I personally can`t accept it for speed demo! Actually many people know that it is not bug that the commandos could got alive in the Easy and Normal difficulties but if you play in Hard difficulty there isn`t such thing, that`s why I can`t accept your speed demo!
It's neither my fault, nor my problem that there are differences in the skill settings under Commandos2. Furthermore, until you are made an administrator or moderator of the SpeedDemosArchive, I really could not give a rats ass whether or not this run meets your personal approval. A significant amount of work and effort went into beating the game this quickly and (since this was the very first Commando2 speed-run) a great deal of route-planning and experimentation went into finding sequence breaks that were unknown prior to my efforts. Until you put together a comparable run, you're in no position to make sweeping judgment on other people's hard work.
Thanks to everyone else with positive comments! I'm really glad people enjoyed watching the run. It makes all the hard work worthwhile.
Before I try to explain why the run never appeared on the SDA, let me first stress that there is nothing at all wrong with the run! It was never submitted for verification, but I'm absolutely confident that it would pass, since there are no exploits used which countermand SDA rules.
It's my own stupid fault that the finished product has never appeared on here. I waited a long, long time to get in touch with an administrator to whom I could send the run, but after almost a month of trying to get the thing posted, nothing had happened. It turns out that the powers that be were otherwise predisposed with some messy RealLife issues (see previous posts). So, like an idiot, I went ahead and uploaded the whole thing to (what was then) the file archive, by myself. I thought I was saving SDA staff members the hastle, but it turns out this was a stupid, stupid thing to do. Certain parties were (quite understandably) not best pleased. Communication kind of broke down at that point and I simply stopped pursuing it. That's why it's on the Archive.org, but not on SDA.
Anybody interested in watching the run can also find it on YouTube (where I've had some, quite amusing, accusations of stealing my own work!) Highlights, for those that know the game, would include; Utter decimation of the game's longest level, White Death (without using the Sapper, who is required to set explosives). The single largest sequence break of the run on Target Burma, which saves about 5 minutes. All out pandemonium on the final stretch of The Giant in Haiphong (which was the hardest level of all to play quickly). Several key skips and sequence breaks on The Guns of Savo island. Some sneaky shortcuts and use of resources on Saving Private Smith. Though my personal favorite, would have to be the exploding barrel sequence break I found on Colditz Castle

This was a really enjoyable game to run. I hope that someday my efforts will contribute to a still faster run, that does appear on SDA.
http://www.youtube.com/user/SavageMongoose