Uploaded December 2025 | Updated September 2026, 1 week ago
Map name: Sanic
Map author: Archi
Couple things that make next second possible:
- Walking around at least some the silent teles in the section after the invisible platforms.
- Skipping the megaspheres entirely to make the death exit instantly happen instead of relying on damage tics.
Both of the above executed perfectly is not required for 1:07, as this run demonstrates, but I think not skipping any teles is not usually enough, not sure. There's only a few other things that affect the time, and I had runs that skipped every tele that I segmented out to around the same time as this and one that came out to .54, and not really sure why. The only other things that should affect the time, IMO, are:
- Quickstart.
- Not having unnecessary airtime (if DSDA movement display is to be trusted, unlike regular running, the scroller moves you quicker when you are on it than when you exit it).
- Cutting the corners on the two turns at the start.
- Moving in the right direction on the flashing area stairs (you can actually slow down in that section if you move backwards, unlike any other scroller in this map).
- How much of a damage boost you get on the RJ.
Between all of those, it's tricky to tell if I got all of them perfect. 1:06 is probably out of reach, though maybe with everything perfect a TAS can do it? For non-TAS that narrow jump is pretty annoying anyway, line skip potential + missing it is very easy. In my experience, cutting the corner there hard helps make it, but it's hard to tell when you got it exactly.
Captured using DSDA-Doom v0.28.2
Map name: Sanic
Map author: Archi
Couple things that make next second possible:
- Walking around at least some the silent teles in the section after the invisible platforms.
- Skipping the megaspheres entirely to make the death exit instantly happen instead of relying on damage tics.
Both of the above executed perfectly is not required for 1:07, as this run demonstrates, but I think not skipping any teles is not usually enough, not sure. There's only a few other things that affect the time, and I had runs that skipped every tele that I segmented out to around the same time as this and one that came out to .54, and not really sure why. The only other things that should affect the time, IMO, are:
- Quickstart.
- Not having unnecessary airtime (if DSDA movement display is to be trusted, unlike regular running, the scroller moves you quicker when you are on it than when you exit it).
- Cutting the corners on the two turns at the start.
- Moving in the right direction on the flashing area stairs (you can actually slow down in that section if you move backwards, unlike any other scroller in this map).
- How much of a damage boost you get on the RJ.
Between all of those, it's tricky to tell if I got all of them perfect. 1:06 is probably out of reach, though maybe with everything perfect a TAS can do it? For non-TAS that narrow jump is pretty annoying anyway, line skip potential + missing it is very easy. In my experience, cutting the corner there hard helps make it, but it's hard to tell when you got it exactly.
Captured using DSDA-Doom v0.28.2










