Uploaded August 2020 | Updated September 2026, 1 day ago
This is my first experience in using Nintendo DS emulators. I used to play Bejeweled 1 on my PC when I was a child, and I'm a little surprised there is a part in the series that can be TASed. Nowadays, it's a regular mobile game in all possible variations and a ton of advertisements all of the place.
Emulator used: DesMume 0.9.9 x64
This is my first experience in using Nintendo DS emulators. I used to play Bejeweled 1 on my PC when I was a child, and I'm a little surprised there is a part in the series that can be TASed. Nowadays, it's a regular mobile game in all possible variations and a ton of advertisements all of the place.
Emulator used: DesMume 0.9.9 x64
![[TAS] Doom: Darkening Episode 2 - Map 12 UV-Max in 5:11 by Andy Olivera
Pwad: The Darkening: Episode Two
Pwad name: darken2.wad
Maps: 12 - Toxicity, by Ola Bjorling (alias ukiro)
Exe: DooM Replay Editor
Author: Andy Olivera
Email: andyo@surewest.net
Comments:
Ive been trying for nearly two months to think of something to write in this text file
and cant come up with a darn thing. Well, enough is enough. Ignore the slight detour to
kill a missed Imp and watch for the crate-jumping and ledge-running, as well as some nice
BFG usage towards the end. [TAS] Doom: Darkening Episode 2 - Map 12 UV-Max in 5:11 by Andy Olivera](https://i.ytimg.com/vi/EOhRiU2R_WQ/mqdefault.jpg)
![Bush Shoot-Out [Flash] - TAS Test
This is my first experience in using libTAS which lets you make TAS movies of Linux games. Originally, I was planning to work on Shadow Warrior and spent 2 weekends on getting BuildGDX working, but got no positive results.
Since libTAS can handle Ruffle, which launches Flash games in a similar manner as Adobe Flash Player, I thought why not give it a try. And damn! It works pretty fine, at least for old games which use Action Script 1 and 2.
Bush Shoot-Out was one of the first Flash games I played. I found it pretty cool and its a good opportunity to beat it once again, in a new style.
If you have ideas how to make it more entertaining, please share! I will redo it anyway. Maybe Ill skip cutscenes Bush Shoot-Out [Flash] - TAS Test](https://i.ytimg.com/vi/EUE2qqO4K2k/mqdefault.jpg)
![[TAS] Doom: Eternal 3 - Map 18 UV-Max in 2:40 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 18 - Stands, by Dave Brachman
Author: vdgg
Comments:
The problem with completing *all* the Eternal Doom levels means there is a problem: I dont like some maps at all. As the first four seconds of the demo were built in December 2015 and left untouched on my hard drive for years, this map is obviously one of them. Totally haphazard (and ugly) texturing mixing Heretic/mediaeval with caverns and some kind of a laboratory. While this feature is present in other levels, such as MAP07 or MAP24, and is kind of an answer to Eternall Doom story, the looks of this map turns off much of the excitement for me. Look at the columns in the first room, connecting slime with lights... Yuck.
On the good side, the map is very short and not too complicated, and the weapon placement is fine.
In this demo almost all of the turns have the following pattern: Tx2, Tx5, Tx8, Tx5, Tx2.
Thus I experimented with making them look smoother than in previous Eternall max demos... While watching right after building Im not sure it worked well. et27uv had all these Tx8 without grades and the corridor runs looked better, more exciting to my eye. This is subjective, maybe I think so because I put more effort on that demo from the past...
Points of interest:
1:05
A trick involving pressing the blue key pillar switch without riding the lift down and up. j4rio used it in his recent Tyson demo.
1:10-1:25
The blue key fight with monsters teleporting in and out is interesting and complex. This is my second version built from scratch. Frequent weapon switching indicates this can be done faster, but I only teleported myself in and out once (to pick up the key), which is a plus. Doing it more than once is a waste of time, unless telefragging a hell knight...
https://www.dsdarchive.com/files/demos/eternal/1155/et18x240.zip [TAS] Doom: Eternal 3 - Map 18 UV-Max in 2:40 by vdgg](https://i.ytimg.com/vi/EWIXMHu5CeI/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 32 UV-Max in 4:18 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Map 32 - Halls of Disarray, by Matt Bollier
Author: vdgg
Comments:
Q: Why am I building these demos?
