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I've thought and thought about it, and I simply can't decide which is better. This makes the second great action cart I've had the privilege of reviewing this month, the other being Mickey Mania from Sony.

Thankfully, Headdy's unique abilities are fully integrated into the game play, making for some wildly innovative and massively fun action. It would be easy to plunk down the same, tired action cart and toss Headdy in. Now, he may not be able to run fast like Sonic, or jump around like Sonic, but he can toss his head around like a freakin' boomerang. Someone with a good head on his shoulders.Įnter Dynamite Headdy, the newest and brightest star in Sega's holiday line-up. Not to replace Sonic - no one could ever replace Sonic - but to help carry the huge burden that comes with being an official Sega spokesperson. Those trips through Green Hill Zone keep taking longer, and rumors have already begun to circulate about spine tucks. Sonic is cool 'n' all, but let's face it - he's not getting any younger.

Headd/s original head, which cuts down on the fun. Unfortunately, using the different heads isn't as strategically important here as it is in the 16-bit game. He keeps the new head for a short time, then zaps back to his regular head. Power-up icons with - what else? - his noggin. Game's five levels, each with multiple sublevels, trying to vanquish the weird creatures running amuck across the land.Įach of Headdy's heads enables him to do different things, such as climb and ram enemies. Headdy's platform action offers a change of pace - the main character swaps heads instead of weapons. This handheld version isn't as good as the GenesisĬart, but it's an amusing way to while away a few hours.

Sega's newest character uses his head, literally, to get out of all kinds of trouble.
