Uploaded August 2020 | Updated September 2026, 2 days ago
Instead of porting Doom RPG and Wolfenstein RPG, we got just this. That's right, Orcs and Elves was the only id's game which was eventually ported from Java Mobile to something else. And what a miracle, this port can be TASed.
At first, I planned a full game TAS on Hard where I kill all the monsters and find all secrets, but then I realized the game's RNG is lame and DesMume can't handle the game properly and rarely goes out of sync because of hint windows. They sometimes pop up not at a consistent time which may lead to a desync if you load a savestate while skipping them.
RNG is unpredictable and the RAM search didn't give me any useful addresses which would help me with combat manipulations. I still don't understand what exactly is responsible for critical hits and misses. There are some kind of frame rules which change RNG, but I can't analyze them. My actions might affect the RNG as well, but I don't know for sure.
Briefly speaking, I need a skilled RAM searcher who would examine the RNG and provide useful addresses or, otherwise, it's not gonna be a true TAS.
Considering that Orcs & Elves were made on Doom RPG engine, I think all the games have that RNG mechanic and you won't be able to abuse critical hits or some other manipulations.
I don't know if I will continue TASing Orcs & Elves. It's up to you: likes, comments and so on.
Instead of porting Doom RPG and Wolfenstein RPG, we got just this. That's right, Orcs and Elves was the only id's game which was eventually ported from Java Mobile to something else. And what a miracle, this port can be TASed.
At first, I planned a full game TAS on Hard where I kill all the monsters and find all secrets, but then I realized the game's RNG is lame and DesMume can't handle the game properly and rarely goes out of sync because of hint windows. They sometimes pop up not at a consistent time which may lead to a desync if you load a savestate while skipping them.
RNG is unpredictable and the RAM search didn't give me any useful addresses which would help me with combat manipulations. I still don't understand what exactly is responsible for critical hits and misses. There are some kind of frame rules which change RNG, but I can't analyze them. My actions might affect the RNG as well, but I don't know for sure.
Briefly speaking, I need a skilled RAM searcher who would examine the RNG and provide useful addresses or, otherwise, it's not gonna be a true TAS.
Considering that Orcs & Elves were made on Doom RPG engine, I think all the games have that RNG mechanic and you won't be able to abuse critical hits or some other manipulations.
I don't know if I will continue TASing Orcs & Elves. It's up to you: likes, comments and so on.

![[TAS] Doom: Eternal III - Map 24 UV-Max in 8:43 by Dimon12321
This is a tool-assisted speedrun that devastates Map 24 of Eternal III quickly!
Sourceport: PrBoom+ 2.5.1.4cl2
About 80% of input was made in XDRE 2.20.
Music: Alien Vendetta - Map 8
Map 24: Rainbow Bridge
1. Blue key section
So, at the beginning, I killed all the monsters. Backpack helped me store more ammo which helped me at the end of the game. After beating all the demons, I was meant to beat 4 hell knights nearby, but it would be time-consuming, so I decided to leave them for later. Also, I invoked 2 cacodemons, waiting behind the bridge, to make them fly to appropriate places.
North-western room (sector 304) was pretty dangerous. Fortunately, I provoked 4 cacodemons to fight with other monsters, so I could clean the room faster.
It was a big luck for me to have those 4 hell knights walking around in the northern part of the bank (sector 156). I killed them all and save a lot of time!
Cleaning the North-western room wasn’t that hard. However, monsters could kill each other better =)
2. Opposite side to the Blue key section
The first part (rooms with sectors 229, 230 and 244) is self-explanatory. Just running around and killing everything. The most difficult moment was killing 3 imps with a single SSG shot.
The second part was hard. As soon as you enter the balcony area (sector 159), the closet opens and 5 cacodemons fly out and teleport to different places, trying to surround you. Fortunately, that section isn’t that fast because you must activate 2 switches inside the towers in order to advance with the map. By the time I was about to leave that section, the most problematic cacodemon had reached me and I killed him, so the route wasn’t spoiled.
3. Central castle (sector 1 and all around it)
It’s self-explanatory. At the beginning of it, it’s a multilevel route to kill all the monsters. After using the red lift (sector 6), I ran for the plasma gun secret which required 4 switches to be activated. It was a good time to use SSG instead of fists.
