Giving this a weak yes vote. The hack itself is very high-quality, and I think easily fits into the guidelines for the same reasons as Super Demo World. The TAS itself is fairly good; I don't know enough about the mechanics of NSMBWii (and what if anything has changed between New and Newer) but it certainly doesn't look sloppy.
Maybe this should go into the Vault?
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I actually started working on them simultaneously, and they were supposed to be submitted at the same time, but some real-life issues prevented that from happening.
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I'm so glad I had this view to a killer run. You've got a golden eye for entertainment and precise movement and some parts were so unexpected it scared the living daylights out of me. This version of Bond had a license to go fast, travelling through geometry like a spectre. All the praise in the world is not enough to show my appreciation for this run. I'd rather let the sky fall than see it rejected.
You must see this TAS, folks. You only live twice after all. Yes vote. Something something Moonraker.
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Sorry Spike, I'm gonna have to vote No on this one. Fighting TASes featuring characters that have one insanely overpowered move just aren't very fun to watch, and Nina's isn't even a OHKO.
Also no "* Fights Law and wins" joke in your submission text.
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As a Leafs fan masochistic supporter myself, I couldn't help but laugh at your comment.
Also it reminded me I totally forgot to mention the Argonauts! AAAAAAAAARGOOOOOOOS!
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Glad you enjoyed the commentary!
All-bosses will have audio commentary instead, since there's much more to talk about.
(And I'm pretty proud of how the Raptors did despite the loss. Still, at least we have the Blue Jays and Marlies - and, I dunno, the Toronto Rock maybe?)
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It gets even crazier when dealing with enemies who are shooting at you, since you're basically making a circle just around their effective range in lieu of a beeline.
The best example is when I use the flashbangs stunlock on the three enemies across the catwalk after the rappelling section. What looks like an unnecessary detour diagonal left is actually an analog-perfect quarter circle swoop of the left stick that lets me keep my forward momentum as much as possible without running far enough forward that it causes the enemies ahead to open fire, which would send Snake falling on his tuchus. If I'd moved even one X degree further to the right during that turn, it wouldn't have worked.
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I’m watching the run… your movement looks quite poor in places. Like at 20:35 on YT, that general section of stairs looks horribly TAS’d. Wide corners, and you hug the railing which goes against best movement theory. Can you explain why it looks so poor or is it suboptimal?
In this case it looks worse than it is because the game is working against you.
The Comm Tower staircase, both going up and down, is pretty finicky. The game tries to compensate for the sudden camera change by simply not letting you change your direction for a couple of frames, which results in a suboptimal angle. I experimented with several different angle types before I found a combination that could fight against the controls to go up as fast as possible.
I hope that answered your question. Feel free to ask anything else, because optimal movement in this game can be very strange sometimes, especially when changing fixed camera angles are involved.
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