Uploaded May 2020 | Updated September 2026, 1 week ago
This is a tool-assisted superplay that beats all the maps of SNES Doom on Nightmare difficulty. It's not the fastest possible, but it doesn't have any waste-of-time moments for sure. There are 3 maps where I didn't get 100% of kills or secrets by minor mistakes, but it's forgivable, I think.
Yeah, that's right! You've found a crazy man who did that! I was curious, how a TAS of such a poor version of Doom would look like, so I tried something and here we go.
------- About the game -------
The movement is so laggy I can barely go wherever I want to in that slow motion, so I set the speed to 25% to have some control.
The aiming system is decent, but you need to get used to it. After you press Fire button, the game does the damage calculations first and than begins to produce all those animations, like gun shots and monster deaths.
The random is predicatable. When no monsters are awake and they don't detect you, you will deal the same amount of damage if you shoot now or 1 second later.
The pistol is more powerful than in any other version of Doom. It's damage varies from 4 to 24. That means you can kill a zombieman with a single shot.
The shotgun is generally better than the pistol because it's reloading speed isn't that long and it's very powerful at times. The damage can be divided into 3 ranges:
- 28, 32 - some "weak" or "inaccurate" shot. I don't know how the game decides if it was inaccurate or not, since I've made a lot of shots like that, which inflicted much more damage. It's often happens when you hold the fire button and shot as soon as the reloading animation is finished.
- 64 - some kind of medium shot.
- 96, 118 - some kind of deadly shot.
Probably, the overall damage depends on the power of a single bullet and then it's multiplied by 6 or 7.
The chaingun is more powerful than the pistol. It's damage varies from 3 to 32. Highly relies on the random. Not the best choice, since manipulating damages decreases its firerate dramatically. Still, it's sometimes better than the shotgun.
The rocket launcher requires a lot of skill not to blow yourself.
And it's blast range is big too. I barely understand how the game decides which objects should be damaged with it. See my pre-final rocket shot on E1M8. I don't know how that demon died because it was as far away from the blast as me.
The chainsaw's damage is higher too, but the firerate is slower. The damage varies from 6 to 48. While testing, I got those damages: 45, 18, 24, 48, 12, 42, 15, 6.
Demons have 140 hp instead of 150, like in all other version of Doom. I think it's done to be able to kill a demon with 2 shotgun shots more often.
----------------
Don't know why, but I like Episode 2 the most of three. The plasma gun and the rocket launcher made the walkthrough more spectacular and it wasn't that long and repetitive.
I discovered the method of finding 2-byte health addresses of such strong monsters as Cacodemons, Barons of Hell and the Cyberdemon, which helped my manipulate damages and eliminate them easier. I have shown the possibility of killing a cacodemon with a single rocket and a baron of hell with only 2 rockets. Too bad, I didn't discover it while TASing E1M8.
---- Timecodes ----
0:00 - Intro
0:14 - E1M1: Hangar
1:16 E1M2: Nuclear Plant
4:20 E1M3: Toxin Refinery
8:31 E1M9: Military Base
11:12 E1M4: Command Control
13:45 E1M5: Phobos Lab
16:32 E1M7: Computer Station
19:21 E1M8: Phobos Anomaly
20:54 E2M1: Deimos Anomaly
23:03 E2M3: Refinery
26:36 E2M9: Fortress of Mystery
27:39 E2M4: Deimos Lab
32:00 E2M6: Halls of the Damned
35:58 E2M8: Tower of Babel
37:42 E3M1: Hell Keep
39:25 E3M2: Slough of Despair
42:24 E3M3: Pandemonium
45:20 E3M4: House of Pain
48:59 E3M6: Mt. Everus
51:08 E3M9: Warrens
53:39 E3M7: Limbo
56:11 E3M8: Dis
ROM: Doom (USA).sfc
ROM SHA1: 736B9B994F506DE0893CEB181F942739DA089B05
Played on Bizhawk 2.3.2 using BSNES core. No software filters were used while video recording.
Video codec: Lagarith Lossless (3,64 GBs total with the overall bitrate 7 658 kb/s).
I'm not sure if there were much sense in upscaling native SNES resolution to 4K (2880x2160, according to 4:3 aspect ration), but maybe someone will find it useful.
