Dynamite Headdy. Yet another Treasure-made work of art...
Written: Sep 26 '05 (Updated Sep 26 '05)
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Product Rating:
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Pros: Colorful graphics; endearing humor; appealing techniques; a lot of variety; great challenge.
Cons: None, really.
The Bottom Line: This exceptional action game warrants the purchase of a Genesis all by itself.
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| platonism's Full Review: Dynamite Headdy for Sega Genesis |
Dynamite Headdy is a game that I had only rented once in 1994; I have discovered it anew ten years later. As far as 2-D, 16-bit action/platform games go, Headdy has not become a classic in the vein of its contemporaries Donkey Kong Country and Earthworm Jim, but it still has a cult following and in some ways it is even even better than those other games. In fact, I'm surprised that mine is the very first Dynamite Headdy review on Epinions.
Self-reflexivity in Treasure's games
Dynamite Headdy was developed by Treasure, whose members are ex-Konami employees. They made two Genesis games in 1993, Gunstar Heroes and McDonald's Treasure Land Adventure. While the former is one of the most appreciated of all Genesis games (for good reasons), the latter is not as well-known and warrants a few words. Its title already hints at the self-reflexivity that would reach its apex in Dynamite Headdy: the company appropriated themselves a dubious license for a video game (McDonald's) by setting it in their own imaginary world; the result was a truly entertaining game that can be considered as a first draft for Dynamite Headdy (they share similar techniques and psychedelic graphics, although Headdy is clearly the better of the two).
Unhindered by a license, Dynamite Headdy's whole structure is self-reflexive. The game takes place at the Treasure Theater Show and is set up as a play. Red curtains introduce each level, and most areas hint at the game's fakeness: there's a backstage boss battle; a carpet is rolled on stage before a boss encounter; an orchestra is sometimes seen in the background; props can be changed in the middle of a sequence; applause greets Headdy's exploits at the end of the levels; his health is represented by a spotlight in the top-left corner of the screen; many bosses are puppets; Headdy is cheered when you use a continue; bonus games are deemed 'intermissions', etc. In the very first scene, a forward-moving boss battle, ads for the game can easily be deciphered. All of these aspects make the game's world all the more interactive.
Pure energy
The game's overall tone is clear from the get-go: the first scene is a forward-moving stage with remarkably vivid colors, bizarre characters and a gigantic boss; the backgrounds are made of multiple layers that don't always scroll at the same time. Dynamite Headdy is anything but a dark or cynical game, and it stands somewhere between 1) the wide-eyed innocence of the Mario and Kirby games, and 2) the edgy sense of humor of a game like Battletoads (the levels' names are all puns on movie titles). The variety of the visuals is impressive: the levels have many different backgrounds and atmospheres, and the bosses are tremendous throughout, often taking up most of the screen and moving very swiftly. Gamers who loved the enemies and bosses of Gunstar Heroes will be immediately pleased by those of Dynamite Headdy.
The sounds are just as energetic as the graphics. Given the sheer amount of bizarre textures and enemies, the sound effects are an integral part of the game's overall atmosphere. The music is remarkable and unique: instead of having a single, definitive theme, it has about a dozen of them! In level 2-2, there is even a nod to Tchaikovsky's Nutcracker.
Fantastic structure
Throughout the game, Headdy is helped by three figures: Beau gives directions and points to the bosses' weak spots; HangMan hangs from platforms and other surfaces and can be used as a hook to reach higher areas; HeadCase carries a box with two or more heads for Headdy to use. The 15 heads are probably the game's signature, and each one has its own purpose: the Vacuum Head sucks in nearby enemies and items; the Slammer Head gives extra power; the Ticker Head freezes the image for a few seconds; the Sleepy Head restores health, etc. Some areas can only be reached if you sport the correct head; you can drop the power-up head you have by pressing A. The closest equivalent to this game's 'head system' would have to be the power-ups found in the Kirby games, especially those of the great Kirby's Adventure (NES, 1993). You can hone your skills with Beau, HangMan and HeadCase in the first half of level 2, which consists in a practice area.
You can fire your head in eight directions, and the head adjusts to your movement. The stages are not all laid out in the platforming style: during a boss battle (scene 3-2), Headdy is forced to fight while being trapped in a mechanical hand's grasp; later in the game, there are some excellent side-scrolling shooting stages of various configurations. And wait until you see the difficult and brilliant final levels! All of these techniques can be pulled off easily since the controls are very precise, with no delays following the button presses. The variety greatly enhances the game's replay value. Much like Gunstar Heroes and McDonald's Treasure Land Adventure, the whole game is built around inventive and original set pieces that can be played over and over again.
1994 action games had many common elements. Mickey Mania and The Lion King both have a coming-at-you chase scene; meanwhile, Mickey Mania and Dynamite Headdy share segments in a rotating tower. The effect is more fluid in Mickey Mania, but the Dynamite Headdy segment in level 5 is more exciting and elaborate, portions of the tower being gradually stripped away while a boss must be defeated. Later in that level, Treasure pulls off another remarkable 3-D effect as Headdy can attack a massive boss from all sides, with full 360-degree rotation.
Secrets and bonuses
Dynamite Headdy's peculiarities don't even end there. At some points in the game, you can access a bonus level in which you must make a select number of baskets by flicking your head at basketballs. If you succeed, you will be given numbers that you should write down, because it will serve you when you beat the game.
Another interesting element in this game is the Bonus Points system. By accomplishing specific actions defeating an enemy, reaching an hidden area, etc. you will be awarded a bonus point. At the end of each level, the game tells you how many you got, and how many you missed. If the screen shows 3/5, this means that two bonus points are still to be found. This gives the player added incentive to replay Dynamite Headdy until (s)he has tracked all of the secrets. Once a boss (keymaster) is beaten, you have to grab as many of its squared-shaped debris (!) as you can - capture enough, and you will earn a continue; this is a challenge in itself, and as you will see, there are ways to better your chances in that regard. While the first few stages are quite easy, the game soon becomes very difficult. The boss of level 7-1 in particular gave me a lot of trouble and is considerably harder than previous opponents. Each boss has a pattern or a set of patterns.
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Dynamite Headdy has everything going for it: very good graphics, appealing music, involving techniques, many secrets, odd characters and a supreme level of challenge. Once you beat this masterpiece, you'll likely replay it profusely. It is games like this that establish the power and scope of the Sega Genesis.
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Recommended:
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Epinions.com ID: platonism
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Reviews written: 61
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