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If you've seen at least one of GDQ streams, then you must know that cutscenes at the end of the final level never count.
Death Wish is all about infuriatingly bad game design. It's purposely terrible.
Also, I have no idea what your talking about with how the first cutscene never counts at GDQ, which doesn't make any sense if they're doing speedruns.
"Super-hard" platformers that I've played, like Meatboy, Celeste, etc... never put cutscenes in your face at all while you're working through a challenge, much less unskippable ones, and if they did, they certainly wouldn't keep whatever challenge you're working through going on while that cutscene is playing.
Don’t mistake your own misunderstandings for poor game design
I hated the well one too, but at least in that one there's a lot of shortcuts. With Illness, you have to speedrun a level that's not only very large, but seems to actively try to hinder you with the pointless cutscenes.
I speedran my deaths to instant enable P&T mode for "The Illness Has Speedrun" to do it without pressure. I've finished it in 7:14, while the base challenge is 7:00, so I felt that it was a good thing to enable P&T after all (Yes, I went off cliff to go faster).
And yeah, you cannot skip sutscenes. It a known constraint in the discipline, even if some game, like Axiom Verge, give you options to skip them to push your runs further.
Yeah, I dislike this about them, for the same reason as someone above said. You have to do them flawlessly, there's literally no room for any second lost. That can be you doing something wrong (or *not quite perfect*), the RNG putting you into an impossible situation, a hitbox not being as tight as it should be, or (as happened to me a few times on DW Train Rush) falling through the world because you somehow jumped somewhere you weren't meant to when something else started a movement loop, or zooming off the wrong way entirely because you hit an obstacle at not quite the right angle.
I get that this makes it more dramatic when you get to the finish with 1 or 2 seconds to spare, but I guess maybe I just haven't got the patience and/or time anymore to practice a level 100's of times to get it that perfect.
Which is kind of strange, as I recently(ish) played Celeste, a game where my death count ran into the 1000's in certain levels, but unlike my experience with Deathwish, it kept on being fun even with that crazy amount of retrying stuff.
And I still dislike timers running through cutscenes. It's great if this is the way that "professional" speedruns happen, but I'm here to have fun, not compete.