ダイナマイトヘッディー: FINALE ANALYSIS (end)
Re: Dynamite Headdy: NORTH TOWN | CONCERT PANIC | FIRE CARNIVAL | identical | GUEST AREA | STARLIGHT STORM
It's nice to see raocow branch out to the Sega side of platforming for a change of pace. This game totally has that Treasure feel to it except that it feels even more strange and faster-paced than usual. Lot of stuff going on visually here. Not sure if that's a good or bad thing. Guess it depends on the level!
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- Muwha!
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Re: Dynamite Headdy: NORTH TOWN | CONCERT PANIC | FIRE CARNIVAL | identical | GUEST AREA | STARLIGHT STORM
Four minutes into this video I thought to myself: "What the fuck???"
This is gonna be a thing ain't it... xd
This is gonna be a thing ain't it... xd
- CrappyBlueLuigi
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Re: Dynamite Headdy: NORTH TOWN | CONCERT PANIC | FIRE CARNIVAL | identical | GUEST AREA | STARLIGHT STORM
treasure once again showing that their M.O. during the mega drive days was boss fights, boss fights, boss fights.
Re: Dynamite Headdy: NORTH TOWN | CONCERT PANIC | FIRE CARNIVAL | identical | GUEST AREA | STARLIGHT STORM
I in good faith cant call Treasure's games "well designed" (at least from the ones I've seen) but I'll be damned if theyre not some of the most passionate games out there. You can just tell they had a blast making them.
Re: Dynamite Headdy: NORTH TOWN | CONCERT PANIC | FIRE CARNIVAL | identical | GUEST AREA | STARLIGHT STORM
This has been one of my favorite games since I was a toddler. It's a pleasure to see any lp of it, and the attention raocow is going to bring to such a hidden gem is delightful.
Out of all of Treasure's games, Headdy epitomizes what I love about their Genesis days the most. The sense of 'let's just make something cool and throw it in', the almost completely absent story (literally in the English version) supplanted completely with gameplay, the way the game just fills the screen with crazy crap and, most importantly, the bosses. Treasure just *got* bosses in a way few companies did.
Out of all of Treasure's games, Headdy epitomizes what I love about their Genesis days the most. The sense of 'let's just make something cool and throw it in', the almost completely absent story (literally in the English version) supplanted completely with gameplay, the way the game just fills the screen with crazy crap and, most importantly, the bosses. Treasure just *got* bosses in a way few companies did.
Re: Dynamite Headdy: NORTH TOWN | CONCERT PANIC | FIRE CARNIVAL | identical | GUEST AREA | STARLIGHT STORM
nothing wrong with that. Bosses are often the best parts of the games!CrappyBlueLuigi wrote:treasure once again showing that their M.O. during the mega drive days was boss fights, boss fights, boss fights.
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- CrappyBlueLuigi
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Re: Dynamite Headdy: NORTH TOWN | CONCERT PANIC | FIRE CARNIVAL | identical | GUEST AREA | STARLIGHT STORM
oh, DEFINITELY not a bad thing. it's just fun to point out! the only treasure platformer on the genesis i can think of that didn't have a focus on boss fights was McDonald's Treasure Land Adventure.Sebby19 wrote:nothing wrong with that. Bosses are often the best parts of the games!CrappyBlueLuigi wrote:treasure once again showing that their M.O. during the mega drive days was boss fights, boss fights, boss fights.
Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
I'm not afraid of anything anymore!
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
- SAJewers
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Re: Dynamite Headdy: ESCAPE HERO! | THREE FRIENDS | FRIEND'S ROOM
Now that I remember it, most of the game that are a part of SEGA Mega Drive & Genesis Classics have a Chill Edition that give you infinite lives.Stink Terios wrote:The translated japanese version is on Steam.
- Divemissile
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Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
i've only ever heard of this game from a really weird 32x commercial, didn't expect it'd be like this
also, i think this is the only real instance of a game's localization being made harder on purpose, any other examples of this?
also, i think this is the only real instance of a game's localization being made harder on purpose, any other examples of this?
- Matt is me
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Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
More secret bonus points!!
