Uploaded November 2020 | Updated September 2026, 1 week ago
This is a tool-assisted speedrun that completes HacX on Ultra-Violence (I am Immortal) quickly.
I tried to make the TAS smooth. Therefore, the run isn't superfast.
Originally I planned to make a hybrid UV-Speed TAS using both slow motion and XDRE, depending on my mood of a day. That's how I made maps 1-9.
Then my bachelor stuff forced me to stop TASing HacX and, to tell you the truth, I didn't feel like continuing my work after I had done with the university and wanted to submit it as it is.
Eventually, I held my breath and reflected upon everything around me. I made a lot of unfinished Doom TASes, but the live goes on and more other stuff has to be dealt with, so I decided to finish something and my choice fell back on HacX.
I was experienced in TASing then I used to be, so maps 10-20 were done in XDRE 2.20, excepting non time-based events, like waiting for the lift.
This TAS is much better than BTSX E1 newbie TAS which I debuted with in 2019, but there are still plenty of things to improve.
Download the TAS replay file and my full comments from here:
dsdarchive.com/files/demos/hacx12/50364/hacx12allx2012.zip
--------- Possible improvements -----------
- Map 12: at the beginning, perform a switch press (linedef 2900) from below, just after you call the first platform (sector 44) to lift down.
You will save 15 secs!
I discovered that by the end of the TAS, thanks to 4shockblast's speedrun. However, I suspected the posibility of this press, but my... inefficient tests didn't give any results, so I picked a regular route. Would be cool if someone could edit my TAS and resync maps 12-14.
- Map 13: take the cell pack (thing 177) for more BFG usage on maps 14 and 15. You won't win much time (maybe, a 2-3 secs), but it's still a thing.
Unfortunately, I'm sick of HacX and I don't think I will ever revisit it again for TASing. And I highly doubt someone will ever make an improved D2ALL TAS of this crappy TC!
Recorded with PrBoom+ 2.5.1.7 in 1080p at a high bitrate (90 MB/s).
Upscaled to 4K using VirtualDub at a bitrate of 250 MB/s.
0:00 Map 1 - GenEmp Corp
1:05 Map 2 - Tunnel Town
2:00 Map 3 - Lava Annex
3:38 Map 4 - Alcatraz
5:12 Map 5 - Cyber Circus
5:33 Map 6 - Digi-Ota
6:49 Map 7 - The Great Wall
7:54 Map 8 - Garden of Delight
10:16 Map 9 - Hidden Fortress
10:38 Map 10 - Anarchist Dream
12:44 Map 11 - Notus Us!
13:41 Map 12 - Gothik Gauntlet
14:45 Map 13 - The Sewers
15:20 Map 14 - Trode Wars
16:26 Map 15 - Twilight of EnKs
17:18 Map 31 - Dessicant Room
17:35 Map 17 - River of Blood
18:11 Map 18 - Bizarro
18:28 Map 19 - The War Rooms
19:11 Map 20 - Intruder Alert!
21:34 Ending (Victory)
This is a tool-assisted speedrun that completes HacX on Ultra-Violence (I am Immortal) quickly.
I tried to make the TAS smooth. Therefore, the run isn't superfast.
Originally I planned to make a hybrid UV-Speed TAS using both slow motion and XDRE, depending on my mood of a day. That's how I made maps 1-9.
Then my bachelor stuff forced me to stop TASing HacX and, to tell you the truth, I didn't feel like continuing my work after I had done with the university and wanted to submit it as it is.
Eventually, I held my breath and reflected upon everything around me. I made a lot of unfinished Doom TASes, but the live goes on and more other stuff has to be dealt with, so I decided to finish something and my choice fell back on HacX.
I was experienced in TASing then I used to be, so maps 10-20 were done in XDRE 2.20, excepting non time-based events, like waiting for the lift.
This TAS is much better than BTSX E1 newbie TAS which I debuted with in 2019, but there are still plenty of things to improve.
Download the TAS replay file and my full comments from here:
dsdarchive.com/files/demos/hacx12/50364/hacx12allx2012.zip
--------- Possible improvements -----------
- Map 12: at the beginning, perform a switch press (linedef 2900) from below, just after you call the first platform (sector 44) to lift down.
You will save 15 secs!
I discovered that by the end of the TAS, thanks to 4shockblast's speedrun. However, I suspected the posibility of this press, but my... inefficient tests didn't give any results, so I picked a regular route. Would be cool if someone could edit my TAS and resync maps 12-14.
- Map 13: take the cell pack (thing 177) for more BFG usage on maps 14 and 15. You won't win much time (maybe, a 2-3 secs), but it's still a thing.
Unfortunately, I'm sick of HacX and I don't think I will ever revisit it again for TASing. And I highly doubt someone will ever make an improved D2ALL TAS of this crappy TC!