A: I like watching them afterwards.
Q: What about building itself, is it fun?
A: Mostly not. Some moments are frustrating and rewarding after solving a specific problem, some are just frustrating. However, my latest demo, for MAP32, was fun to build from start to finish!
Q: My opinion about the map...
A: I dont understand why it is regarded as a poor map. Some of the DW Megawad Club commentators said it was the worst Eternal Doom map, if I remember. Yes, it has little replay value and some questionable monster placement, but if we look at the design... it is very elegant, clean.
It is above 50th percentile in terms of aesthetics, I mean, more Eternal Doom maps look worse than Halls of Disarray, than better.
Q: Is this TAS demo any good, compared to others?
A: I can only compare to the ones built by myself, and I think it is! Usually Im complaining about doing something wrong, like tactics or weapon usage or route, but if this demo has any mistakes, they are very minor. Putting twice as much effort would maybe result in 4-5 seconds less.
The four cacos can be slain faster, I think. SSGing the imp army had one quadruple kill and the rest were triple kills; I think one more quadruple kill was possible. But this part looks so good I didnt want to change it, this would require monitoring health of all 38 imps ;) Also the ending was rushed, as usual and another second or two might be cut off. But, as I say, these are very minor. Not picking up backpack or shells (on various occasions) was deliberate and I think I didnt need any extra shells here.
I think its my second fave after MAP26 demo. That map was 20 times more complex, so with a bit bigger mistakes, but still minor, it is a greater achievement to me as a whole.
Download this Doom demo from here: https://www.dsdarchive.com/files/demos/eternal/1222/et32x418.zip [TAS] Doom: Eternal III - Map 32 UV-Max in 4:18 by vdgg](https://i.ytimg.com/vi/F0VpUi_Zu_A/mqdefault.jpg)
![[TAS] Doom: Struggle AL - Map 2 UV-Max in 1:56 by Dimon12321
That was a hard time for me. Life events made me stop making Doom TASes for a while, let alone my weak patience to work on a single WAD. The first 23 secs were made on the 6th of December in 2019. After exactly 4 months I finally revisited Struggle. Then I realized the first secret hadnt been counted which made me change my route by the end of the map. Some turns are too quick (28 degree per a second), sorry. My turns will now be more smooth.
Drill is a good deadly weapon. It can deal more than 11 thousand damage per a minute. Unfortunately, its not an appropriate weapon in most cases.
I had to do some manipulations to prevent myself from being closed in a room for 30 secs, so I made a zombieman to block the doorway (sector 372). [TAS] Doom: Struggle AL - Map 2 UV-Max in 1:56 by Dimon12321](https://i.ytimg.com/vi/F6UyYymcPM8/mqdefault.jpg)
![[TAS] Doom: Eternal 3 - Map 17 UV-Max in 2:58 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 17 - The Crypt, by Dia Westerteicher
Author: vdgg
Comments:
Now, a map I didnt remember at all. It turned out to be OK, fun to play, more or less good-looking (if you forgive plenty of misaligned textures) and with some neat vanilla trickery: my favourite part being an unexpected arrival of Doomguy at the start of the map (@0:30 of this demo).
Also, a short map and a very easy one to TAS. I watched et10uv several times and analyzed it a bit before starting, so this demo may be the closest to Andy style Ive ever achieved, especially the SSG part early on.
Once I got the rocket launcher, its almost exclusively rocket party and there is not much to comment... A more exciting cyber battle can be found in et06uv.
Also, I used reqmus.wad this time.
Points of interest:
0:21
I quickly press use twice to prevent the door from closing just yet. You probably wouldnt notice if I didnt mention this...
0:56/0:57
Stupid imp, teleporting in the last moment on the way
Player rocket caco,
refusing to die from splash damage after me changing the aiming angle, so I used one rocket more than I had planned. Not that it mattered ammo-wise.
