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Proto:Dynamite Headdy (Genesis)/June Prototypes

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

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

  • The June 14, 1994 prototype is the closest to the Japanese game, but some changes are already in place (see next section.)
    • The June 15th prototype is just a copy of the above build.
  • The June 16 prototype is almost identical to the June 14th prototype, but with a different stage select that's enabled by default.
  • The June 22 prototype, gameplay-wise, is identical to the final localized version. The only changes here are some changes in the game's script.
  • The last two prototypes, from June 24th and June 27th, are byte-for-byte identical to the final English version.

Mutual Localization Changes

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

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

June 14th to June 16th Changes

HeaddyDebugSelect.png

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

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

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

June 16 to June 22 Changes

Title Screen

June 16th June 22nd
Dynamiteheaddytitlescreen.png Dynamiteheaddyuseutitle.png
  • "Press Start Button" lost its Button, and the copyright became a little less lengthy.
June 16th June 22nd
Slide cancel into wavedash roll frametrap snakeing. Brian Welch is displeased.
  • "Configuration" is no longer abbreviated, and "Cancel" is the more descriptive "Cancel Head" in the international builds.

Audio

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

Graphical Changes

June 16th June 22nd
HeaddyTrademarksJP.png HeaddyTrademarksINT.png
June 16th June 22nd
HeaddySaleSignJP.png HeaddySaleSignINT.png

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

June 16th June 22nd
HeaddyCastRollSignJP.png HeaddyCastRollSignINT.png

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

June 16th June 22nd
HeaddyLaserOrbJP.gif
HeaddyLaserBeamJP.gif
HeaddyLaserOrbINT.gif
HeaddyLaserBeamINT.gif

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

Stage Differences

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

Scene 6-4

June 16th June 22nd
HeaddyStage64PowersJP.png HeaddyStage64PowersINT.png

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

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

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

Text Changes

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

Scene 2-1

Meet HeadCase

June 16th Text June 22nd Text Final Script
HELLO,HEADDY‼
FINALLY YOU
ESCAPED‼

I'M HAPPY TO SEE
YOU AGAIN.


WHAT?
ARE YOU LEAVING
SO EARLY?

OK,I WILL HELP
YOU DURING
YOUR JOURNEY.

YOUR HEAD WILL
BE POWERED-UP


WHEN YOU GET
AN ITEM
BY ATTACKING ME
HELLO HEADDY‼

I'M HEADCASE.

HIT ME TO CHANGE

YOUR HEAD.

PRACTICE NOW TO
SEE WHAT SORT OF
HEADS YOU HAVE.
HELLO HEADDY‼

I'M HEADCASE.

HIT ME TO CHANGE
YOUR HEAD.


PRACTICE NOW TO
SEE WHAT SORT OF
HEADS YOU HAVE.
  • The June 16th script is a rough translation of the Japanese text. This and all other dialogue was completely rewritten for the June 22nd script, which is short and to the point.
  • The June 22nd script has an unnecessary line break in the second chunk of text.
June 16th Text June 22nd Text Final Script
CONGRATULATIONS‼
YOU DEFEATED ALL
THE ENEMIES.

HERE YOU GO.
THE SECRET
BONUS‼


I HAVE OTHER
KIND OF ITEMS.


PLEASE FIND THEM
DURING YOUR
ADVENTURE.
CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

N'T LOSE YOUR

HEAD,HEADDY.
CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

DON'T LOSE YOUR
HEAD,HEADDY.
  • The June 22nd text adds a high-larious pun to the last bit of text...
  • ...which cuts off the first two letters of the line. Oops. This was corrected in the final script.

Meet HangMan

June 16th Text June 22nd Text Final Script
IT'S YOU HEADDY.
YOU REALLY
ESCAPED‼

YOU HAVE TO
LEAVE NOW? THEN
LET ME HELP YOU

GRASP ME,AND
YOU CAN GO TO
THE PLATFORM

WHERE SEEMS TO
BE IMPOSSIBLE
TO GO.

YOU CAN GO UP,
AND ALSO YOU CAN
PULL THINGS

TOWARDS YOU BY
GRASPING ME.
HELLO HEADDY‼

I'M HANG MAN.

GRAB ME AND THEN
LET GO TO MOVE
THINGS AROUND.

