Looks interesting but the angles of movement can use a lot of work. It seems that this game forces curved paths from the analog stick movement, but I can tell that along long distances you allow the analog to stay in one direction, and that it eventually gets you there on a curved path. For instance, when climbing a circular flight of stairs, you stay in the middle of the stairs and curve around in the same shape as the circular stairs (on the N64 analog, keeping it held in the same direction while the camera naturally follows you). That's not optimal, since in a 3D game you should try to move as the crow flies in a direct straight path. On that staircase for example you could have done better to hug the absolute inside of the stairs, thus having to traverse just a little bit less. Or when rounding corners, I noticed that your movements are very curvy and not a straight beeline from one obstacle to the next. If you watch some Mario 64 TASes, you'll see what I mean about making straight lines from one point to the next. I think you may need to find the MHS address in the same way that the SM64 TASers use that shows what direction Mario is facing; this'll allow you to make straighter paths when the camera's moving and she's not going in the exact straight path.
This image shows what I mean:
The left curvy line shows how your character is moving. The straight lines demonstrate what i mean about making tight lines between points of movement.
This is one of the reasons why I stopped working on Jet Force Gemini, because the fastest form of movement (running with analog stick while strafing) caused a long curving running pattern, rather than an exact straight line like normal running. It was really frustrating for me to handle that type of running knowing that I'm never running in a 100% straight line, and it looked very sloppy.
What you have so far is good and the final product will be interesting to watch, but with that level of unoptimized movement I wouldn't rate the final movie very highly in the technical category. it's up to you, but I recommend redoing and trying to use MHS to track your character's facing direction to better optimize your movement.