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1-1: The Getaway/Escape Hero!
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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.
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2-1: Practice Arena/Three Friends
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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.
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2-2: Toys in the Hood/North Town
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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.
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2-3: Mad Dog and Headdy/Concert Panic
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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.
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3-1: Down Under/Fire Carnival
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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.
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3-2: Backstage Battle
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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 or as directed on-screen to avoid ramming into stage equipment.
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3-3: The Green Room/Guest Area
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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.
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3-4: Clothes Encounter/Starlight Storm
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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.
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4-1: Terminate Her Too/South Town
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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.
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4-2: Mad Mechs/Working Gear
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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.
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4-3: Mad Mechs 2/Restless Factory
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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.
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4-4: Heathernapped/Mystery Spot
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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.
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5-1: Go Headdy Go/Puppet Tower
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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.
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5-2: Stair Wars/Go Up!
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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.
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5-3: Towering Internal/Rolling Rolling
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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
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5-4: Spinderella/On the Sky
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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.
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6-1: The Flying Game/Air Walker
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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.
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6-2: Fly Hard/Reckless Wheel
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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.
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6-3: Fly Hard 2/Light Velocity
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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.
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6-4: Baby Face
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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.
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7-1: Headdy Wonderland/Paradise?
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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.
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8-1: The Rocket Tier/Fight!
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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.
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8-2: Illegal Weapon 3/Missile Base
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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.
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8-3: Fun Forgiven/Radical Party
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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).
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8-4: Vice Versa/Reverse World
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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.
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8-5: Twin Freaks/Funny Angry
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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.
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9-1: Fatal Contraption/The Rival
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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.
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9-2: Far Trek/Brain Break!
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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.
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9-3: Finale Analysis/Final Attack
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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.
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