I've got two more videos to show off here. This first one is a demonstration of the elevator glitch, which allows for some out of bounds exploits. This technique is done by crouching then standing up in a very precise spot where your head can get stuck inside the edge of a ceiling. In this example, I crouch underneath a small hut then stand up in a very precise spot so the game lets me stand up even though there is a ceiling in the way. Actually, I jump, crouch in the air, then stand up in the air so my head can go through the ceiling more, which makes this specific elevator glitch possible. I won't go into detail about the different type of elevator glitches now, but maybe one day I'll talk about it more.
https://youtu.be/gReTxdtl8w4
This next video is a really important one to me. It's the same as the strafe jumping video I uploaded yesterday, except it's also a comparison to the strafe jumps the PC speedrun world record holder can do in the same spot. The first half of the video compares my inputs to klooger's PC attempt with an uncapped framerate, while the 2nd half is comparing against him playing at 30 frames per second, which is how fast the Wii version runs. The framerate has a lot of interesting effects on gameplay, most notably the speed you accelerate at. The Wii version is disadvantaged in a lot of ways, but that keeps it interesting. I'm sure klooger's strafes aren't perfect, but I'm really surprised that I could make a short TAS that goes faster than a PC player with an uncapped framerate.
https://youtu.be/sUMPffXOjUY
One thing I should also mention, there are a lot of differences between this version of the game and the Xbox 360, PS3, and PC versions. This game was ported by Treyarch in 2009, two years after the release dates for the other versions. As far as I can tell, it uses Treyarch's engine from their Wii port of
Call of Duty: World at War, not the original engine Infinity Ward made for the Xbox 360, PlayStation 3, and PC versions. As a result, the gameplay and movement feels pretty different to those versions, and those differences will surely be highlighted in a full-game TAS. The biggest difference is with the movement, which I'll go into more detail about later when I have an example to show.