PRACTICE NOW TO
SEE HOW I CAN
HELP YOU MOVE.
HELLO HEADDY‼

I'M HANGMAN.

GRAB ME AND THEN
LET GO TO MOVE
THINGS AROUND.

PRACTICE NOW TO
SEE HOW I CAN
HELP YOU MOVE.
  • HangMan, in comparison with HeadCase's text, is pretty darn Engrishy.
  • HangMan is Hang Man, two words, in the June 22nd script. It's one word everywhere else in the game.
June 16th Text June 22nd Text Final Script
YOU DID IT‼
YOU GOT A SECRET
BONUS.

CONGRATULATIONS‼
GRASP ME ANYTIME
WHEN YOU SEE ME
CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

I'LL CATCH YOU

LATER, HEADDY.
CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

I'LL CATCH YOU
LATER, HEADDY.
  • More puns! Get it? Catch can mean two different things.
  • Another extraneous line break summarily removed from the final dialogue.

Meet Beau

June 16th Text June 22nd Text Final Script
HOW ARE YOU,
HEADDY‼ NICE TO
SEE YOU AGAIN.

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

WHY DON'T YOU
HELP ME?


VERY STRONG KEY
MASTERS ARE
WAITING FOR YOU

AT THE END OF
EACH AREA.


I'LL TELL YOU
THEIR WEAK
POINT.
HELLO HEADDY‼

I'M BEAU.

WATCH ME TO SEE
WHERE KEYMASTER
WAKE SPOTS ARE.

PRACTICE NOW TO
SEE HOW I HELP
YOU TO ATTACK.
HELLO HEADDY‼

I'M BEAU.

WATCH ME TO SEE
WHERE KEYMASTER
WEAK SPOTS ARE.

PRACTICE NOW TO
SEE HOW I HELP
YOU TO ATTACK.
  • "Dark Doll" is an obvious mistranslation of "Dark Demon". Not sure how that happened, his name is listed in English in the opening demo, but whatever.
  • Keymasters do not have "Wake Spots". They have "Weak Spots" Get it right, June 22nd script. Oh, you did. Sorry.
June 16th Text June 22nd Text Final Script
BRAVO‼ THIS IS
A SPECIAL
PRESENT

FOR YOU.
THE SECRET
BONUS‼

WHEN YOU SEE ME
IN THE BATTLE,


THE ENEMY IS
THE KEY MASTER‼
CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

SO YOU GET THE
POINT,HEADDY?
CONGRATULATIONS‼
YOU'VE JUST GOT
A SECRET BONUS.

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

All Rooms

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

HeadCase HangMan Beau
Confirmation DO YOU WANT TO
TRY?
YES NO
PRACTICE NOW?

YES NO
DO YOU WANT TO
TRY?
YES NO
Yes OK,TAKE ANY ITEM
AND
TRY TO DEFEAT.

THE ENEMIES
UTILIZING
THE ITEMS.

GET ITEMS AGAIN
AND AGAIN TO SEE
MANY ITEMS.

WHEN YOUR HP
BECAMES 0,IT'S
OVER‼

ARE YOU READY?
OW,LET'S START
THE CLIMBING
RACE‼

IF YOU GET TO
VERY TOP,
YOU WIN.

IF YOU FALL
DOWN,THAT'S IT.
ARE YOU READY?
GOT IT.
IT NEEDS YOUR
QUICK RESPONSE.

ATTACK WHERE I
POINT QUICKLY.
ARE YOU READY?
No OH,YEAH? THEN
TRY ME DURING
THE ADVENTURE.
ARE YOU SERIOUS?
OK,GRASP ME
ANYTIME

WHEN YOU FIND
ME
I REALLY MISS
IT..
SEE YOU AT THE

END OF EACH
AREA‼
Failure OOPS,THAT'S IT‼
DON'T MIND,
YOU'LL LEAM

HOW TO USE THEM
VERY SOON.
IT WAS SO CLOSE‼
YOU'LL BE
ACCUSTOMED SOON

GRASP ME ANYTIME
WHEN YOU SEE ME‼
THE POINT IN THE
ACTUAL BATTLE
MOVES AROUND‼

WHEN YOU SEE ME
IN THE BATTLE,


THE ENEMY IS
THE KEY MASTER‼

Scene 4-4

June 16th Text June 22nd Text Final Script
HI,HEADDY.
LOOK‼
IT'S CURIOUS.