"I wonder if there's a way to fight a boss here" - nope. Heather always beats you to it here. There is no act 4 boss. But, this part is special--it's the only bit of dialogue outside the practice area that wasn't stripped out of the game when it was localized!
raocow - it might help you to know that the nap head (the 3 z's on headcase) heals you. Could have saved you some trouble in Terminate Her Too. And bomb head can be super powerful, but yeah, you have to release it before it explodes on your head. Don't sweat it too much, I can only think of one more time it appears, though I might be forgetting some. There's certainly only one more spot I ever use it. The only "trap" head is Melon Head, the one you got against Mad Dog. That one....should always be avoided, and is usually in rotation next to a really good head, just to make you be extra careful.
Using savestates at the beginning of each Act is a decent idea, but if you get down to one life left, beating an entire late-game act in one go is no small feat. I don't know what to suggest though....I could probably get you a save at any given act with a few spare lives, I guess, if it comes down to that. Alternatively, there's a spot in act 8 that you could slowly and tediously farm for lives--there's a scene with 2 extra lives in it, and they do respwan when you die, so if you get both and kill yourself over and over, you do make a profit...
"I wonder if there's a way to fight a boss here" - nope. Heather always beats you to it here. There is no act 4 boss. But, this part is special--it's the only bit of dialogue outside the practice area that wasn't stripped out of the game when it was localized!
raocow - it might help you to know that the nap head (the 3 z's on headcase) heals you. Could have saved you some trouble in Terminate Her Too. And bomb head can be super powerful, but yeah, you have to release it before it explodes on your head. Don't sweat it too much, I can only think of one more time it appears, though I might be forgetting some. There's certainly only one more spot I ever use it. The only "trap" head is Melon Head, the one you got against Mad Dog. That one....should always be avoided, and is usually in rotation next to a really good head, just to make you be extra careful.
Using savestates at the beginning of each Act is a decent idea, but if you get down to one life left, beating an entire late-game act in one go is no small feat. I don't know what to suggest though....I could probably get you a save at any given act with a few spare lives, I guess, if it comes down to that. Alternatively, there's a spot in act 8 that you could slowly and tediously farm for lives--there's a scene with 2 extra lives in it, and they do respwan when you die, so if you get both and kill yourself over and over, you do make a profit...
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Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
7th Saga, though that's an RPG and not a platformer. I don't know about any other platformers where this happened.Divemissile wrote:also, i think this is the only real instance of a game's localization being made harder on purpose, any other examples of this?
For whatever reason, all the enemies were made significantly stronger in the English version. As a result, it's really grindy and frustrating.
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Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
There's actually a TVTropes page documenting these, though both ways.
http://tvtropes.org/pmwiki/pmwiki.php/M ... tyByRegion
http://tvtropes.org/pmwiki/pmwiki.php/M ... tyByRegion
- The Doctor
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Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
raocow, Dynamite Headdy has a level select code. You can use the code to get back to where you were with all your lives.Matt is me wrote:Using savestates at the beginning of each Act is a decent idea, but if you get down to one life left, beating an entire late-game act in one go is no small feat. I don't know what to suggest though....I could probably get you a save at any given act with a few spare lives, I guess, if it comes down to that. Alternatively, there's a spot in act 8 that you could slowly and tediously farm for lives--there's a scene with 2 extra lives in it, and they do respwan when you die, so if you get both and kill yourself over and over, you do make a profit...
Level Select Code:
At the title screen, highlight Game Start and press C, A, Left, Right, B, Start.
Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
There's a level select code!? RIP child me.
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Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
that is a really nice thing to knowThe Doctor wrote:raocow, Dynamite Headdy has a level select code. You can use the code to get back to where you were with all your lives.Matt is me wrote:Using savestates at the beginning of each Act is a decent idea, but if you get down to one life left, beating an entire late-game act in one go is no small feat. I don't know what to suggest though....I could probably get you a save at any given act with a few spare lives, I guess, if it comes down to that. Alternatively, there's a spot in act 8 that you could slowly and tediously farm for lives--there's a scene with 2 extra lives in it, and they do respwan when you die, so if you get both and kill yourself over and over, you do make a profit...
Level Select Code:
At the title screen, highlight Game Start and press C, A, Left, Right, B, Start.
the chillaxest of dragons
Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
I guess if you are willing to use cheats, maybe a Rayman 1 LP isn't out of the question...
Still a very difficult game though.
Still a very difficult game though.
