That Time I Traded for Gaming’s Weirdest Hero and Never Looked Back


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Man, isn’t it crazy how some games just… stick with you? I was down in the basement last weekend, organizing my Genesis collection—again, because apparently I’m that guy now—when I found my copy of Decap Attack wedged between Golden Axe and Desert Strike. That orange spine brought back this flood of memories, mainly about how my buddy Mike absolutely fleeced me in a trade back in ’92. I gave him my copy of Altered Beast for it, which seemed like the worst deal in the history of gaming at the time. Kid was I wrong.

Decap Attack was this absolutely bonkers platformer that somehow made it past Sega’s quality control in 1991, and thank god for that. You played as Chuck D. Head—yeah, they really went there with that name—this skeletal knight who’d apparently lost his head in some ancient battle. Instead of having a normal head on his shoulders, he had this giant eyeball embedded in his chest cavity. Sounds horrifying, right? Nope. Pure cartoon gold with this twisted sense of humor that I totally missed when I was eleven years old.

The whole concept was completely mental. Chuck could pick up skulls lying around the levels—actual human skulls, mind you—and hurl them at enemies like some kind of undead pitcher. When you found special skulls, you could stick them on Chuck’s neck stump as temporary heads, each one giving you different abilities. There was this blue skull that let you breathe underwater, another horned one that boosted your attack power, and my absolute favorite was this skull with a mohawk that made Chuck look like he was ready to start a punk band.

What made Decap Attack genuinely brilliant wasn’t just the weirdness factor, though that certainly didn’t hurt. It was how perfectly that strangeness worked with the actual gameplay mechanics. Most platformers back then fell into two camps—you had your Mario-style precision jumping games, or you had Sonic’s blur-past-everything speed runs. Decap Attack carved out this middle ground where Chuck moved with deliberate weight but never felt sluggish. When you launched a skull at some monster, there was this satisfying thunk when it connected, and if you timed it right, the skull would bounce back so you could catch it and throw it again.

The level design was where this game really showed off. Instead of your typical run-to-the-right platformer stages, these felt like proper medieval dungeons with multiple paths, secret rooms, and these devious layouts that could completely turn you around if you weren’t paying attention. I remember drawing maps on notebook paper—yeah, actual paper maps because this was 1992—trying to figure out which doors led where in those castle levels. Each stage had multiple exits, hidden passages behind crumbling walls, and trap rooms that would dump you back to earlier sections just to mess with you.

The atmosphere in this game was something special. While most Genesis games went for either bright cartoon colors or that dark, edgy look Sega was pushing, Decap Attack found this perfect sweet spot. The graphics had this comic book quality with bold black outlines and colors that really popped on my old Zenith CRT. Chuck himself had genuine personality in his animations—you could see his chest-eye blink when he was idle, or watch him brush dust off his skeletal shoulders after getting hit. Little touches like that made all the difference.

But the music, oh man, the music. That YM2612 sound chip was doing things that shouldn’t have been technically possible. The main theme had this bouncy, almost carnival-like melody that perfectly captured the game’s cheeky attitude, while the dungeon tracks managed to be genuinely spooky without crossing into actually scary territory. There was this one track from the graveyard levels that sounded like a ghost trying to play a broken music box. Absolutely haunting in the best possible way.

Playing Decap Attack felt like discovering this secret corner of gaming that nobody else knew about. While my friends were having their endless arguments about whether Streets of Rage or Final Fight was the superior beat-’em-up, I was over here throwing skulls at mummies and having the time of my life. The game had this incredible confidence in its own strangeness that was genuinely refreshing. It never bothered explaining why a headless skeleton was the hero, or why collecting random skulls was a logical combat system. It just presented this world and trusted you to roll with it.

The boss fights were absolutely mental too. There was this massive spider that would drop from the ceiling without warning, and you had to time your skull throws perfectly to hit its weak spots while dodging web attacks. Another boss was this floating demon head—which was pretty ironic considering Chuck’s whole situation—that shot fireballs while teleporting around the screen. Each boss required completely different strategies, which kept things interesting right through to the final confrontation.

You know what I think I loved most about Decap Attack? How it handled the concept of death. In most games, dying meant failure, frustration, starting over and losing progress. But Chuck was already dead—properly, completely dead, just bones walking around. Death was just another state of being for him, no more permanent than changing clothes. When you ran out of lives, Chuck would collapse into a neat little pile of bones, then reassemble himself for another attempt. There was something oddly comforting about playing a character who’d already faced the ultimate worst-case scenario and came out the other side with his sense of humor intact.

This game never sold millions of copies or spawned sequels or changed the industry forever. It was just this perfectly crafted little oddity that accomplished exactly what it set out to do—entertain anyone weird enough to give it a chance. You can still play it today on various retro collections or through emulation, and it holds up remarkably well. The controls still feel tight, the graphics still have that unique charm, and the gameplay still hits that sweet spot between accessible and challenging.

Sometimes I wonder what modern gaming would look like if more developers had Decap Attack’s fearless commitment to being genuinely strange. Not weird for shock value or marketing purposes, but weird because that’s what served the game best. Chuck D. Head remains one of my favorite video game protagonists precisely because he’s so completely unsuited for heroism on paper—a headless, undead skeleton with an eyeball for a brain. Yet somehow, in practice, he worked perfectly.

That’s what great game design is really about, isn’t it? Taking the most ridiculous premise you can imagine and making it feel completely natural through solid mechanics and confident execution. Decap Attack nailed that balance in ways that still impress me thirty-plus years later. And you know what? I’m still grateful Mike talked me into that trade, even if he probably knew he was getting the better end of the deal.


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