Uploaded June 2024 | Updated September 2026, 6 days ago
This tool-assisted speedrun completes Chip 'n Dale: Rescue Rangers quickly.
All details are explained here: tasvideos.org/9150S
0:00 Zone O1
0:36 Zone O2
0:52 Zone O Boss
1:02 Zone O Bonus
1:12 Zone B1
1:22 Zone B2
1:40 Zone B3
1:56 Zone B Boss
2:06 Zone B Bonus
2:16 Zone D1
2:32 Zone D2
2:51 Zone D3
3:06 Zone D Boss
3:16 Zone D Bonus
3:26 Zone F1
3:43 Zone F2
3:53 Zone F Bonus
4:03 Zone G1
4:20 Zone G2
4:38 Zone G3
4:55 Zone G Boss
5:06 Zone G Bonus
5:33 Zone H1
5:55 Zone H2
6:14 Zone H Bonus
6:24 Zone I1
6:49 Zone I2
7:05 Zone I Boss
7:16 Zone I Bonus
7:26 Zone J1
7:42 Zone J2
8:17 Zone J Boss
8:27 Ending
This tool-assisted speedrun completes Chip 'n Dale: Rescue Rangers quickly.
All details are explained here: tasvideos.org/9150S
0:00 Zone O1
0:36 Zone O2
0:52 Zone O Boss
1:02 Zone O Bonus
1:12 Zone B1
1:22 Zone B2
1:40 Zone B3
1:56 Zone B Boss
2:06 Zone B Bonus
2:16 Zone D1
2:32 Zone D2
2:51 Zone D3
3:06 Zone D Boss
3:16 Zone D Bonus
3:26 Zone F1
3:43 Zone F2
3:53 Zone F Bonus
4:03 Zone G1
4:20 Zone G2
4:38 Zone G3
4:55 Zone G Boss
5:06 Zone G Bonus
5:33 Zone H1
5:55 Zone H2
6:14 Zone H Bonus
6:24 Zone I1
6:49 Zone I2
7:05 Zone I Boss
7:16 Zone I Bonus
7:26 Zone J1
7:42 Zone J2
8:17 Zone J Boss
8:27 Ending
![[TAS] Doom: Eternal III - Map 23 UV-Max in 4:57 by Dimon12321
This is a tool-assisted speedrun that devestates Map 23 of Eternal III quickly!
- Map 23: Time Gate II
The map features 3 big locations and a big Hub with teleports. You should visit a city block and a lava cave, find 2 keys and use 3 teleports in order to finish the map.
Ammo management wasnt that difficult too. I didnt have to use simple weapons, like SSG and a Chaingun, in order to keep more powerful weapons for later. Two rockets were spent to manipulate high damages and/or infighting.
!!! Lava Cave section !!!
I needed to visit this location twice. Firstly, to find a yellow key. Secondly, to kill the remaining monsters, find a secret and remove the first half of the door to the final secret.
Some triggers were activated later, like the one that lets monsters out of transparent cages in that big room. I didnt expect that much, but that room was rich for infighting.
!!! Hub section !!!
Location placements make monsters walk around in appropriate areas of the Hub, so it wasnt a big deal to look for them and kill on the way to various points.
The front platform with imps deserves particular attention. Jumping from the top of it is required to open a secret hub section with 3 doors. Instead of using a teleport to get on that platform, I blasted rockets in a specific way to make imps corpses cross that linedef which saved a lot of time. I didnt expect wedding crashers to use the teleport to get there, but it didnt cause much time consumption.
The right platform which requires a red key was difficult. I need to kill monsters quickly to prevent them from crossing the linedefs that would teleport them elsewhere.
!!! City Block section !!!
The first building isnt intended for stayers. The set of linedef actions which lets the room change its floor (altitude), thereby imitating multi-storey building, can be broken if you cross the linedefs too quickly. If you do that, youll get a softlock. So I had to slow down a little.
The arms cache with some ammo, berserk and a chainsaw isnt considered as a secret, but it was necessary for me to grab it. The chainsaw slows down the weapon switching if I need fists. I was aware of it from the very beginning, but decided to pick -complevel 2 instead of 9 to follow the rest of Eternal Doom TASes.
I had some time to wait for the Spider Mastermind, but I couldnt find a fast strategy to eliminate the remaining monsters without using the BFG. I could do it better.
Telefraging the Spider would be a great idea, but it would be really hard for me to prevent two Barons of Hell (things 395, 396) from teleporting to him and catch a right moment for telefragging.
!!! Cacodemon limbo arena !!!