Download Doom replay from here: https://www.dsdarchive.com/files/demos/eternal/1151/et17x258.zip [TAS] Doom: Eternal 3 - Map 17 UV-Max in 2:58 by vdgg](https://i.ytimg.com/vi/F76-pXGPdnE/mqdefault.jpg)
![[TAS] Doom: Struggle AL - Map 2 UV-Max - Walkcam Showcase
This is my first experiment with walkcam which lets you spectate the map during the replay playback. Now you can see all those monster infights and deaths from different foreshortenings.
To switch the cam mode, press Num 0 during the playback. Then control the camera like a regular player. The walkcam is like a ghost who cant do anything, but walk through the walls. Its bad that you cant fly and when you walk off the floor, you immediately fall straight down, so the video is a little jittery. Still, Im satisfied with the result. You can use walkcam even when the video is recorded with -viddump command.
It would be good to use freelook and different altitudes. Maybe its possible to do so in GZDoom.
Playlist with other Struggle TASes: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKjTOGnz_0wUKZ6R7f3R_ig [TAS] Doom: Struggle AL - Map 2 UV-Max - Walkcam Showcase](https://i.ytimg.com/vi/FX5rDsBilvU/mqdefault.jpg)
![[TAS] Doom: 1 Monster - Map 2 UV-Max in 1:39 by Dimon12321
Im overwhelmed with emotions. This is my best Doom TAS in terms of perfection so far. I didnt have to change the route in the middle of the run, I took no damage, I left no mistakes behind the run and I ran out of ammo just in front of the exit line!
I decided to shoot less monster with the shotgun to make the TAS smoother. Its not a big deal because the SSG kills 3 times more imps. However, getting it was a real job.
My route was to open the secret door, but not wait for the door to open and run for the red key first. When I returned, the hallway next to the secret was crowded with imps and I had to spend all of time in order to break through.
I remade this piece and took the rocket launcher (RL) first. This time, when I returned to the point, I had my road clear and opened the red door freely. That was a pure luck!
After I grabbed the blue key, RL really come in handy and I cleared the way to the SSG. It was important not to take the yellow key because a great crowd of imps outside the building would get lifted up too early and spread up.
Killing imps with the SSG wasnt that hard, so I did this part using slow motion. I didnt expect I would get low on my ammo because I accidentally picked up a box of shells near the room with the red key (thing 118) when my ammo was almost full. Still, I managed to kill the rest of imps with the shells I had.
Wow, that was great!
IWAD: Doom2.wad
WAD: 1 Monster
WAD filename: 1monster.wad
Category: UV-Max, TAS, Reality
Walkthrough: Map 2
Source port: PrBoom+ 2.5.1.4
Complevel: 9
Time: 1:39.43
Completed in 19 segments. About 45% of input was done with the help of XDRE. [TAS] Doom: 1 Monster - Map 2 UV-Max in 1:39 by Dimon12321](https://i.ytimg.com/vi/FjZl0rA9WLY/mqdefault.jpg)
![[TAS] Feeding Frenzy - Stage 5 in 0:22.38 (RTA)
[TAS] Feeding Frenzy - Stage 5 in 0:22.38 (RTA) [TAS] Feeding Frenzy - Stage 5 in 0:22.38 (RTA)](https://i.ytimg.com/vi/GJ4OrvtohGE/mqdefault.jpg)
![[TAS] Eternal Doom - Map 1 (Red key route) UV-Speed in 0:47.77
I was planning to continue Andrey Budkos TAS, but then refused because ELMLE discovered a shortcut on Map 1 which lets you get the red keycard through the box.
Since monsters in the round hallway may block my way, I decided to play in pacifist until I cross sound-blocking linedefs.
Im sure its possible to take a good position so you would get to boxs edges so closely that you X and Y momentum is enough to catch red keycard at once. However, my efforts were useless, but since its possible to gain momentum of south and west walls, behind which the keycard was, I decided to brute-force .0000 position for X and Y positions instead. Ive lost 1 second, but whatever.
Had to shoot on my way to the yellow key section to manipulate monsters movements, but faced a blocking zombie on my way out.
