Done, here is my 2215 frames (~36,9 sec) improvement to my test run. Most improvement comes from optimised strategies for sparky (365 frames), terminate her too (327 frames) rocket tier (245 frames) and the moloch skip in fun forgiven (233 frames).
I will need some time to write the submission text (lazy), so in the meantime, I would like to hear your opinions about the input end. The credits last approximately 17 minutes.
finished movie of Dynamite Headdy
EDIT: Since nobody complains about the input end, I think it is ok, to submit it now. Thanks to everybody who helped me doing this.
THE REST of this post contains only in-depth information about Dynamite Headdy, intended for tasers, speed runners or gamers interested in further game facts. I do not include things that were already mentioned in this thread before, the submission text or are obvious to see in the movie. Feel free to delete this or inform me, if long posts like this are inappropriate.
general:
-horizontal speed (2 byte) is 512 (normal walking), 256 (tiny), 1024 (superhead), 1548 (normal hangman pull), 2560 (best hangman pull)
-is Headdy's speed higher than his walking speed after a pull, pushing into the boosted direction resets it to his normal speed, but not when pushing into the other direction
-falling from higher platforms resets the walking speed to 0 upon landing
-to maintain a specific walking speed, autofire forward
-if you barely pass an edge while falling, Headdy is pushed slightly away from it, gaining some pixels
The escape
-trouble bruins energy balls, can't hurt you, after the last hit connected
Toys in the Hood
-generally picking the hammer head before Catherine would be faster, however, in a tas Headdy can only get the next hangman with the speed of the super head, making it 1 second faster
-going for snake eyes was 1 sec slower, due to the long waiting time, until he gets vulnerable
Down under
-lags easily, especially when walking over small gaps (short falling animation)
-glitches:
a)when pushing upwards, Headdy will cling to the upper edge with his walking animation. After some time he will go into waiting animation, while his head maintains the running animation. He then can slide up und down, without moving his body
b)find a spot where you can slide down onto an edge the way that he will go into the frightened cliff animation. Go back up and make Headdy go into waiting animation (either by waiting (better) or a-glitch(not so good)) and let gravity slide Headdy down onto the edge. His head will dislocate hovering in the air for some time, while you can freely move his body.
Clothes Encounter
-Sometimes (like in the movie), if Headdy moves at the beginning (in the movie: the time Headdy stands in the middle), Wooden Dresser delays her second jump by 20 frames (when her legs aren't bend anymore, she will stand longer before lifting up)
-her heart becomes vulnerable as soon as the head of the costume is off the screen. Hitting the head from below gives it upwards speed prolonging the air time. this can be prevent by hitting her from above with a warhead flying from the top (after choosing it from Headcase).
-as soon as the heart becomes vulnerable she finishes her step and flies up
-in the movie I could easily have shot off the head one step earlier, but only after the last step she stayed long enough to kill her
-it seems, that if a star from the war head flying straight up while Headdy stands below Wooden Dresser, due to the timing of the stars, she is hit on the perfect frame later by the other stars
Terminate her too
- the Headcase before Mons Meg is sure to drop as soon as the copper ledge (you walk on) touches the left edge of the screen
- the jump onto the first three slideable platforms can be done in real time too. jump anytime as soon as Headdy's head contacts the "shoot" sign
-the platforms even slide when shooting straight down on them. they will move in the direction the head is facing
-the campers will also move to the right when being shot from below or above
-the jump onto the weird looking thing has only a time window of two frames (-> unsuited for speedruns)
Mad Mechs
-when dropping down the long shaft after getting the Hammer Head, land on the wheel in the middle to slow down the falling speed (or else speed is reset to 0 upon landing)
-upthorn's technique of reaching the exit seems to be the fastest
Mad Mechs 2
-you can also warp from the top to the bottom of the fourth wheel (however useless)
Heathernapped
-when successfully leaving Mad Mechs 2 earlier, there will be graphical errors on the curtain
Towering internal
-normally when Headdy pulls himself to a hangman, the game forces Headdy to pass the hangman's x-coordinate, which hinders you when you want to change the direction after the pull. This can be cancelled by shooting your head
-during the fight with the balls the tower swings up and down, which stops after the fight. sometimes making the last hit positions the tower bad for the scrolling part thereafter, so it is better to check which frame hit results in which frame, that you regain control after the scrolling
Spinderella
-even after defeating the boss, the vulnerable part can be hit, making the typical "being-hit"-sound
Flying games
-as long as there is no movement away from each other, the constant pushed laser hits the battleship and Baby Face frame perfect (with very few exceptions)
-the battleship turrets have 24 HP
-the earliest moment the battleship can be hit can be memorized by listening to the music. Start shooting at the first note, of the three downward scales (with the four notes, every scale starting higher)
-the mouth does not have to be open to be hit and has 6 HP
Fly Hard 2
entering the areas glitch:
When Headdy gets near a border he will be pulled to it, this enables him to be sucked into the area. It can be done either coming from the top or the bottom. I will explain it coming from the top. Fly diagonally down-right and contact the edge with the head, feet sticking out of it. Fly like this until there is enough space in that area where you can fit in and push up-right. To get out just let the sceen push you through, which unfortunately hurts Headdy. With a little practice this can be done in real time, too.