THE KEY MASTER
HAS BEEN
MISSING.

WHERE HAS HE
GONE?


ANYWAY,
YOU'RE LUCKY
GUY.
LOOK HEADDY‼
NO KEYMASTER‼


HEATHER BEAT YOU
TO IT,BUT NOW
SHE'S GONE TOO.
LOOK HEADDY‼
NO KEYMASTER‼


HEATHER BEAT YOU
TO IT, BUT NOW
SHE'S GONE TOO.
  • The later scripts sorta spoil Heather's role in the story, while the 16th and Japanese scripts keep it vague.
  • A space was added after the comma in the second block of text.

Scene 8-4

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

Bonus Game

June 16th Prototype June 22nd Prototype Final Build
GET <X> ITEMS

FIGHT!
MAKE <X> SHOTS

FIGHT!
MAKE <X> SHOTS

YOU GOT <X> ITEMS

TRY AGAIN
YOU MADE <X> SHOTS

WORK ON YOUR GAME
YOU MADE <X> SHOTS

WORK ON YOUR GAME
YOU GOT <X> ITEMS
CONGRATULATIONS!
SECRET NUMBER
'<Y>'
YOU MADE <X> SHOTS
CONGRATULATIONS!
REMEMBER
'<Y>'
YOU MADE <X> SHOTS
CONGRATULATIONS!
REMEMBER
'<Y>'

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

Cast Roll

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

Japanese June 16th Prototype June 22nd Prototype Final Build
General
Mokkun HeadCase HeadCase HeadCase
Yakkun HangMan HangMan HangMan
Fukkun Beau Beau Beau
Fingy Heather Heather Heather
King Dark Demon Dark Demon Dark Demon Dark Demon
Smily Smily Smiley Smiley
Maruyama Maruyama Trouble Bruin Trouble Bruin
Scene 1-1
Maruco
Mathai
Luca
Johane
Puppetons Townsfolk Townsfolk
Paul 1 Paul 1 Wee Spike Wee Spike
Paul 2 Paul 2 Spike Spike
Paul 3 Paul 3 Big Spike Big Spike
Toruzo-Kun Toruzo-Kun Robo-Collector Robo-Collector
Super Red Arrow Super Red Arrow Yellow Baron Yellow Baron
Maruyama &
Kuma Body
Maruyama &
Kuma Body
Trouble Bruin Trouble Bruin
Scene 2-1
Miss Carroll
Mr.Kiosaku
Bobo
Miss Carroll
Mr.Kiosaku
Bobo
Miss Daisy
Mr.Kiosaku
Dr.Bob
Miss Daisy
Mr.Yello
Dr.Bob
Scene 2-2
D.D. Soldiers D.D. Soldiers Soldiers Soldiers
Honeywan I
Catherine Degoon
Honeywan II
Honeywan I
Catherine Degoon
Honeywan II
Honeywan II
Catherine Derigueur
Honeywan III
Old McGee
Catherine Derigueur
Mule McGee
Happy Comecome Happy Comecome Snake Eyes Snake Eyes
Scene 2-3
Octopus Trap Octopus Trap Floating Platfrom Floating Platfrom
Bounty Boundy Bounty Boundy Mad Dog Mad Dog
Scene 3-1
Bob
Netter
Under Soldier
Bob
Netter
Under Soldier
Paddock
Mario Net

Under Soldier
Paddock
Mario Net
Miner Soldier
Scene 3-2
Tail Hanger Tail Hanger Rocket Grappler Rocket Grappler
Scene 3-3
Marrio & Nettoh Marrio & Nettoh Puppeteer &
Gentleman Jim
Puppeteer &
Gentleman Jim
Scene 3-4
Jacquline Dressy Jacquline Dressy Wooden Dresser Wooden Dresser
Scene 4-1
Clowny Clowny Tumblesets Tumblesets
Rebecca Castle Cannon Mons Meg Mons Meg
Browny Bon-Bon Browny Bon-Bon Happy Campers Happy Campers
Super Machine Tank IV Super Machine Tank IV Super Tank Machine Super Tank Machine
Funky Ronmell Funky Jeepman Funky Jeep Man Funky Jeep Man
Scene 4-2
Momoiro Gozen Momoiro Gozen Wise Women Wise Women
Scene 5-2
Tower Crasher Tower Crasher Flying Scythe Flying Scythe
Scene 5-3
Armored Soldier Armored Soldier Armordillo Armordillo
Scene 5-4
Motor Hand Motor Hand Spinderella Spinderella
Scene 6-1
Back Speeder
Go Moon Rocket
Jayron
Back Speeder
Go Moon Rocket
Jayron
Flying Shark
Rocket Soldier

