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Proto:Dynamite Headdy (Genesis)/April Prototype/Scenes 1 to 4

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

Opening Demo (Prologue)

HeaddyTextGraphics.png

Prototype Final
HeaddyMonitorReverFace.gif HeaddyMonitorMitsuru.gif

Mitsuru / Baby Face takes Rever Face / Twin Freaks' place on the monitors in the final version.

Prototype Final
HeaddyMonitorYayoiProto.gif HeaddyMonitorYayoiFinal.gif

They remembered to update Yayoi's silhouette on the monitor after her design was changed.

Prototype Final
Dina might Oh, Dynamite

This sign that managed to spell the game's name wrong was corrected.

HeaddyTextMisc.png

  • Headdy doesn't try to attack Toruzo-Kun / Robo-Collector in the prototype.
  • Sound effects have yet to be added to the monitor sequence.
  • The Dust Cargo is properly animated, but it doesn't actually move in the prototype.

Scene 1-1

HeaddyTextMisc.png

Prototype Final
HeaddyStage11NoArms.png HeaddyStage11Destruction.png
  • In the prototype, Toruzo-Kun's body cannot be destroyed; Only its arms can. This means that the puppets that Toruzo-Kun captures cannot be rescued.
    • Each arm is one Secret Bonus worth 5000 points. In the finished game, destroying Toruzo-kun is a Secret Bonus worth 3000 points.
  • The Super Red Arrow's cannonballs are completely harmless in the prototype game.
  • Maruyama spawns more orbs when he charges into walls.
    • Prototype: 5 small orbs, 5 big orbs.
    • Final: 4 small orbs, 3 to 4 big orbs.

Scene 2-1

Main Room

HeaddyTextMisc.png
In the prototype build, Headdy can enter the training areas an unlimited amount of times. In the final version, once they're completed, they're locked.
HeaddyStage21DoorPiece.png

Friend's Room (HeadCase)

HeaddyTextHeadcase.png

HeadCase Set 1 HeadCase Set 2 HeadCase Set 3
Prototype Hammer HeadTriple HeadEmpty Head War HeadProtector HeadBomb Head Pig HeadVacuum Head
Final Hammer HeadEmpty HeadPig Head War HeadProtector Head Bomb HeadVacuum Head

Friend's Room (HangMan)

HeaddyTextGraphics.png

Prototype Final
HeaddyStage21PillarsProto.png HeaddyStage21PillarsFinal.png

The prototype has enough space in VRAM to store five different pillar designs. Only the first design was kept, and the other pillar tiles were deleted to make room for new graphics.

HeaddyGGPillars.png
Three of the alternate designs made their way to the Game Gear port!

Prototype Final
HeaddyStage21WindowProto.png HeaddyStage21WindowFinal.png

The boring bars in the window were replaced with fancy latticework.

Prototype Final
HeaddyStage21GirdersProto.png HeaddyStage21GirdersFinal.png

These construction beams are no longer arranged diagonally, plus: Rivets! Riveting!

Prototype Final
HeaddyStage21SpikeChuteProto.png HeaddyStage21SpikeChuteFinal.png

The spike chutes in the final version use a different, wider design. It's more detailed, but now the chutes are no longer properly aligned with the rope graphics.

HeaddyTextMaps.png
HeaddyTextProto.png HeaddyTextFinal.png

HeaddyTextLayout.png

Prototype Final
HeaddyHangman12Proto.png HeaddyHangman12Final.png
  • Even at the start, the change in difficulty is apparent. There's far less stable ground in the prototype, with Level 2 only containing the base platform.
  • The red support beam structure at the start of Level 2 was deleted entirely.
  • The spike belts start two levels earlier in the final version.
  • The HangMan platforms on moving belts were removed from the final game.
  • The buckets that appear in the stage aren't present in the early layout.
Prototype Final
HeaddyHangman34Proto.png HeaddyHangman34Final.png
  • Level 3 in the prototype is spartan, only containing a few HangMan platforms.
  • The spike belts start two levels earlier in the final version.
Prototype Final
HeaddyHangman56Proto.png HeaddyHangman56Final.png
  • Level 5 only has one floor platform in the prototype, and Level 6 has no floor whatsoever!
  • The HangMen ring structures are attached by a belt in the prototype and a rope in the final version.
Prototype Final
HeaddyHangman78Proto.png HeaddyHangman78Final.png
  • Levels 7 to 8 are the most difficult; There are no platforms to stand on at all in the prototype, so the player has to continuously grab the HangMen.
  • The floors in the prototype are unfinished, missing the alternating green and orange color scheme and end pieces.

