+1 to all of that, and his comparison to it being exactly like the methodology of a High Score Run rather than a Speed Run is spot on.
There's a perfect example of Speedrun-viable Pause use in Kosmic's Minimum A Press TAS video, and exactly how Kosmic describes it as well:
"It's literally optimal. You'll get a slower – the pattern doesn't come as quickly without using pause"
Using pause in a Speedrun of any kind should be something where it's not something for the PLAYER but it's something for the GAME. I think it mostly falls into three different use-cases:
- In Kosmic's TAS, Pause use is causing the Cheep Cheep pattern to occur more quickly
- That's solely about optimization of the in-game event speeds.
- In Karl Jobst's Perfect Dark example, Pause causes the cutscene to play normally while the in-game timer is paused
- That's solely about the reduction of the in-game timer total.
- In Karl Jobst's Minecraft example, pause is allowing the player to gain information while the in-game timer is paused
- That's solely about providing a break for the player for optimizing while removing any time-based pressure.
It's easy to think of Pause use like this. Imagine a game where there is an exploit discovered where you could trigger pause to occur every single frame. This would allow you to walk through a game with a map of frame-specific inputs taking as long as you need. By the end of that, you haven't created a speedrun, you've created a linear execution of a TAS without any time constraints.
At the core of the issue, it's the same struggles that arose because of NTSC & PAL where there is an unfair advantage given to users who have more ability to react to things in a longer period of time or because of frame rates have an easier time to execute particular functions. It's aslo not dissimilar from the underwater level in Mario 64 being optimized around lag, but that's because parts of those are hardware & software limitations that are universally shared experiences. That's also like Zelda 64, where some cutscenes can play at different speeds based on the RNG of how psychics objects interact, so that's just included as a part of the luck element of a run.
I think that the general rule should be that if pause is allowed in a game where it also stops the in-game timer, you should list the "Optimized Time"
AND the "Execution Time" individually for both runs. The "optimized time" would always be the "WR Goal" because the execution time can always equal but never be
lower than any given optimization time. That means there's a way for someone who doesn't use pause or who uses it most efficiently to have the world record. Meanwhile, someone who is really meticulous but uses pause a lot could find an optimized time for a real-time run and help establish a new "WR Goal" to try to lower existing execution times. Essentially the "Optimization Time" functions the same way that a TAS would in setting up goalposts for what the WR speed theoretically could be for a real-time execution.
That's really simple if you can run a timer side-by-side, like for most console games and like almost every speedrunner who streams already does. However, if loading times are an issue, as is hardware inconsistencies like it is with Minecraft – just apply the time spent on the pause screen as an offset value to come up with the "execution time" that avoids including disparate in loading times.
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