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Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
By the way mister cow, the "B" appearing on Headcase sometimes lead to a secret stage. Remember 8? Well you have to do it 3 more times to get a 4 digit number which allows you to beat a secret boss at the very end of the game, after the credits. I noticed you missed some. And you probably recorded today's video so I don't know if you got that one in "Go Headdy Go", and there are only two bonus stage left in the game after that, so the code will never be complete...sad, I was hoping you could get to the secret boss, welp. And the code changes on every playthrough so you can't just rebeat the final boss by stage selection and then unlock the secret boss.
I see what you did there...
Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
you could send him a savestate or somethingmuuma wrote:By the way mister cow, the "B" appearing on Headcase sometimes lead to a secret stage. Remember 8? Well you have to do it 3 more times to get a 4 digit number which allows you to beat a secret boss at the very end of the game, after the credits. I noticed you missed some. And you probably recorded today's video so I don't know if you got that one in "Go Headdy Go", and there are only two bonus stage left in the game after that, so the code will never be complete...sad, I was hoping you could get to the secret boss, welp. And the code changes on every playthrough so you can't just rebeat the final boss by stage selection and then unlock the secret boss.
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
Re: Dynamite Headdy: SOUTH TOWN | WORKING GEAR | RESTLESS FACTORY | MYSTERY SPOT
Fun fact, I believe in the japanese version its said Trouble Bruin / Maruyama is afraid of heights, which is why he closes his eyes when he rushes at you on the tower. (or something like that anyway)
Also this character got the Kirby treatment in that you have cute smiley japanese one turned into permenant scowl american version. (tho admiteddly the japanese one is still creepy in its own way)
Also this character got the Kirby treatment in that you have cute smiley japanese one turned into permenant scowl american version. (tho admiteddly the japanese one is still creepy in its own way)
Re: Dynamite Headdy: PUPPET TOWER | GO UP! | ROLLING ROLLING
apollo justice
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
- SAJewers
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Re: Dynamite Headdy: PUPPET TOWER | GO UP! | ROLLING ROLLING
Well, that looked annoying and tedious.
EDIT: Also, maybe consider just switching over to the Steam release, where you can get the infinite lives mod (it comes with a level select too)
EDIT: Also, maybe consider just switching over to the Steam release, where you can get the infinite lives mod (it comes with a level select too)
- Matt is me
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Re: Dynamite Headdy: PUPPET TOWER | GO UP! | ROLLING ROLLING
Yeah...act 5 is where the game gets harder. It's where very young me got stuck for the first time. It...doesn't get easier from here I'm afraid to say.
I'll still go over the bonus points in the scenes we saw.
I should have explained how you lose the bonus game, 'cause it's not obvious I see now. Only baskets with the stars count for points--the ones with basketballs make the machines spit balls (and bombs!) faster, the ones with slow symbols slow down the baskets, and the ones with the Dark Demons emblem blow up a machine. Get 2 of those, and you've lost.
I'll still go over the bonus points in the scenes we saw.
I should have explained how you lose the bonus game, 'cause it's not obvious I see now. Only baskets with the stars count for points--the ones with basketballs make the machines spit balls (and bombs!) faster, the ones with slow symbols slow down the baskets, and the ones with the Dark Demons emblem blow up a machine. Get 2 of those, and you've lost.
Re: Dynamite Headdy: PUPPET TOWER | GO UP! | ROLLING ROLLING
Well since you're back where you began the video mister cow, I would suggest you save after each successful bonus game, I was scared because the one time you didn't get a game over on Stair Wars, you didn't succeed the bonus game. There are only two access to it left in the game. And I think the password at the end of the game doesn't count if you don't have it entirely. Well like Grounder said, I'm preparing a savestate just in case. And yeah I have trouble with genesis quick save too, you need to do it properly with "save as" or something.
I see what you did there...
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Re: Dynamite Headdy: PUPPET TOWER | GO UP! | ROLLING ROLLING
Another small tip in case we're sticking to the american emulated version: The tokens with "T" on them that the Keymasters drop after they've been defeated are continue tokens. If you collect enough of them whenever a boss is killed, you'll get a voice saying "You've got another try!" and likewise, you earn a continue.
Still I'd suggest the same others have at this point and flipping over to the steam releases (preferably the japanese translated one because the dialogue just makes the game a lot more coherent and charming) allowing you easy extra lives and level selects. The game is only going to continue increasing the difficulty at this point.
Still I'd suggest the same others have at this point and flipping over to the steam releases (preferably the japanese translated one because the dialogue just makes the game a lot more coherent and charming) allowing you easy extra lives and level selects. The game is only going to continue increasing the difficulty at this point.