FrossetMareritt said:
The point I think we'll all (those of us that don't agree with this being a legit speed run) are saying is that the glitches were not intended by the devs/designers. We all understand that computers aren't perfect, the engine isn't perfect and the programmers sure as hell aren't prefect, but they didn't intentionally program those glitches in there. Those are the things that the programmers work on making patches for when they find out about them.
You need to read up on your gaming history, especially when it comes to the phenomenon of Ascended Glitches [http://tvtropes.org/pmwiki/pmwiki.php/Main/AscendedGlitch].
When Quake first came out, it was obvious that the developers intended the player to be limited to a certain walking speed. What they didn't realize was that strafing at certain angles in the air and jumping when touching the ground to avoid friction would allow the player to move much faster than this. Thus, strafe-jumping was born.
The fix for this would be trivial - disallow acceleration in the air if such acceleration would raise the player's velocity over the cap velocity. What the developers and players found, however, was that strafe-jumping required skill to execute, and that every player had access to it and it was therefore fair. Strafe-jumping became an "official" feature of Quake from that point forward, despite originally being a glitch.
There are *countless* examples of similar glitches turning into actual features. Even when they could trivially be patched out, it is typically found that the glitch makes the game more interesting for people attempting to compete within it due to the skill requirement for executing it, and for the new realms of game space that they open up, so the glitch is left unpatched and effectively becomes part of the game.
What we're seeing with Portal are bugs that Valve could have patched - they have patched the game since its release and could easily have slipped bug fixes in with the patch. The fact is that they didn't. And a case can definitely be made that these glitches make the metagame of speedrunning far more interesting and skillful. If they were patched or disallowed from speed runs, eventually speedrunners would reach a point where it would be physically impossible to run the game any faster... Which is boring. Allowing the glitches increases the amount of gamespace that there is to explore, and increases the chances that a speed running record can be beaten in the future... Which is exciting. Also, I highly suggest that you watch the author's series of commentary videos [http://www.youtube.com/watch?v=ziuj8KW_XQ0] describing his techniques to run the game. Some of these techniques require millimeter accuracy, millisecond timing, and the ability to make blind shots through walls. Many times, the author can't even reproduce the technique on the first or even fiftieth try. He mentions one level taking over six thousand tries to perfect. There is no way you can't argue that these glitches don't require skill to use.
Analogy said:
I'm not sure if you realize this but Guinness != SDA. So since I said nothing about the SDA your point is invalid.
It's quite valid. In the same way that Guinness is the record authority for many real-world records, and thus Guinness' rules are authoritative for attempts at breaking those records, SDA is the record authority for video game speed runs, and thus their rules are authoritative for attempts at breaking those records.
Also, for the record, Guinness does allow the use of glitches for video game speed runs, as evidenced by this entry [http://www.guinnessworldrecords.com/Search/Details/Fastest-segmented-completion-of-Final-Fantasy-Tactics/117856.htm].