I'm sorry, I didn't realize I'd just called you a cheater. That's definitely not what I meant.
I'm just very sad when I see Link die.
I'm just very sad when I see Link die.
Last edited 23 Aug 2010, 00:06 by Fweep.
Last edited 23 Aug 2010, 00:06 by Fweep.
I'm sorry, I didn't realize I'd just called you a cheater. That's definitely not what I meant.
I'm just very sad when I see Link die.
First off, let me say that I had a mindset similar to yours for a long time, and hated runs that abused death. They looked ugly and I didn't like to see them.
However, this is a speedrun. Our goal is not entertainment value. Dropping bugs and catching them is way less entertaining than actually doing the Shadow and Spirit Temples. Our goal is the fastest run possible. Whatever it takes, outside of gameshark or hardware manipulation or stuff like that.
Deathwarps will not be banned because they are extremely hard to define. Some games are really, really hard, and even the SDA-quality runs have an occasional death from a difficult part. Say when you die you get warped someplace else, and have to take an alternate route to your goal. Maybe your death saved time, maybe it did not. There is no way for a verifier to tell if it is an intentional warp or an accident. One example that springs to mind is a past LoZ:AoL speedrun that accidently fell into lava while starting to backtrack through a room and it warped him back to the room entrance. This ended up saving time, despite it being completely accidental.
I'm hot and tired right now, so this probably sounds like gibberish. But to summarize: 1] Some games are hard and thus you cannot ban dieing in speedruns; 2] If dieing is allowed, what constitutes a deathwarp and what does not is very hard to determine.
I totally agree death warps shouldn't be banned. I just hope
1) Some runners think dying is ugly and therefore run without deaths
2) Those runners don't have to worry about their record being beaten if the only new timesavers in the other guy's run are additional deathwarps.