Scene 2-2

Seeing as this is the first level by ID, a lot of work has gone into this Scene's layout at this point. It's almost identical to the final version's layout.

HeaddyTextMaps.png
HeaddyTextProto.png HeaddyTextFinal.png

HeaddyTextLayout.png

Prototype HeaddyStage22ProtoSec1.png
Final HeaddyStage22FinalSec1.png
  • The Prototype has an extra HeadCase at the start of the level.
  • A right-pointing arrow sign was placed at the top of the first hill.
Prototype HeaddyStage22ProtoSec2.png
Final HeaddyStage22FinalSec2.png
  • The "SHOT" sign by the last red ball was removed.
  • The last health fruit was moved up and to the left.
Prototype Final
HeaddyStage22ProtoSec3.png HeaddyStage22FinalSec3.png
  • The first 500-point bonus in the prototype was removed from the final version.
  • In the two hidden chambers, the point bonus and health fruit were replaced with three 500 point bonuses.
Prototype Final
HeaddyStage22ProtoSec4.png HeaddyStage22FinalSec4.png
  • One of the 500-point bonuses was moved from the Pin Head section to the outside.

HeaddyTextHeadcase.png

Headcase Set 1 Headcase Set 2 Headcase Set 3 Headcase Set 4 Headcase Set 5 Headcase Set 6
Prototype Protector HeadTriple HeadEmpty Head Hammer HeadBuddha HeadVacuum Head War HeadPig HeadBomb Head Hammer HeadEmpty HeadSuper Head Pin HeadSpike HeadSleepy Head Hammer HeadEmpty HeadSuper Head
Final N/A Hammer HeadPig HeadTriple Head Vacuum HeadProtector HeadLiberty Head Hammer HeadSuper HeadEmpty Head Pin HeadSpike HeadSleepy Head Ticker HeadTriple Head

HeaddyTextMisc.png

  • Knocking the Dark Soldier off of the tower is a 5000-point Secret Bonus in the prototype. This was doubled to 10000 points in the final.
  • It takes 16 hits with the Hammer Head to knock the soldier off in the prototype. Hitting that structure with any other head has no effect. In the final, it takes 8 hits with a normal head and 4 hits with the Hammer Head.
  • Destroying Honeywan I, Honeywan II, and Happy Comecome does not earn the player any Secret Bonus Points at this point.

Scene 2-3

HeaddyTextHeadcase.png

HeadCase Set 1 HeadCase Set 2 HeadCase Set 3
Prototype Hammer HeadWar HeadSuper Head Pig HeadProtector HeadSleepy Head Pin HeadTriple HeadEmpty Head
Final Hammer HeadSuper Head Pin HeadTicker Head War HeadBuddha Head

HeaddyTextMisc.png

  • Bounty Boundy does contact damage in the prototype. This was thankfully removed from the final version.
  • There are no arrows to point out where Bounty Boundy is going to land.
  • When Bounty Boundy lands in the prototype, his tail is initially out of frame. This was changed in the final version, so now he can be hit as soon as he falls.
  • Bino's Secret Bonus is 5000 points in the prototype and 6000 points in the final.
  • Furthermore, hitting Bino enough will destroy him. In the final game, he just falls off of the stage.
  • There are 6 total Secret Bonuses in the prototype, but it's only possible to earn 5 of them. There are 8 in the final, which include the 3 added in Scene 2-3.