Recorded with PrBoom+ 2.5.1.7 in 1080p at a high bitrate (90 MB/s).
Upscaled to 4K using VirtualDub at a bitrate of 250 MB/s.
0:00 Map 1 - GenEmp Corp
1:05 Map 2 - Tunnel Town
2:00 Map 3 - Lava Annex
3:38 Map 4 - Alcatraz
5:12 Map 5 - Cyber Circus
5:33 Map 6 - Digi-Ota
6:49 Map 7 - The Great Wall
7:54 Map 8 - Garden of Delight
10:16 Map 9 - Hidden Fortress
10:38 Map 10 - Anarchist Dream
12:44 Map 11 - Notus Us!
13:41 Map 12 - Gothik Gauntlet
14:45 Map 13 - The Sewers
15:20 Map 14 - Trode Wars
16:26 Map 15 - Twilight of EnKs
17:18 Map 31 - Dessicant Room
17:35 Map 17 - River of Blood
18:11 Map 18 - Bizarro
18:28 Map 19 - The War Rooms
19:11 Map 20 - Intruder Alert!
21:34 Ending (Victory)
![[TAS] Bram Stokers Dracula (Sega CD) - Level 2 Main Route
This is a TAS fragment which passes the main route of Level 2 for demonstration.
In the second room, if you dont kill the final spider coming down to from the ceiling, you will not transit to the secret door to your left and, instead, will go forward like usual. This will take you to the Cursed Library, and then to the room with candles and the dragon mini-boss.
Even though this route is faster than the alternative route by 324 frames (by in-game time), it shows a scene from the movie which lasts for at least 1537 frames. It makes this route quite slow. [TAS] Bram Stokers Dracula (Sega CD) - Level 2 Main Route](https://i.ytimg.com/vi/pdGa1XZmPH4/mqdefault.jpg)
![[TAS] Doom: H2H-Xmas - Map 16 UV-Max in 0:35 by Dimon12321
This tool-assisted demo was made in scope of personal event where people nominate Winter maps for UV-Max TASes dedicated to Christmas. Nothing interesting, but heres the link: https://www.doomworld.com/forum/topic/131744-nominate-a-wad-il-for-a-special-uv-max-tas-dedicated-to-christmas-wip-till-dec-25/
H2H-XMAS Map 16 was the 1st place by user reactions, nominated by 4shockblast.
Its a small map with a time-saving trick at the beginning. Just before teleporting in, you cross a linedef which closes all doors in the warehouse. TAS skips this linedef which lets me take a faster route.
The main difficulty was ammo management. Obviously, theres not enough ammo for Plasma Gun (PG) and Rocket Launcher (RL) to kill all the monsters, so I tried my best to kill most of the weak monsters with the chaingun on my way to one of two PGs.
When youre wielding a PG, youre free to forget about perfection, even if youre building the demo frame-by-frame. I had to spend 1 rocket on a crowd (a chaingunner and 2 demons). Im surprised I managed to collect one.
When I teleport on top of the block with a red key, there was a good opportunity to shoot a rocket at the pillar and kill shotgunners walking around it, but I had to scrap it in favour of the crowd mentioned above. Yeah, its sad you cant collect two crowds in a row unless you spend quite a lot of time on RNG manipulations to make those bastards walk the way you want.
At the end, when there were 2 pain elementals and a shotgunner left, I had to skip the shotgunner to have enough PG ammo for the last elemental. Its good that when you run out of ammo, you dont have that stupid recoil animation.
I think, the run turned out to be pretty decent. I dont know how it would be improved if I had the SSG placed somewhere on the way. Besides, monster infighting doesnt help much because the map is too small. [TAS] Doom: H2H-Xmas - Map 16 UV-Max in 0:35 by Dimon12321](https://i.ytimg.com/vi/qU1nUE3I7yk/mqdefault.jpg)

![[TAS] Doom: Bourgeois Megawad - Map 30 UV-Speed in 0:18.74
Cool stuff. Then it was Map 1 and now its time for Map 30 =)
I was curious if there are some difficult maps in this WAD. It takes about ~20 secs to beat early maps and the later ones - wow, more than 1 munite. So I took a look at one of those. It appeared to be another map which I decided to TAS because of a 32-unit glide between pillars at the end.
I had to pick up a shotgun along with the plasma rifle to save my state of attack during the breakthrough, since there plenty of shotgunners and chaingunners which drop their weapons and players have no choice but to switch to them.
Was lucky to catch a hell knight walking around the teleport destination spot. I blasted a rocket at him and saved about 0.5 sec by unfreezing myself quicker.
