

I think both can be useful.
The most effective speed management I’ve seen are the average speed camera zones. There’s a 50+ mile stretch with a 70mph limit near me, and very few (if any) folk ignore them and exceed the limit - as opposed to static cameras which involve someone doing excess speed; slamming on the anchors on approach to the camera; before hooning it back up to whatever speed they were doing before.
The downside to avg speed zones is that it encourages drivers to pop on a cruise control technology and zone out, but then I would imagine that people in that category would tune out on cruise control whether they were in a speed zone or not.
There’s been a pivot away from “classic” speedruns games over the last few years - I get that Doom or Sonic 2 or Goldeneye or other 90s games aren’t guaranteed a place every year, but it seems like the games that kicked off the speedrun scene are often overlooked these days.
That said, there is Quake, and there is SMB3 where I dont know who the runner is but that couch is a banger.
I was looking forward to seeing Still Wakes The Deep runs, but I find them really… unexciting, I think is the sentiment. Like the 2016 Doom onwards, the runs are technically outstanding, but there’s a lot of walking on invisible geometry with collision detection, or random tricks like railboosting in Doom that seems to break a game. I get that that is an entirely subjective opinion though, maybe I’m more suited to No Major Glitches runs!