The next part was really hard. You must activate a switch to open an underground room with cacodemons, two of which are placed near the teleporting linedefs (444 and 445). The sound propagation is terrible. They wake up if make noise in the sector 48, so I kept silent for a while, just to kill those 2 cacodemons which could break my route. That part was remade twice because of my carelessness.
4. Square of the damned (sector 378 and everything around it) (part 1)
Firstly, I had to run through a big square hallway which featured some wallrunning. To open the inner yard, you must reach the opposite part of the hallway, head back to the opened door, use a lift and cross a special linedef (3002). Killing monster on the way was hard because Plasma Riffle is the most unpredictable weapon in terms of damage manipulation. Fortunately, I killed everything as planned.
The inner yard (sector 380) features a secret section with monsters and ammo, so I headed to it first. The switch on the opposite wall opens the door to the outer yard (sectors 396 and 404) which is filled with monsters and 2 cyberdemons among them.
5. Northern part and the Red key section (sectors 396 and 123 + 120, respectively)
The 1st cyberdemon was out, so my target was to make monsters fight him. Fortunately, some work was already made for me + invisibility helped me manipulate cyber’s blasts.
As soon as you leave the front area (sector 120), the first layer of the central square (sector 381) starts lifting down. Even though, I met 2 revenants in time, most monsters bypassed their teleporting linedefs and started going out of the inner yard towards me. Afterwards, I had to change the route slightly.
6. Square of the damned (part 2)
I planned to encounter the inner yard directly, but was meant to run through the northern part of the hallway to kill a bunch of bastards. Also it was the most appropriate place to kill one of 2 arch-viles. Ironically, it bypassed its teleporting linedef as well.
After shooting everything in the inner yard, I headed to the red door and activated the switch to be able to use the lift inside the central square (sector 491). Well, this sector isn’t the best possible to shoot monsters on balcony areas, so I didn’t spend much time fighting Doom’s aiming system.
After you enter the yellow key room, the last 2 closets open up, so I run through the whole square hallway for the last time to kill them all.
7. Southern part and the exit
This section was partially made in slow-motion + segmenting because the 2nd cyberdemon’s neighbors (things 245 and 246) flew inside the hallway and were about to enter the secret room (sector 470) which would break my route. So, some time was spent on their route manipulations. At last, I killed the remaining monsters. The last one had died 2 tics before I finished the map. [TAS] Doom: Eternal III - Map 24 UV-Max in 8:43 by Dimon12321](https://i.ytimg.com/vi/UenjWVKxFvs/mqdefault.jpg)
![[TAS] Doom - Icarus: Alien Vanguard - Map 1 UV-Max in 1:45 by Dimon12321
Most of the run is self-explanatory. As usual, I prefer smoothness over speed and sharp turns.
Even though I spent about 10 hours on building it frame-by-frame, I still made 2 mistakes.
1. I forgot to kill 2 imps behind the demon wall in the room with a chair. I suspect demons would block my way out if I had stayed in the room for longer, but Ive lost about 4 secs anyway. Fortunately, they were not far away from the battlefield.
2. I could use more advantage of gradually opening gates and lifts that guard yellow and red keycards and leave more monsters alive to kill them later. [TAS] Doom - Icarus: Alien Vanguard - Map 1 UV-Max in 1:45 by Dimon12321](https://i.ytimg.com/vi/Unc7utaeNAA/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 2/7 (Maps 7-10 and 33)
This video completes Episode 2 (Maps 7-10 and the secret Map 33) with 100% kills and secrets. Technically, Map 11 belongs to this episode too, but since the player loses all the weapons at the end of map 10, I decided to move it to a separate part.
Fail moments where I die or wander around were replayed.
Timecodes
0:00 - Map 7
6:44 - Map 8
12:10 - Map 8 (secret exit switch sequence)
14:10 - Map 33
19:44 - Map 9
28:18 - Map 10
Source port: DSDA-Doom 0.22.5.
WAD release thread: https://www.doomworld.com/forum/topic/125238-judgment-34-map-mbf21-megawad-final-version-now-on-idgames Doom: Judgment [MBF21] Walkthrough 100% - Part 2/7 (Maps 7-10 and 33)](https://i.ytimg.com/vi/V9fOlcr-NXk/mqdefault.jpg)
![[TAS] TMNT 2003 GC - Stage 4: Donatello New Game
This is a tool-assisted speedrun (TAS). Playlist with all stages: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
Stage 4 Area 1
I finally had my strength improved. Being able to take down a Foot ninja with 2 weak attacks unlocks more potential for time saves, but this means more pain in the shell. The potential now lies just near a framerule which can be saved, and the problem is, not every squad can be destroyed fast enough to make the next squad spawn 30 frames earlier.