Thats all. Until next time, folks! [TAS] Doom: Bourgeois Megawad - Map 30 UV-Speed in 0:18.74](https://i.ytimg.com/vi/riGROZxzEaY/mqdefault.jpg)
![[TAS] Feeding Frenzy - Stage 6 in 0:20 (RTA)
A downgrade from my previous attempt because of a desync nobody feels like investigating. Im not as enthusiastic to beating this game as I was before, but well see how it progresses. [TAS] Feeding Frenzy - Stage 6 in 0:20 (RTA)](https://i.ytimg.com/vi/sMTIQJKK9Yk/mqdefault.jpg)
![[TAS] Forgotten Warrior J2ME in 04:03.93 (game footage only)
Details: https://tasvideos.org/10503S
The original video shows the whole process starting from Windows 98 boot. This video is cropped to the screen size of FreeJ2ME-Plus and cut to show the TAS only.
RTA timing: 03:48.56 (13714 frames counting from the frame why FreeJ2ME-Plus window started showing up).
Upscaled to 1080p using nearest neighbour (lanczos) filter. [TAS] Forgotten Warrior J2ME in 04:03.93 (game footage only)](https://i.ytimg.com/vi/sey6kgBv64g/mqdefault.jpg)
![[TAS] Doom E1M9 - UV-Speed in 0:23.57 by Dimon12321
I was surprised no-one has made a decent solo TAS of Military Base so far, so I decided to make one.
First room with the yellow card and I face an unluck already: everyone is approaching me. I decided to pick the left side to prevent myself from dodging an imp, BUT I had to dodge 2 zombies then. Fortunately, I obtained a shotgun as planned.
In the room with a red card, I found nothing better than shooting a barrel, but monsters still cross my route trajectory, so I had to do another dodge.
Got bad RNG in the red room. 2 shotgunners would shoot me. By killing one of them, I manipulated the other one to stay calm. Running through the horde of demons can be improved for sure.
The blue room seem to be the only place where I got no problems. Feeewfff...
Overall time: 23.57 secs. 6 seconds slower comparing to Loopers Coop TAS
Map: E1M9 (Military Base).
Source ports: PrBoom+ 2.5.1.4 and XDRE 2.20 [TAS] Doom E1M9 - UV-Speed in 0:23.57 by Dimon12321](https://i.ytimg.com/vi/siH6lGqzGDk/mqdefault.jpg)
![[TAS] Doom: Rowdy Rudy 2 - Map 3 UV-Max in 1:39 by Dimon12321
I have been being busy with other things since the beginning of December, so Im really surprised I managed to make another map.
What I like about this map is the speedrun route is straightforward and its easy to predict monsters routes. Also, the backtracking was great. I lost no time on it.
Whats more interesting, now I possess both the rocket launcher and the plasma gun. The first one needs no introduction. I made a mistake by not collecting some rockets on the way. The second one doesnt let me deal high damages that easily because of dynamic random, but at least I can consume less ammo since it has no recoil animation now.
I have something to say about Berserk as well. Obviously, Doomkid used the spear DeHacked combat from Rowdy Rudys Revenge as a base for improved fists, so the player has 2 damaging tics per each fist swing which results in dealing up to 400 damage. Hence, you have a small chance of kiiling a cacodemon with just ONE punch. Map 1 doesnt show it that vividly, but on Map 3, by observing me killing an Arch-Vile with 2 punches, you might guess there was something special.
Aurelius mentioned that berserk was owerpowered, but after that everyone kept silent about it.
Despite the fact, its a really good weapon, it provokes players to do reckless actions. Monsters are more dangerous than in original Doom and rushing a room with bare fists usually results in losing much health.
Lets see how long will it take to make Map 4. [TAS] Doom: Rowdy Rudy 2 - Map 3 UV-Max in 1:39 by Dimon12321](https://i.ytimg.com/vi/tBuIb17lfX8/mqdefault.jpg)

![[TAS] Doom: Eternal III - Map 29 UV-Max in 9:58 by vdgg
I have more or less the same opinion of the level as Andy had in his Visions Of Doom site. It is clearly a Couleur creation, but it repeats motifs seen before. The yellow key area is a bit like the final area from MAP22 (The Seeker), but much smaller. The level is big, of course, with 4 keys this time, and it takes time to complete it: UV Max record is one of the longest Eternal demos as Im writing this, surpassed only by gigantic MAP24 and monster-heavy MAP26.
I find monster placemen mostly clever, but sometimes stupid: take a look at thing #136 in DoomBuilder if you have time.
As for the blue key section (behind the RK door), I decided to go for the berserk first as in TAS it is the fastest weapon after the rocket launcher (and BFG and plasma, but there is barely any plasma ammo in this level. This route had an adverse effect also (I think) in the soulsphere secret, I will mention this later. It wasnt difficult to invent and to implement revenants vs. arachnotrons infighting, but I didnt expect a caco would join the battle and die caught in the crossfire. Awesome! Watch it with camera mode if you want. I liked rocket punch punch rocket method of killing the caco-revenant duo near the eye switch. When killing the arch-vile, I took advantage of the chaingunners placement. After clearing the area I went to the soulsphere secret.
