Hakus in video games

I was watching a YouTube video of a speed run of Super Nintendo’s Super Ghouls ‘n Ghosts, often considered one of the most challenging games ever, and midway through the game, the player triggers aggro of a Red Arremer Devil, or what Capcom and Google insist was always named “Firebrand.”  The speed runner ran for it, with Red Devil continuing chase, but as soon as the player passed a stage checkpoint, they immediately turned around, and jumped to their death, committing a suicide.  They restarted the level past where the Red Devil was and resumed running the game, without having to fight the flying nuisance.

I understand that in speed runs, speed is all that matters, even if it means strategic suicides in order to save some time.  This is a common practice in Zelda runs or any action/RPGs that spawn fresh lives or load states in strategic locations.  But it always feels kind of cheap to me that suicide is necessary, because perhaps it’s just me, it’s just more impressive if one didn’t have to literally kill themselves in order to beat a clock.

Make no mistake, Red Arremer Devils are extremely pesky throughout the entire franchise, as they have very erratic and difficult to combat patterns, and can absorb a good deal of damage before actually going down.  Furthermore, they’re virtually impossible to ignore and outrun, because to my experience, they will follow you until they die, or more likely, you die.  But they are not impossible to kill, and with a little bit of luck, the ability to read patterns and most importantly, patience, they can be handled.

However, patience is the very antithesis of speed runs, and in the case of a Super Ghouls ‘n Ghosts run, it makes a degree of sense to kill yourself once you pass a checkpoint, and resume playing without being hounded by a Red Devil.  The difference between this tactic and strategic suicide in like Zelda is that this speed runner does it to avoid having to engage a difficult opponent, whereas in games like Zelda, it’s done in order to avoid having to traverse an entire dungeon in reverse in order to leave.

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