I thought the axe land in his heart, although he was it didn't look like it had impaled him that much. The fact he was wearing heavy armor might give reason to believe it was only a ceremonial death blow and that he was already dead before it happened.
That is somewhat possible, but not within current limitations of RBA. RBA, contradictory to common is belief it's very restrictive in terms of what you can do.
How does HSWK work?
I can't seem to build up speed when doing it. Does the distance between them need to be large or small? Is there a minimum speed you must be travelling in order to build up speed?
While it is fastest to get that paticular bottle, it's slower to get that bottle combined with getting the scarecrow song. Not to mention it made the horrible mistake of not obtaining the song at the first opertunity, then going back to get it after, that route planning error cost well over a minute.
Time spent <> overall effort
The last 0 star run I worked on took about 6 weeks of constant work, while SMB3 equated to around a year, but it was much more on and off, but the overall effort worked out to about the same.
Thats not whats being argued here. When Guano was TASing OoT he was using an unstable version of Mupen which desyncs just for shits and giggles. It's also very demoralising for the runners psyche, as he must constantly rewatch and settle for something which he deems acceptable, rather than something which he feel can't be improved on, which is usually the case for most competent and experienced TASers. Not to mention that there was a constant stream of discoveries which he did go back to implement, but some of them he didn't which was understandable, as that would mean having to redo maybe 1/2 or 2/3 of his WIP. I feel Guano apart from 1 or 2 minor tricks did implement the best routes and strategies relative to the current knowledge at the time. The currently submitted run however does not, which is cause for rejection.
As you already know our last released WIP is improveable, but this run doesn't even beat an outdated WIP made from a year ago once the differences in text speed are ajusted.
Now I've had a chance to watch it all the way I'm now able to elabarate.
1. Sub optimal route in YL section, doesn't use up to date tricks. While Grunz managed to improve some our sections by a few frames (forcing us to redo), you fell many seconds behind what me and SL were doing.
2. Again, sub-optimal route as AL espeacially playing the Prelude over the Secrenade. Some baffling strategies like sidehopping over long stretches. Missed out some tricks as well.
Like Grunz said this it could be improved by about 5 mins with a better route and execution.
Pity we never get to see videos of these successful attempts. At least they had the courtesy to upload the last few minutes of the previous WR videos on YouTube.
When a games being tested for bugs/glitches there is usually 3 forms of testing that takes place.
1. Acceptable - Nearly all of them will have been discovered in the beta stages, but very rarely all of them. A lot of glitches are discovered by dumb luck when acceptable forms of testing takes place.
2. Boundary - TASers will often uncover them. Stressing seams, clipping corners etc.
3. Extreme - Crazy, inconcievable and highly imaginitive stuff.
I don't like approval voting as it's too open to tactical voting. I would like more emphasis on votes kept hidden until the end of the alloted time period.