Baby Face
glitch: delayed death animation
grandpa's head still can hurt you. If you are killed, by touching the head and the hand grabs you before having died, your head explosion freezes for the duration of grandpa face's death. However, after the hand explodes, too, the dying animation continues, and the level restarts. I later found out, that someone else on youtube found this glitch, too, so it is nothing new.
Headdy Wonderland
-the keys thrown into gatekeeper's back always needs the same time to fly into the box, independent from gatekeeper's position
-I was wrong about nasty gatekeeper hitting the floor straight down being the fastest way. She will then rewind her arm up over the other side, which takes 15 frames longer in total. Instead, have her hit the floor more far away, so she rewinds her arm at the same side
Rocket Tier
-To get the perfect spike head boost, you have to shoot up-back when Headdy is about to fall down. He must not have any forward movement at that point. A successful pull has a 2 frames time window and gives a speed of 2560.
- since the soldiers do less damage but give the same invincibility time, it is recommended to hit them first to get past a rocket
Illegal Weapon 3
bug: as stated in the submission text, the tower hurts Headdy without dealing damage, giving you the invincibility time to pass the rocket unharmed
Fun Forgiven
-the moloch skip can be done in real time, too. Make sure, that you don't push any direction after the pull, which would reset down your speed, landing in the gap. If you push nothing you will land safely on the second moloch
Vice Versa
-when Headdy hits the switch after a ball hit Sparky, it will freeze the ball's x-coordinate, being perfectly positioned for the next fall. Unfortunately Sparky moves away each time during the fall of the ball, making it not a infinite loop technique
-as seen in the movie, Sparky can be hit with three balls simultaneously (balls may not contact each other)
- during the Sparky fight (not in the level), if Headdy starts to jump right when he hits the switch, he will fly into the ceiling (seen in the movie), however I could not use this anywhere
Twin Freaks
-As stated before the boss explosion creates lag, especially when collecting pieces. Dodging and jumping at a specific frame reduced lag
Fatal Contraption
likes to lag. lag sources are:
a) boxes, shots from Trouble Bruin (minor)
b) Cocoa Heads (a little more)
c) shooting platforms up (major)
- so another correction: at junctions the scrolling speed does not change. Paths with more sliding platforms just cause more lag.
glitch: warping through blocks
Tiny Headdy can warp through the blocks when he is positioned right. The first one has a tolerance of 10 pixels, the second one a tolerance of 2 pixels
Far Trek
- There exists a bug, which gives you a SBP even if Trouble Bruin grabs you. Since I this bug was not of any use for me, I did not check for it. The only thing I can say is, that I got the SBP when carrying TB over the point, where he runs for himself
-when you don't leave the level, there will come bananas every once in a while and sometimes the music will change to a hidden track (0F in the sound menu)
Dark Demon
When hitting Dark Demon and a Head change item at the same time DD receives the damage which would have been dealt with the new head (example: you have the super head and hit DD and the hammer item -> DD receives the hammer head damage; you have the hammer head and shoot DD and the war head-> DD receives normal damage). I tested this with the Melon Head. It also only does 1 damage, now we know at least :)
In Exchange for this information, it would be nice, if whoever obsoletes my movie puts at least the same efforts into entertainment. This is a great game, which deserves to be treated like that. Thanks in advance.