This is the most difficult part of the entire map in terms of speedrunning. Im not sure if I picked the fastest one, but at least it looks well-made.
Possible improvements:
1. I could save some more ammo and avoid ammo problems by the end of the map. For example, I shouldnt have killed those 4 mancubuses (things 284, 285, 286, 297) with a plasma rifle. One BFG shot would be better.
2. Fighting the arch-vile (thing 153), which guards the main switch, could be improved. You can kill it together with a hell knight and a revenant with a single BFG shot and save 3 rockets.
3. My first BFG shot could be improved. For example, to kill 3 arachnotrones and save some rockets.
About 60% of input and most damage manipulations were made in XDRE 2.20.
Time: 4:57.37
Music used: Speed of Doom - Map 7
Author: Dmitry Dimon12321 Moskovchenko [TAS] Doom: Eternal III - Map 23 UV-Max in 4:57 by Dimon12321](https://i.ytimg.com/vi/lAS9P0_RbNU/mqdefault.jpg)
![[TAS] Doom 32X Resurrection - Map 18 (Slough of Despair) Nightmare 100% Walkthrough
D32XR v2.2 brings one map from PC version: Slough of Despair (E3M2) which now occupies Map 18 slot. So lets consider it a bonus to my full game TAS walkthrough.
Just in case, you can watch it here: https://www.youtube.com/watch?v=606kK63g7U0 [TAS] Doom 32X Resurrection - Map 18 (Slough of Despair) Nightmare 100% Walkthrough](https://i.ytimg.com/vi/lQrtGjA50-c/mqdefault.jpg)
![[TAS] Doom GBA - Episode 1 in 1:11 by Dimon12321
0:00 - Menu Staff, E1M1
0:15 - E1M2
0:28 - E1M3
0:42 - E1M4
0:55 - E1M5
1:08 - E1M6
1:16 - E1M7
1:28 - E1M8 [TAS] Doom GBA - Episode 1 in 1:11 by Dimon12321](https://i.ytimg.com/vi/lkNt2HmOcfA/mqdefault.jpg)

![[TAS] Doom: Rowdy Rudy 2 - Map 6 UV-Max in 1:18 by Dimon12321
Looks like easy times left me faster than I expected. Its the first map that I found complicated. There were 3 routes good routes to get blue and yellow keycards. I chose the most obvious route.
- Mistake #1 is shown in the room with the elevator which I used to lift up. I almost reached the door (and I had time to run back to the elevator), but didnt open it although it would stay open and I wouldnt spend time to open it from the room with the yellow card.
- Mistake #2 was a bad plan of cleaning the room with the soulsphere secret. The best option was to shoot 2 rockets in the horde guarding the switch which lifts the sphere down. I chose it and ran out of time: the outer lift around the sphere lifted back up before I could reach it. That made me run with a shotgun just to clean the way to the switch. As a result, I let the crowd spread up and was forced to spend more ammo on them.
- Mistake #3 was bad damage manipulation of plasma gun. Even though theres no more recoil animation and you can slow down a little, each projectile has completely random damage. Plasma gun is very effective in close combat, but not at a distance. I could have saved more ammo.
Got very lucky while shooting the closet with chaingunners. Each of 2 rockets had killed 3 enemies, I spent a lot of time testing, but then I switched from plain waiting to combat and baaam, the 2nd rocket did more work than I expected and all I had to do was kill the last chaingunner.
Also, I forgot to pick up the box of shells near the first Mini Mastermind in favor of time. [TAS] Doom: Rowdy Rudy 2 - Map 6 UV-Max in 1:18 by Dimon12321](https://i.ytimg.com/vi/mPWDuKBm9lk/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 7/7 (Maps 26-30)
This part completes Episode 6 (maps 26-30) with almost 100% kills and secrets.
Originally, I recorded maps 26 and 27 separately, to divide the chronometry, but when map 30 was finished, I realized there were no music in the first video, so I decided to record the whole episode walkthrough as a whole one.
Map 28 is not perfect. I have no idea which linedef I had missed to reveal the last 2 revenants.
So concerns Map 29. One of the closets remained closed.
To finish Map 30, you should kill 3 bosses. There are 4 of them in total: one at the beginning (Spider Mastermind), two more in the final room with teleports and the Icon of Sin (two Spider Masterminds) and one more in the closet outside of the map (Cyberdemon) which gets tele-fragged by one of Voodoo dolls after you activate the yellow keycard switch on the right. The left one triggers a barrel explosion reaction which reaches the Icon of Sin.