Foot Tech Ninjas also became easier to eliminate, but there’s also a difficult time-saving tactic in sight: “(A-A-A)-B, dash, B” - perform a legs-circle combo to hit a Tech Ninja with spinning legs as soon as they are vulnerable, dash and do a strong attack. This tactic makes sense to do against solo techs or 2 techs spawned close to each other near the wall. The wall is needed to have 2 ninjas hit by a strong attack in restricted time. As a result, spawn – hitting – vanish sequence finishes near the closest framerule, saving 30 frames. For a duet, the conditions must be almost perfect to have it done in 1-5 frames before the framerule. That’s why it’s not seen so often.
As an alternative, some spawn points are accompanied with urns, which you can kick into Techs and make them fall down faster and win enough time to cut down 1 framerule. The same tactic concerns “2 + 1” squads too, where I push one Tech into the upcoming Tech to save time.
I used all nearby urns on Area 1 with the exception of Tech squad #2. Unfortunately, I cannot collect 2 Techs together (neither Tech 1 and 2, nor Tech 2 and 3) to eliminate them in 1 combo or by doing B-dash-A-dash-B. If I let 2 Techs finish their show-up animation and kill them, there’s still no timesave for the last Tech if I kick urna at him because he lands far away from me. “(A-A-A)-B, dash, B” should have been used instead.
A new enemy is introduced here: Foot Bee. These foot ninjas in yellow aircrafts have the longest show-up and vanishing animations in the game and therefore are top priorities because other enemies can be destroyed while a Foot Bee spins and blows up.
Stage 4 Area 2
Here, I use leg-spinning combo more often. I’m satisfied with the shuriken management. Not much to say.
Stage 4 Area 3
The area is concentrated around 5 mini-boss battles. Foot fights in the first 2 rooms were mostly easy with the exception of the squad of 3 ninjas near the northern-east wall, which I couldn’t eliminate that easy for some reason because my weak and strong swings were bypassing one of them. Strong attack was more efficient, but the positions of fallen ninjas were uncomfortable for me to finish them quickly, so I went on with a combo.
Mystic ninjas were really easy to kill. I’m surprised speedrunners didn’t use combo-dashing on them, in the same way they did with Evil Turtlebot.
Unfortunately, I faced another desync when playing back the whole stage, so I had to resync the input until I reached the point where I left off, but some playaround moments were lost.
Stage 4 Area 4
This area provides a difficulty to speedrunning because some spawn points of Foot Tech Ninjas are placed inside fountains and, even though they don’t look that high, you still have to jump out which slows you down, and you have to cross their borders to narrow the distance you need to cover with dashes.
At least, 3 squads of a Bee + Foot Tech Ninjas were difficult to optimize.
2 desyncs happened here.
Stage 4 Area 5
This small area with well-adjusted tactic was a real nightmare for me! Desyncs here were stable! Savestates were not determined regarding Foot Gunner Ninja’s protection, whether my attacks and shurikens are blocked by his shield at the moment. I could easily hit him through the shield, but it didn’t happen during the movie playback.
Invalidating savestates in TAStudio didn’t help that much. The issue could be seen only when playing the movie from the boot-up or Stage 4 select screen. It seems like it’s a transit problem which cannot be seem by simply replaying the last area.
After the whole playback, I got a proper save and finally finished it.
0:00 Stage Select
0:23 Stage 4 Area 1 (in 1;20)
1:57 Stage 4 Area 2 (in 1;45)
3:58 Stage 4 Area 3 (in 1;32)
5:44 Stage 4 Area 4 (in 1;04)
7:04 Stage 4 Area 5 (in 0;19) [TAS] TMNT 2003 GC - Stage 4: Donatello New Game](https://i.ytimg.com/vi/VbfmL5ncO_o/mqdefault.jpg)
![[TAS] Doom: Rowdy Rudy 2 - Map 4 UV-Max in 0:46 by Dimon12321
That was an easy one. Done in 3 hours.
SSG really came in handy, as well as another berserk. This map seems to have the easiest secrets in the entire WAD.