Scene 3-1

HeaddyTextMaps.png
HeaddyTextProto.png HeaddyTextFinal.png
Prototype HeaddyStage31ProtoSec1.png
Final HeaddyStage31FinalSec1.png
  • One cannonball shooter, Bob (the frog), and Under Soldier were removed from this section.
  • One of the cannonball shooters in the final launches a special smiley cannonball that's worth a Secret Bonus Point.
  • Headcase was moved to the Flying Soldier arena.
Prototype HeaddyStage31ProtoSec2.png
Final HeaddyStage31FinalSec2.png
  • The health fruit was moved out of the Flying Soldier arena.
  • Two Under Soldiers and one Bob were deleted from this area.

HeaddyTextHeadcase.png

Prototype Hammer HeadEmpty HeadSuper Head
Final Hammer HeadEmpty Head

HeaddyTextMisc.png
There are three Flying Soldiers to fight. In the prototype, they all come out to attack Headdy at the same time, whereas in the final they come out one at a time.

Scene 3-2

HeaddyTextHeadcase.png
NOTE: HeadCase's mechanics in this stage are different in each version.

  • In the prototype, he walks on the ground. There are six sets with one head type each.
  • In the final, HeadCase flies around Headdy. There are two sets with two heads each.
HeadCase Set 1 HeadCase Set 2 HeadCase Set 3 HeadCase Set 4 HeadCase Set 5 HeadCase Set 6
Prototype Hammer Head Super Head War Head Triple Head Bomb Head Pig Head
Final Protector HeadSuper Head War HeadVacuum Head N/A N/A N/A N/A

HeaddyTextMisc.png

  • In the prototype, Maruyama moves at three different speeds during the fight:
    • Rotation Pattern: Slow
    • Straight Pattern: Normal
    • Ramming Pattern: Fast
  • In the final, Maruyama is always moving at his fastest speed.
  • Maruyama's claw can be controlled by the player in the prototype! This is likely a leftover debug feature.
  • The fat-headed flying cat that gives a Secret Bonus Point isn't in the prototype yet.
  • When Maruyama is defeated, Headdy lands on the ground and doesn't move; After a few seconds, the game moves on to 3-3. In the final, Headdy's momentum carries him offscreen to 3-3.

Scene 3-3

HeaddyTextGraphics.png

Prototype Final
HeaddyStage33SignProto.png HeaddyStage33SignFinal.png

The "B" and "a" are thicker in the finished graphics, while the flashing light's outline no longer uses the same color as the text.

HeaddyTextLayout.png

Prototype HeaddyStage33Proto.png
Final HeaddyStage33Final.png
  • There's another Liberty Head here in the final version.
  • The purple curtain was changed to the standard red.
  • The wires holding the Guest Puppet sign are a darker shade of blue in the final game.
  • The light bulb colors are constantly cycling in the prototype. In the final version, the cycling starts when Marrio and Nettoh enter the stage.
  • The most important change: the Marrio and Nettoh boss battle isn't in the game yet. This scene was actually part of a contest mentioned in the April 1994 issue of "Game On!", sponsored by both that magazine and Sega: Players would submit boss concepts to win prizes, with the top design being added to the final game. Obviously the contest was still ongoing at this point, which is why there's nothing here yet - just walk to the right to clear the stage. Some show!

HeaddyTextHeadcase.png

Prototype N/A
Final Sleepy HeadLiberty Head

Scene 3-4

HeaddyTextHeadcase.png

HeadCase Set 1 HeadCase Set 2
Prototype N/A N/A
Final War HeadSleepy HeadTriple Head Ticker HeadSuper HeadBuddha Head

HeaddyTextMisc.png

  • This is Jacquline Dressy's stage. This fight is tougher than the final version's battle for a number of reasons:
    • Jacquline Dressy has the standard amount of health for a boss (17 HP) at this point. In the finished game this was reduced to 9 HP.
    • In the final game, Jacquline Dressy's initial sequence of dresses is Dragon, Ballerina, Robot. It's entirely random in the prototype.
    • Yakkun (Beau) is about twice as slow in this version, so outfit pieces take longer to knock off.
    • HeadCase is a no-show in the prototype! Headdy's stuck with his default abilities.
  • That said, the fact that all of Jacquline Dressy's attacks do 1 point of damage in this build helps balance the difficulty. A bit.
  • Jacquline's Bino outfit is in the prototype, but it's not worth a Secret Bonus Point yet.
  • Headdy doesn't jump over the guy rolling the carpet out at the start of the stage.