Now I shot just one rocket at the cacos behind the fence and ran like hell to the box of rockets to prevent revenant from returning to his tunnel (in other words, provoking a different behaviour). Luckily the revenant started fighting a caco, so I ran back to the cacos behind the fence and the arachnotron. I quickly left entering the fortress again. The arachnotron moved in such a way that it was impossible to deliver a second rocket, rockets didnt reach it. When inside, I killed a sergeant and a caco and was building these two kills 4 times. 3 times the aforementioned revenant won against the caco (a result I didnt like at all), then finally I killed the sergeant, open the door, killed two imps, killed the caco and thanks to this artificial RNG manipulation, the caco won over the revenant by a wide margin (about 150 HP left). Go figure.
At first I just ran to the door, opened it, and I noticed my health being brought down. OK, a chaingunner started firing, I may as well get rid of him now, I have to wait for the door anyway. For some reason I chose the chaingun, killed the HWD and continued building until the next revenant. Then I had a break, I said to myself why the chaingun when you can be faster with the SSG?. It was true, the killing with the chaigun, while fast, lasted longer than the door opening, a direct SSG shot made possible starting running earlier. Now I was building happily for quite a while, making a full circle, up to the soulsphere, killing 17 monsters on my way. Then I stopped again, watched the demo a few times, watched the automap with IDDT x 2 and... I realized the monsters started teleporting in already! I thought I didnt have to worry about them until the red skull, but I was wrong, only 3 arch-viles teleport in at this moment, the rest starts earlier. Now, what about the SSG pit TimeOfDeath was warning me about and I was fearing about? Why, of course. An imp is down there! I just sighed.
OK, first things first, can I *not* delete what I just built and kill the imp? I thought. Yes, it turned out, as firing a rocket against one of the pillars should do the trick. This is not something you would do in a normal run, youd probably need about 8 rockets, as you wouldnt know the exact location of the imp. OK, so it can be done. Another question: do I *want* my demo like that? Visiting that location again, maybe even saving a precious rocket for one stupid imp? No, thanks, Ive already had this in the MAP27 demo. But realizing that, in case of a failure, I could kill the imp made me calm. I realized it chose the wrong teleporting branch when I was SSGing the chaingunner and rushing through the YK door.
What if I had chosen the chaigun, as before? Voila, the imp goes to the correct teleporter! So I had to rebuild quite a long sequence, but also an easy one, and of course it is faster now, because every long section built one more time tends to be faster, as you have par times you can compete against.
The rest was just about registering the remaining secrets and killing the remaining monsters...
Some of the were quite nasty, it is rare the teleporting pain elemental goes where it went, that BFG shot could have been spent on other monsters had the pain elemental gone in a better place. On the whole, I think it is a great run given the circumstances, it was very tricky indeed.
Demo and full comments are here:
http://doomedsda.us/lmps/527/1/et29x958.zip [TAS] Doom: Eternal III - Map 29 UV-Max in 9:58 by vdgg](https://i.ytimg.com/vi/tT4AklLovi0/mqdefault.jpg)
![[TAS] Resident Evil: Mercenaries 3D - Mission 1-3, 2-3 (test)
This is my first experience in making Nintendo 3DS TASes. Ive never owned the actual console, so I moved straight to what has caught my attention: Resident Evil: The Mercenaries 3D. Even though it doesnt have any story mode, there are several goals for the game.
The easiest one is to finish all regular missions with any grade. What a surprise, a speedrun does it in 45 minutes. All RE:M 3D speedruns are done with all characters and skills unlocked, but TAS still can beat almost all missions faster.
It was a big challenge for me to make this video. Citra has all necessary TAS tools, but its not comfortable enough for me. I spent twice as much time than I had spent on making Resident Evil 4 TAS in Dolphin of a similar movie duration.
I got only one desync so far, but I think that was an accident. Maybe I will have a savestate problem in the future, like I had in Dolphin, but I hope savestate implementation is of high quality. Like, its 2022, memory is not a problem. Id rather save everything, then not save something necessary and have desyncs because of it.
So, its a test run. Mission 1-3 is optimized because its almost trivial, but mission 2-3 can be improved. I didnt test it with Hunk. Also, there are 2 spawn points on that map.
Some time can be saved on mission result screens. [TAS] Resident Evil: Mercenaries 3D - Mission 1-3, 2-3 (test)](https://i.ytimg.com/vi/taK0G9co9n0/mqdefault.jpg)