Got a dilemma which path to take after grabbing the berserk. Decided to kill the vanguard near the exit door and take a rocket launcher. By the time I did that, all the monsters had already teleported to the lake area. I dont know if it could be done the other way, but I dont care about it anymore.
I realized I didnt have much ammo, expect for the bullets, with me, so its time to grab some shells on Map 5. [TAS] Doom: Rowdy Rudy 2 - Map 4 UV-Max in 0:46 by Dimon12321](https://i.ytimg.com/vi/Vea-DnjR_DM/mqdefault.jpg)
![[TAS] Miku Runner 100% NES in 52:26 by Leixin
Details: https://tasvideos.org/7314S
Moved to public access because the submission didnt make it and TASVideos wont publish it in a better quality. [TAS] Miku Runner 100% NES in 52:26 by Leixin](https://i.ytimg.com/vi/VsFmdrI28r0/mqdefault.jpg)
![[TAS] TMNT 2003 GC - Stage 5 + Dojo 3: Donatello New Game
Stage 5 Area 1
Like in Stage 2 with its nano robots, here we have another pack of stage-unique enemies.
Mutants cannot be killed by falling enemies.
They also have bigger collisions, and this means they are harder to collect to be beaten. You and any two mutants need exclusive positions, so you could beat them in a single combo.
A strong attack can hit blue mutants twice, if attacked from the back or the side (when a “knock-down from behind” animation is played). Stationary attack shows better results than a charged one (if you were running for 16+ frames).
Quarry (360 hp)
Not much to comment here. She always takes up to 2 hits and teleports into other place.
Stage 5 Area 2
At the very beginning, I faced the weirdest desync so far. Even after discovering it and fixing it, I had to redo the whole stage TAS from that point.
Razorfist (450 hp)
At least 90 frames are spent on standing still blocking player’s hits. Then he picks a decision to do something: 1) jump sideways while keeping the block, 2) charge and jump forward, 3) backswing and box forward, 4) rush forward while keeping the block. Sometimes, if he successfully blocks a players attack, he may do action #4 immediately, without waiting for 90 frames to pass.
While he keeps his hands forward, blocking your hits.
1. Front air juggling attack + dashing works twice. Further juggling or other attacks are blocked. After his ouch animation is over, he rushes forward and does a lap, in case the player has dodged his charge.
2. If you hit him from behind, he bands over and hits the area behind him. If using this tactic, then you can hit him once per 58 frames.
When he does a preparation to do actions #2 or #3, or after he has finished these sequences, there is a window when he lets 4 hits to be done from behind (these 4 hits can be strong attacks). On the 5th hit, he bands over and hits the area behind him. If attacked from the front, only 1 hit can be done. An “ouch” animation, then he starts blocking.
Most of the time, he chooses to either jump sideways or rush forward while keeping the block, which are the 2 attacks not acceptable for TAS. However, it’s possible to fool him with input manipulations to do a different action. It’s usually done by doing a dash behind him while moving towards his field of view, although you can’t move anywhere while dashing.
Stage 5 Area 3
This area provides barrels, but it’s not as fun as in Stage 3 Area 4. Barrels deal damage (30 hp) only once per a mutant. You need to make monsters fall back and touch another barrel or detonate it. Barrels don’t save much time, but still make sense to use. Plus, it’s boosts entertainment a little.
Items from boxes block flying shurikens, so I had to take a defense crystal here.
I got unlucky with the last electricity transmitter hazard.
Stage 5 Area 5
King Nail (600 hp)
It spends most of the time in the air where shuriken spamming is not very efficient. It can hold its right stand waiting or fly towards you until you both are next to each other. Possible actions:
1. Flies near the floor
2. Flies across the room
3. Flies around the broken flask
4. Lands with its hands crushed into the floor
5. Lands with its hands crushed into the floor and smashes surface
Unlike Razorfist, Nail has some sort of timer table according to which it picks a random action. Its nature is still unknown for me. Looks like, it’s a combination of movement, sounds and even shurikens quantity. Because, doing strong attacks with dashes, like I did to manipulate purple dragons spawn doesn’t work here.
Regular shurikens deal 3 damage. Electric ones – 25 damage. Explosive – 25+20 damage, as usual. A full set to fight Nail is 8 explosives and 10 electrics.
The strategy I’ve found the fastest is making Nail approach me and do action #4 or #5 twice, because these actions turn Nail into an immobile target and you can spam shuriken at it. I had to skip some frames during the area selection and dialog skipping in order to make it approach me and do an action I wanted it to do.
