25 00:05)
  8. https://archive.is/McWbr
  9. 9.0 9.1 http://www.nintendo.com/games/detail/c6hDuIcxzUIMK7TqmLH6A-RaZjKnCtot (Wayback Machine: 2010-11-23 00:42)
  10. https://www.nintendo.co.jp/wii/vc/software/04.html (Wayback Machine: 2018-03-05 23:40)
  11. http://vc.sega.jp:80/vc_headdy/ (Wayback Machine: 2007-08-13 08:02)
  12. http://www.nintendo.com.au/index.php?action=catalogue&prodcat_id=41&prod_id=19735&pageID=4 (Wayback Machine: 2012-04-03 02:02)
  13. 13.0 13.1 13.2 13.3 13.4 https://steamdb.info/app/211201/ (Wayback Machine: 2017-05-22 17:12)
  14. 14.0 14.1 14.2 14.3 14.4 http://steamdb.info/app/211201/ (Wayback Machine: 2013-05-22 20:20)
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 15.8 15.9 https://steamdb.info/app/211201/history/?changeid=5755268
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 16.8 16.9 http://steamdb.info/app/211201/ (Wayback Machine: 2019-09-08 21:07)
  17. 17.0 17.1 17.2 17.3 17.4 17.5 @SEGAForever on Twitter (Wayback Machine: 2018-09-19 23:26)
  18. File:Dynamite Headdy MD US Manual.pdf, page 4
  19. 19.0 19.1 19.2 https://itunes.apple.com/us/app/dynamite-headdy-classic/id1324013989?mt=8 (Wayback Machine: 2018-09-19 23:32)
  20. Google Play (com.sega.dynamite.classic) (Wayback Machine: 2019-04-08 22:35)
  21. APKPure (com.sega.dynamite.classic) (Wayback Machine: 2019-04-08 22:36)
  22. Google Play (com.sega.dynamite.classic) (Wayback Machine: 2018-09-19 23:21)
  23. 23.0 23.1 APKPure (com.sega.dynamite.classic) (Wayback Machine: 2018-09-19 23:36)
  24. 24.0 24.1 24.2 24.3 24.4 24.5 24.6 https:/twitter.com/SEGAForever/status/985973235949932544 (Wayback Machine: 2018-09-19 23:26)
  25. https://itunes.apple.com/us/app/dynamite-headdy-classic/id1324013989?mt=8 (Wayback Machine: 2018-04-20 01:51)
  26. https://itunes.apple.com/gb/app/dynamite-headdy-classic/id1324013989?mt=8 (Wayback Machine: 2018-09-19 23:29)
  27. https://itunes.apple.com/fr/app/dynamite-headdy-classic/id1324013989?mt=8 (Wayback Machine: 2018-10-18 00:13)
  28. Google Play (com.sega.dynamite.classic) (Wayback Machine: 2018-09-19 23:21)
  29. Beep! MegaDrive, "August 1994" (JP; 1994-07-08), page 19 (21)
  30. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 83 (85)
  31. Computer & Video Games, "October 1994" (UK; 1994-09-15), page 68-70 (68)
  32. 32.0 32.1 Electronic Gaming Monthly, "September 1994" (US; 1994-xx-xx), page 36
  33. Game Players, "Vol. 7 No. 10 October 1994" (US; 1994-xx-xx), page 78-79 (80)
  34. GamesMaster, "October 1994" (UK; 1994-09-22), page 52-53 (52)
  35. 35.0 35.1 Joypad, "Décembre 1994" (FR; 1994-1x-xx), page 54
  36. Mean Machines Sega, "November 1994" (UK; 1994-09-30), page 74-77 (74)
  37. Next Generation, "Premiere Issue 1995" (US; 1994-12-08), page 99/101 (105)
  38. 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 65
  39. Beep! MegaDrive, "August 1994" (JP; 1994-07-08), page 21
  40. Consoles +, "Octobre 1994" (FR; 1994-xx-xx), page 120
  41. Digitiser (UK) (1994-11-09)
  42. Entsiklopediya luchshikh igr Sega. Vypusk 1, "" (RU; 1999-xx-xx), page 309
  43. Entsiklopediya luchshikh igr Sega. Vypusk 3, "" (RU; 2000-xx-xx), page 33
  44. Famitsu, "1994-08-12" (JP; 1994-07-29), page 40
  45. Freak, "11/94" (IL; 1994-xx-xx), page 1
  46. Game Players, "Vol. 7 No. 12 December 1994" (US; 1994-1x-xx), page 51
  47. GamePro, "October 1994" (US; 1994-xx-xx), page 50
  48. GamePro, "Oktober 1994" (DE; 1994-09-30), page 50
  49. GamesMaster, "October 1994" (UK; 1994-09-22), page 52
  50. GamesMaster (UK) "Series 4, episode 7" (1994-11-01, 24:00) (+9:24)
  51. Games World: The Magazine, "November 1994" (UK; 1994-09-29), page 13
  52. Game Informer, "October 1997" (US; 1997-xx-xx), page 82
  53. Mega, "October 1994" (UK; 1994-09-29), page 14
  54. Mega Force, "Décembre 1994" (FR; 1994-12-02), page 48
  55. Mega Fun, "10/94" (DE; 1994-09-21), page 61
  56. Magazina Igrushek, "1/1996" (RU; 1996-xx-xx), page 52
  57. Mean Machines Sega, "November 1994" (UK; 1994-09-30), page 74
  58. Next Generation, "Premiere Issue 1995" (US; 1994-12-08), page 105
  59. Player One, "Décembre 1994" (FR; 1994-1x-xx), page 94
  60. Play Time, "11/94" (DE; 1994-10-05), page 104
  61. Power Up!, "Saturday, November 05, 1994" (UK; 1994-11-05), page 1
  62. Sega Magazine, "October 1994" (UK; 1994-09-15), page 84
  63. Sega Power, "November 1994" (UK; 1994-09-29), page 62
  64. Sega Pro, "November 1994" (UK; 1994-10-06), page 56
  65. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 85
  66. Todo Sega, "Noviembre 1994" (ES; 1994-1x-xx), page 50
  67. Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 60
  68. Video Games, "10/94" (DE; 1994-09-28), page 101
  69. VideoGames, "October 1994" (US; 1994-xx-xx), page 78
  70. Electronic Gaming Monthly, "September 1994" (US; 1994-xx-xx), page 38
  71. Hidden Palace: Dynamite Headdy (Jun 22, 1994 prototype)
  72. Hidden Palace: Dynamite Headdy (Jun 16, 1994 prototype)
  73. Hidden Palace: Dynamite Headdy (Jun 14, 1994 prototype)


Dynamite Headdy

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Music: Dynamite Headdy (1994) | Dynamite Headdy Cabezon Mix (1994)
Sega Mega Drive
Prototypes: 1994-04 | 1994-06-14 | 06-16 | 06-22