There are a lot of monsters walking around in closets, so it seems to be able to finish the map with 100% kills if, by some accident, all monsters get out of closets
Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 26
21:43 - Map 27
50:22 - Map 28
57:51 - Map 29
1:20:40 - Map 30
Source port: DSDA-Doom 0.22.5.
Judgment 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 7/7 (Maps 26-30)](https://i.ytimg.com/vi/ncYLgQRuBIo/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 6/7 (Maps 21-25, 34)
This part completes Episode 5 (maps 21-25 and the secret map 34) with 100% kills and secrets. Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 21
8:23 - Map 22
20:33 - Map 23
29:04 - Map 24
41:01 - Map 34
43:45 - Map 25
Source port: DSDA-Doom 0.22.5.
Judgment 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 6/7 (Maps 21-25, 34)](https://i.ytimg.com/vi/nkWTeCN7bD4/mqdefault.jpg)
![[TAS] Doom: Insertion - D2ALL UV-Max in 60:22 by Andy Olivera
This is a collection of individual level (IL) UV-Max TASes recorded in 2002 by Andy Olivera. Basically, it tends to be a D2ALL run, but every map is played from a pistol start.
0:00 Map 1
1:10 Map 2
4:31 Map 3
10:10 Map 4
15:20 Map 5
24:42 Map 6
29:35 Map 7
37:14 Map 8
44:42 Map 9
50:41 Map 10
1:00:30 Map 11
WAD: Insertion
Author: Andy Olivera
Sourceport: TASDOOM
Comments:
Here, once again, is a lightning fast (for these levels, anyway) collection of TAS demos. I first read about Insertion in the MM2INFO file (I think Adam and Stephen had it listed). I loved Stephens Corporate Hell, so I definitely had to check it out. It turned out to be very high quality, but it never got much notice. Hence, nobody thought to create a demo collection for it. We all know that when it comes to demos, its better late than never, so here they are... [TAS] Doom: Insertion - D2ALL UV-Max in 60:22 by Andy Olivera](https://i.ytimg.com/vi/nlWRBBbe8gM/mqdefault.jpg)
![[TAS] Feeding Frenzy - Stage 6 in 0:19.32 (RTA)
This run will not be added to the final TAS because of a desyncing savestate =( [TAS] Feeding Frenzy - Stage 6 in 0:19.32 (RTA)](https://i.ytimg.com/vi/noG-UWtHFG0/mqdefault.jpg)
![[TAS] Doom: Resonance - Map 7 NM-Speed in 0:01.49
I saw Light_Speeds speedrun of this map on dsdarchives stream and decided to refresh my XDRE skills.
The run itself is simple for a TAS. Just a 32-unit glide straight to the exit.
Nightmare difficulty was picked just to show off =)
Resonance WAD can be downloaded here: https://www.dsdarchive.com/wads/resonance [TAS] Doom: Resonance - Map 7 NM-Speed in 0:01.49](https://i.ytimg.com/vi/o-5ra7PkaKU/mqdefault.jpg)
![[TAS] Doom: CRUD - D2ALL UV-Speed in 1:33 by Dimon12321
I spotted this mini-wad when it came out in February. What caught my attention is that it was short (only 4 maps) and it was made by Moustachio who makes really relaxing and well-balanced maps.
Didnt have enough time to beat the WAD when the attention to it was at maximum. In case of hype, TASes usually come late when nobody expects it.
- Map 1:
Pretty short map. Yellow skullkey was not that trivial because any shot would wake up a demo that immediately teleports in and blocks the path to the key. Fortunately, the guard gave the way for me to run through.
Picked up a secret rocket launcher to be used for a shortcut on Map 3. If I didnt run for it and just waited for the bridge to raise up, I would have saved about 1,5 secs.
- Map 2:
It was really lucky there. There are a lot of monsters which can easily block your path. Killing a chaingunner and a spectre in a single SSG shot was complicated. What took the most time is the manipulation of my actions so arachnotrons near the yellow key didnt attack me and let run though, because it was important to have enough health for Map 3.
- Map 3:
So, I finally did that rocket jump and saved about 8 secs from the bridge thats supposed to be raised up. Wasnt that hard.
- Map 4:
Key collection was a little tiring, but the luck was still on my side and monsters didnt try hard to stop me. Even though the run was smooth on turns, I had to shoot the arch-vile behind me, so I would have enough time to run away. Arch-viles in the exit room didnt spot me on time, so I had to pick up the regular route. I dont think I would have saved any time if any of them would start performing the attack as soon as I enter the room. [TAS] Doom: CRUD - D2ALL UV-Speed in 1:33 by Dimon12321](https://i.ytimg.com/vi/oQc5ET6FGaQ/mqdefault.jpg)