Action #5 at the beginning is the only opportunity to throw all the shurikens in one time, but despite all my attempts, Nail never did it. So I had to move around, to make it take an appropriate position for me.
I don’t know why, but there were situations when at some point of spamming shurikens, the damages stopped being registrated on Nail. I was getting my combo meter up, but with no effect.
Only after throwing away my regular shurikens, I managed to get an acceptable scenario for me. And unfortunately, I had to sacrifice an electric shuriken in order to provoke Nail to do action #5 and do it quickly. Since I had no shurikens left, I had to do a jump attack.
Special Stage (aka Dojo 3)
Leonardo (120 hp)
Just like Evil Turtlebot, Leonardo has a prescribed initial timer of invincibility, so I had to dash around a little bit.
0:00 Stage 5
0:22 Area 1
2:18 Area 2
4:39 Area 3
6:03 Area 4
7:26 Area 5
8:12 Dojo 3 [TAS] TMNT 2003 GC - Stage 5 + Dojo 3: Donatello New Game](https://i.ytimg.com/vi/W-Erus1Yc8s/mqdefault.jpg)

![[TAS] TMNT 2: Battle Nexus (GameCube) Any% in 50:22 - Part 3/4 (NY Part 2, Future NY)
This is a tool-assisted speedrun of TMNT 2: Battle Nexus. This part completes episodes from 6-7 through 10-3.
Full explanation is here: https://tasvideos.org/8730S
Official playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vJAcsTO-gJcR8WEzHvJLJzQ
TAS time (from boot-up to the victory screen of Ep 11-7): 50:22
RTA time (from the beginning of Ep 0-1 to the last hit to Mega Shredder in Ep 11-7): 49:28
In-game walkthrough time: 23:57
0:00 Episode 6-7 (in 0;38)
1:09 Episode 6-8 (in 0:56)
2:35 Episode 9-1 (in 1:21)
4:20 Episode 9-2 (in 2:50)
7:30 Episode 9-3 (in 0:37)
8:42 Episode 10-1 (in 0:22)
9:29 Episode 10-2 (in 0:16)
10:08 Episode 10-3 (in 0:13) [TAS] TMNT 2: Battle Nexus (GameCube) Any% in 50:22 - Part 3/4 (NY Part 2, Future NY)](https://i.ytimg.com/vi/XjK6zvjYOKo/mqdefault.jpg)
![[TAS] TMNT 2: Battle Nexus (GameCube) Any% in 50:22 - Part 1/4 (NY Part 1, DHoonnib)
This is a tool-assisted speedrun of Teenage Mutant Ninja Turtles 2: Battle Nexus for Nintendo GameCube. This part covers all necessary episodes of Disk 1.
Full explanation is here: https://tasvideos.org/8730S
Official playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vJAcsTO-gJcR8WEzHvJLJzQ
It was another game of my childhood. In the past, I didnt consider speedrunning this game because I thought it would take an eternity to beat. As turned out, it can be completed quite fast.
While TASing TMNT 2003, I discovered Veekrons speedruns and they inspired me to build a TAS of TMNT 2 as well, because its not confined to beating all the enemies and, hence, will take less time to build.
GameCube port is worst of all 4 ports. It runs at 30 FPS, has the worst graphics and you need to change the disk to play Episode 5-1 and beyond.
0:00 Intro, Main Menu, Settings
0:41 Episode 0-1 (in 0;41)
1:48 Episode 0-2 (in 0:27)
2:49 Episode 2-1 (in 0:46)
4:00 Episode 2-2 (in 0:17)
4:41 Episode 2-3 (in 1:34)
6:48 Episode 4-1 (in 0:32)
7:44 Episode 4-2 (in 0:58)
9:04 Episode 4-3 (in 0:23)
10:01 Episode 4-4 (in 0:17)
10:40 Episode 4-5 (in 0:29)
11:42 Episode 4-6 (in 0:47)
13:00 Episode 4-7 (in 2:50)
16:09 Episode 4-8 (in 0:35)
17:09 Episode 4-9 (in 0:18) [TAS] TMNT 2: Battle Nexus (GameCube) Any% in 50:22 - Part 1/4 (NY Part 1, DHoonnib)](https://i.ytimg.com/vi/Xolq3YCmJ-o/mqdefault.jpg)