Jayron
Flying Shark
Rocket Soldier
Hover
Sky Jaws Sky Jaws Sky Battleship Sky Battleship
Scene 6-2
Chris Wheel Chris Wheel Wheeler-Dealer Wheeler-Dealer
Scene 6-4
Mitsuru Mitsuru Baby Face Baby Face
Scene 7-1
McKenzy
Steven
Sam

McKenzy
McKenzy
Steven
Sam

McKenzy
McKenzy
Steven
Sam
MacKenzy
McKenzy
Steven
Sam
MacKenzy
Yayoi Space Keeper Gatekeeper Gatekeeper
Izayoi Space Keeper 2 Nasty Gatekeeper Nasty Gatekeeper
Scene 8-2
Base Captain Base Captain Missile Man Missile Man
Scene 8-3
Mustle Nasunasu
Anne Beath
Robinson
Mustle Nasunasu
Anne Beath
Robinson
Penguin
Anubis
Moloch
Penguin
Anubis
Moloch
Taro Taro Tarot Tarot
Head Spitter Head Spitter Venus Headdy Trap Venus Headdy Trap
Scene 8-4
Shogun
Floor Sweeper
Mary
Trick Hat
Shogun
Floor Sweeper
Mary
Trick Hat
Shogun
Oarsman
Flipper
Topo
Shogun
Oarsman
Flipper
Topo
Thunder Captain Thunder Captain Sparky Sparky
Scene 8-5
Hyottoko Guy
Rever Face
Okame Gal
Hyottoko Guy
Rever Face
Okame Gal
Bean Head
Twin Freaks
Money Head
Bean Head
Twin Freaks
Money Head
Scene 9-1
Pachinko Sub
Ojizo
Pachinko Sub
Ojizo
Propeller Head
Cocoa
Propeller Head
Cocoa
Julian
Battle Tanky
Julian
Battle Tanky
Julian
Tiny Tank
Julian
Tiny Tank
Maruyama &
Spider Phantom
Maruyama &
Spider Phantom
Super Finagler Super Finagler
  • The June 16th build keeps the Japanese name for almost all enemies, except for the redesigned bosses and, for some reason, Funky Ronmell.
  • Headdy's helpers, Heather, and Dark Demon, on the other hand, already have their final names at this point. Smiley and Trouble Bruin would be changed by the June 22nd build.
  • Already depriving them of their individual identities, the four pink puppets are "Puppetons" in the June 16th game. This was changed to the less interesting "Townsfolk".
  • "Mons Meg" is known as "Castle Cannon" in the June 16th build.
  • "Funky Jeepman" changed to "Funky Jeep Man" because Jeepman is not a word.
  • "Gatekeeper" and "Nasty Gatekeper" are under the preliminary names "Space Keeper" and "Space Keeper 2" in the June 16th script. Which is odd, since with these names, the Ghostbusters reference isn't there.
  • Mr.Kiosaku, Under Soldier, and Jayron got to keep their Japanese names in the June 22nd script.
  • Through some freak accident, Honeywan I and Honeywan II became Honeywan II and Honeywan III in the June 22nd build. They were eventually given different names entirely.