Frankly speaking, I wasnt trying that much. If I make a D2ALL TAS by some miracle, it would be like that or worse. [TAS] Eternal Doom - Map 1 (Red key route) UV-Speed in 0:47.77](https://i.ytimg.com/vi/GRrZVQXu4SM/mqdefault.jpg)
![[TAS] Doom: Maskim Xul - Map 2 UV-Max 10:53 by Dimon12321
Watch other Maskim Xul TASes in this playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vLhfEu_wpDLX66eUafWIcSA
This is the most confusing map Ive ever TASed, despite being my first Boom map for UV-Max category. I tested it and watched Sorccers walkthrough so many times, I didnt even manage to plan everything from the beginning like all normal TASers do because there are so many sequences of linedef actions with their own occurrence terms its barely possible to predict everything. Most rooms are altitudinal which makes it impossible to read them without 3D visual mode. In short, the route isnt perfect, but knowing myself, I could do even more mistakes. Looks like, Im more experienced now.
The map has a lot of intersection rooms everybody faces at least several times along the way to the exit. So I tried to leave regular monsters for later to kill them with a more powerful weapon. And there is not much space to mess around, so it takes almost no time to find them. Nothing much to comment, just running around from one point to another and killing monsters.
The best route resonance is made when I skipped the second secret switch (linedef 13916, tag 99) and visited it by the end of the map (see route mistake 3). I cant predict well how faster I would complete the map, but if I entered a secret teleport (linedef 21906), I wouldnt have to run past the last mini-boss (thing 380) to the room behind the red skull doors. But I would spend some time waiting for monsters to spawn after I activate the main switch (linedef 9739). Maybe 10 secs off, or 5, or 0, or maybe Ive chosen a better route and its faster? Who knows!
Route mistakes:
1. Attacked ground imps with weak pistols after the first bell breaking instead of leaving them for later.
2. Spent a lot of time attacking Greater acolytes (things 510, 951 and 635) in the yard with the red skull doors (linedefs 5224, 5042) instead of killing them all with a single book usage.
3. Didnt activate the second secret switch (linedef 13916, tag 99) after I grabbed the blue crystal key. See description above.
4. Didnt deal enough damage to Hell Knight (thing 101) beforehand to kill him later with a single Hand of afrit (rocket launcher) projectile + forgot to kill him on the way to the blue skull door (linedef 6525) when killing acolytes and 2 cacodemons within the circle with tag 65.
5. Didnt kill the last Satyr in the secret room (sector 4227).
6. Grabbed unnecessary bullets and shells.
7. Failed to trigger a secret (sector 4227) when activated the appropriate switch because its so small.
- Lord of heresy (Baron of Hell)
An interesting fact is, he is always throwing projectiles towards the player (when alerted), no matter if he is in plain sight or not, so he can accidentally hit other monsters and provoke monster infights. That was spotted for several times when I used wall-hack to see alive monsters. Ive even edited his description on doomwiki.
- Jackbombs
I would utilize them better, but sometimes they just disappear and deal no damage.
- Grimoire Excidium (the book of ancient BFG powers)
This book is much more powerful then BFG 9000 and its very misterious. I think it has 80 invicible rays and each trace has only 1 ray (since individual pinkies can survive a blast), but without any projectiles. I think there IS a
projectile, but its range distance is zero (like a punch), and the rays spread up and deal damage at the same tic because, when I turn around, I deal no damage at all. When the screen is full of strong enemies, you can deal ~4500 damage.
Your drained health from each usage can be manipulated by the damage you deal. I think your total damage of all the rays is used as additional value in a formula for a random number generator which counts a piece of health meter youre gonna lose. My luckiest sacrifice was 4% of health with a blue armor on and worst one was 40%, so range is probably 8-80 HP with a step of 4 (8,12,16,...,72,76,80).
Recorded using: PrBoom+ 2.5.1.5 [TAS] Doom: Maskim Xul - Map 2 UV-Max 10:53 by Dimon12321](https://i.ytimg.com/vi/G_9I44GBq6Y/mqdefault.jpg)