Scene 4-1

HeaddyTextGraphics.png

Prototype Final
HeaddyStage41PlatFlippedProto.png
HeaddyStage41PlatUnflippedProto.png
HeaddyStage41PlatFlippedFinal.png
HeaddyStage41PlatUnflippedFinal.png

Strangely, the two different flipping platforms use the same, palette-swapped design in the final version. This change doesn't actually save any space in VRAM either. Weird.

Prototype Final
HeaddyStage41SignProto.png HeaddyStage41SignFinal.png

The prototype has a red sign with Headdy on the right. The final has a blue sign with Headdy on the left. An innocuous change, or a subliminal political message from Sega of America?!

Prototype Final
HeaddyStage41SpikesProto.png HeaddyStage41SpikesFinal.png

The spikes that the Super Machine Tank's cannonballs stick to were redrawn to look more like, well, spikes.
The Game Gear port still uses the old spike design: HeaddyGGCeilingSpikes.png

HeaddyTextLayout.png

Prototype HeaddyStage41ProtoSec1.png
Final HeaddyStage41FinalSec1.png
  • Except for the two 500 point bonuses, there are no objects in this section of the prototype. The final uses some fairly complicated terrain lowering / raising.
  • The section itself is one screen longer in the final game.
  • Those 500 point bonuses aren't in the final version.
Prototype HeaddyStage41ProtoSec2.png
Final HeaddyStage41FinalSec2.png
  • The entire latter half of this section was reworked to give the Vacuum Head another time to shine. The 500 point bonuses were all moved to otherwise inaccessible places.
  • Since the Vacuum Head can't hit the iron blocks, and there are more items to get later, another HeadCase was added near the end of this section.
  • A health fruit was added in the second Vacuum Head chamber.
Prototype HeaddyStage41ProtoSec3.png
Final HeaddyStage41FinalSec3.png
  • The extra life can be obtained without using the Browny Bon-Bons in the prototype, which kinda defeats the purpose of this puzzle. It was moved further to the left to fix this.
  • The bush by the extra life was also removed for some reason.
  • The second, redundant SHOOT sign was removed.
  • The HeadCase before the Super Machine Tank isn't present in the prototype stage.
  • The platform with the Headcase was changed to be spatially symmetrical.
  • The signpost of the last SHOOT sign is taller in the final version.
  • The Super Machine Tank moves further to the left in the prototype.
  • The health fruit after the Super Machine Tank was replaced by two 500 point bonuses.
Prototype HeaddyStage41ProtoSec4.png
Final HeaddyStage41FinalSec4.png
  • Like the other backstage section, the layout was changed to accommodate the new HeadCase and the Vacuum Head.
  • There are six 500 points bonuses in the final version but only four in the prototype.
  • The SHOOT sign was elevated to actually point at something.
  • The lamp was moved closer to the platform on the left.
  • The hanging "HIT ME!" balloon isn't close enough to the top of the screen in the prototype, so it's hanging from nothing.

HeaddyTextHeadcase.png

HeadCase Set 1 HeadCase Set 2 HeadCase Set 3 HeadCase Set 4 HeadCase Set 5
Prototype Pig HeadBomb HeadHammer Head Hammer HeadSuper Head N/A N/A N/A
Final War HeadBomb HeadHammer Head Hammer HeadVacuum Head Hammer HeadVacuum Head Triple HeadEmpty HeadSleepy Head Protector HeadVacuum HeadHammer Head

HeaddyTextMisc.png

  • Super Machine Tank IV pauses briefly when reaching the end of his path in the final game. In the prototype he's always moving, making him harder to hit. What a guy.
  • The statue blocking the water geyser can't be destroyed for a Secret Bonus Point in the prototype.
  • The cannonballs from the Super Machine Tank can be destroyed, but they don't give a Secret Bonus like they do in the final version.
  • The lamp's pendulum physics aren't finished in the prototype; Once it's been hit, it always swings at the same speed.