Credits

June 16th Prototype Final English Game
DYNAMITE HEADDY
STAFF
DYNAMITE HEADDY
CREDITS

(IN JAPAN)
GAME PRODUCER

KAFUICHI
PRODUCER

KAFUICHI
MAIN PROGRAMMER

MAEGAWA
MAIN PROGRAMMER

MASATO MAEGAWA
ENEMY PROGRAMMER

FUJITA
SRK
YAIMAN
PROGRAMMERS

KEIJI FUJITA
SRK
YAIMAN
SUPPORT PROGRAMMER

ISHIDA
SUPPORT PROGRAMMER

KAZUHIKO ISHIDA
PUPPET&BG
DESIGNER

KIMURA
CHARACTER DESIGNERS

KOICHI KIMURA
MAKOTO OGINO
BG DESIGNER

SHINDOH
BACKGROUND DESIGNERS

KOUICHI KIMURA
KANAME SHINDOH
PUPPET DESIGNER

OGINO
GUEST DESIGNER

TENKABITO
SOUND PRODUCER

NAZO^2SUZUKI
SOUND PRODUCER

NAZO^2SUZUKI
SOUNDD CREATER

MURATA
SOUND EFFECTS

SATOSHI MURATA
MUSIC COMPOSER

SUZUKI
YASUKO
KOUJI
AKI
NON
MUSIC COMPOSERS

KATSUHIKO SUZUKI
YASUKO
KOUJI
AKI
NON
SPECIAL THANKS

PP
ETSUKO
PUBLIC RELATIONS

HIROYUKI
TAKE
GUEST DESIGNER

TENKABITO
DIRECTOR

HIROSHI ASOH
PUBLIC INFORMATION

HIROYUKI
TAKE
SPECIAL THANKS TO

PP
ETSUKO
MANAGER

HIROSHI
INTERPETERS

SHINOBU SHINDOH
JAMES SPAHN
INTERPRETER

SHINOBU
(IN AMERICA)
PRODUCT DEVELOPMENT

MAX
PRODUCER

MAX TAYLOR
N/A American Staff credits go here
COMPUTER
DESIGNED
BY

TREASURE
DEVELOPED
BY

TREASURE™
PRESENTED
BY
SEGA 1994
PUBLISHED
BY
SEGA™ 1994
  • The June 14th script is missing the American credits: In fact, the entire set of credits in this build is a severely truncated version of the Japanese credits.
  • Obviously, the June 14th script doesn't have the (IN JAPAN) and (IN AMERICA) headers.
  • Several lucky staff members got to use their full names in the final English credits. This isn't the case in the June 16th script or in the original Japanese credits.
  • "Game Producer" was shortened to just "Producer".
  • The "Enemy Programmers" job was shortened to the less descriptive "Programmers".
  • The June 14th script gives Koichi Kimura, Makoto Ogino, and Kaname Shindoh their own separate section of the credits. The final script combines them under two sections.
    • "Puppet Designer" was changed to "Character Designer".
    • "BG Designer" became the unabbreviated "Background Designer".
    • Because of this change, Koichi Kimura is listed in the credits twice...under two different romanizations!
  • The "Guest Designer" credit was moved after the Background Designer section.
  • The obviously misspelled "Soundd Creater" section was corrected to "Sound Effects".
  • "Music Composer" is properly pluralized as "Music Composers". There's more than one, you see.
  • The "Special Thanks" and "Public Relations" sections swapped places in the final English credits.
  • The Manager section was moved to where the Guest Designer slot used to be, and the section title was rewritten as "Director".
  • James Spahn was added under the Interpreter section, which was updated to the plural "Interpreters".
  • Max Taylor was upgraded from Product Development to a Producer, and is now under the (IN AMERICA) header.
  • The company credits were changed, much like the ones on the title screen. They also gained trademark symbols.
June 16th Proto Final English Game
SCENE X
SECRET POINTS
0/Y
0000000


SCENE POINTS

000000
STAGE X
STAGE POINTS

000000

SECRET POINTS
0/Y

0000000
  • The score recap was changed to match the format used at the end of each stage. Secret Points are no longer listed first.
  • They're called Scenes in the early text and Stages in the finished English credits.
June 22nd Proto Final English Game
STAGE 9
SECRET POINTS
0/4

0000000

STAGE POINTS

000000
STAGE 9
STAGE POINTS

000000

SECRET POINTS
0/4

0000000

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

June 16th Proto Final English Game
TOTAL POINTS
THIS PLAY


0000000


PUSH START BUTTON
FINAL POINTS


0000000


PRESS START

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

June 16th Proto Final English Game
YOU GOT
SECRET NUMBER


#/4
YOU GOT #/4

SECRET DIGITS

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

(Source: Original TCRF research)