Scene 4-2

HeaddyTextMaps.png
HeaddyTextProto.png HeaddyTextFinal.png

HeaddyTextLayout.png

Prototype HeaddyStage42ProtoSec1.png
Final HeaddyStage42FinalSec1.png
  • This section starts off a little further into the stage in the prototype.
  • The bump in the road at the start was smoothed out in the final game.
  • All of the chained platforms at the top of the stage were changed in some way, as were the light bulbs.
  • Overall, the platforms are in a greater state of disrepair in the early layout.
  • The gap underneath the second present box in the prototype was filled in.
  • The first HeadCase was moved closer to the start of the stage.
  • The second HeadCase is now in the next section, and the second "SHOT" sign is now collecting dust.
Prototype HeaddyStage42ProtoSec2.png
Final HeaddyStage42FinalSec2.png
  • There doesn't really need to be three "Hero on the Stage" signs here, so two of them were deleted.
  • The "SHOT" sign was changed to a directional sign, and the floor to the right of said sign was lowered.
  • The girders to the left of the directional sign were removed.
  • The second HeadCase was moved up a floor.
  • Extra 500 point bonuses were added to the two Hammer Head areas.

HeaddyTextHeadcase.png

HeadCase Set 1 HeadCase Set 2 HeadCase Set 3
Prototype Hammer HeadPin HeadSpike Head Hammer HeadPin HeadSpike Head Hammer HeadPin HeadSpike Head
Final Hammer HeadPin HeadLiberty Head Hammer HeadPin HeadSpike Head Hammer HeadEmpty Head

HeaddyTextMisc.png

  • The crushers work differently in each version of the game.
    • In the prototype, they move slowly (1 pixel per frame) until they reach the floor, then they retract and pause for about a second (64 frames)
    • In the final, they move fast (2 pixels per frame) stopping 8 pixels above the floor, then retract and pause for about 1/4 second (12 frames).
  • The right half of the last wheel in the prototype moves downwards, as it does in the final, but the objects move upwards.

Scene 4-3

HeaddyTextLayout.png

Prototype HeaddyStage43Proto.png
Final HeaddyStage43Final.png
  • There are a number of times in the prototype where the spinners touch the floor. Hitting them from the floor results in some weird, buggy behavior, so those spinners were raised in the final game.
  • There's an extra platform and health fruit below the Hammer Head chamber.
  • The last hanging light bulb was lowered, making it easier to jump to from the right.
  • The lower path was change significantly with the addition of pits. The single spinner in the final game is placed in-between the old spinner locations.
  • The chamber with the three 500 point bonuses is wider in the prototype. It was narrowed when the last spinner was moved to the right.
  • The "SHOOT" sign by the spinner fan was moved to the left so as not to overlap the fan.
  • The first HeadCase was moved below, the second HeadCase was moved above, and the third Headcase was just right -- er, deleted.
  • The second spinner fan isn't in the prototype, but there is a (since removed) sign pointing to where it's supposed to be...

HeaddyTextHeadcase.png

HeadCase Set 1 HeadCase Set 2 HeadCase Set 3
Prototype Hammer HeadBomb HeadPig Head Hammer HeadBomb HeadWar Head Hammer HeadSleepy HeadTriple Head
Final Hammer HeadEmpty HeadSleepy Head Hammer HeadWar Head N/A

HeaddyTextMisc.png

  • The spinner fans are indestructible in the prototype.

Scene 4-4

HeaddyTextLayout.png

Prototype HeaddyStage44Proto.png
Final HeaddyStage44Final.png
  • Bino's not here, man.
  • The red platforms on the right were removed from the final game. These platforms are used at the start of Scene 5-1, and would have created a nice transition between scenes, but oh well.


(Source: Original TCRF research, http://ristar-cluster.info/dh/index-dh.html)