This is a tool-assisted superplay that beats all the maps of SNES Doom on Nightmare difficulty. It's not the fastest possible, but it doesn't have any waste-of-time moments for sure. There are 3 maps where I didn't get 100% of kills or secrets by minor mistakes, but it's forgivable, I think.
Yeah, that's right! You've found a crazy man who did that! I was curious, how a TAS of such a poor version of Doom would look like, so I tried something and here we go.
------- About the game -------
The movement is so laggy I can barely go wherever I want to in that slow motion, so I set the speed to 25% to have some control.
The aiming system is decent, but you need to get used to it. After you press Fire button, the game does the damage calculations first and than begins to produce all those animations, like gun shots and monster deaths.
The random is predicatable. When no monsters are awake and they don't detect you, you will deal the same amount of damage if you shoot now or 1 second later.
The pistol is more powerful than in any other version of Doom. It's damage varies from 4 to 24. That means you can kill a zombieman with a single shot.
The shotgun is generally better than the pistol because it's reloading speed isn't that long and it's very powerful at times. The damage can be divided into 3 ranges:
- 28, 32 - some "weak" or "inaccurate" shot. I don't know how the game decides if it was inaccurate or not, since I've made a lot of shots like that, which inflicted much more damage. It's often happens when you hold the fire button and shot as soon as the reloading animation is finished.
- 64 - some kind of medium shot.
- 96, 118 - some kind of deadly shot.
Probably, the overall damage depends on the power of a single bullet and then it's multiplied by 6 or 7.
The chaingun is more powerful than the pistol. It's damage varies from 3 to 32. Highly relies on the random. Not the best choice, since manipulating damages decreases its firerate dramatically. Still, it's sometimes better than the shotgun.
The rocket launcher requires a lot of skill not to blow yourself.
And it's blast range is big too. I barely understand how the game decides which objects should be damaged with it. See my pre-final rocket shot on E1M8. I don't know how that demon died because it was as far away from the blast as me.
The chainsaw's damage is higher too, but the firerate is slower. The damage varies from 6 to 48. While testing, I got those damages: 45, 18, 24, 48, 12, 42, 15, 6.
Demons have 140 hp instead of 150, like in all other version of Doom. I think it's done to be able to kill a demon with 2 shotgun shots more often.
----------------
Don't know why, but I like Episode 2 the most of three. The plasma gun and the rocket launcher made the walkthrough more spectacular and it wasn't that long and repetitive.
I discovered the method of finding 2-byte health addresses of such strong monsters as Cacodemons, Barons of Hell and the Cyberdemon, which helped my manipulate damages and eliminate them easier. I have shown the possibility of killing a cacodemon with a single rocket and a baron of hell with only 2 rockets. Too bad, I didn't discover it while TASing E1M8.
---- Timecodes ----
0:00 - Intro
0:14 - E1M1: Hangar
1:16 E1M2: Nuclear Plant
4:20 E1M3: Toxin Refinery
8:31 E1M9: Military Base
11:12 E1M4: Command Control
13:45 E1M5: Phobos Lab
16:32 E1M7: Computer Station
19:21 E1M8: Phobos Anomaly
20:54 E2M1: Deimos Anomaly
23:03 E2M3: Refinery
26:36 E2M9: Fortress of Mystery
27:39 E2M4: Deimos Lab
32:00 E2M6: Halls of the Damned
35:58 E2M8: Tower of Babel
37:42 E3M1: Hell Keep
39:25 E3M2: Slough of Despair
42:24 E3M3: Pandemonium
45:20 E3M4: House of Pain
48:59 E3M6: Mt. Everus
51:08 E3M9: Warrens
53:39 E3M7: Limbo
56:11 E3M8: Dis
ROM: Doom (USA).sfc
ROM SHA1: 736B9B994F506DE0893CEB181F942739DA089B05
Played on Bizhawk 2.3.2 using BSNES core. No software filters were used while video recording.
Video codec: Lagarith Lossless (3,64 GBs total with the overall bitrate 7 658 kb/s).
I'm not sure if there were much sense in upscaling native SNES resolution to 4K (2880x2160, according to 4:3 aspect ration), but maybe someone will find it useful.
![[TAS] Doom: Jumpwad - Map 1 UV-Max in 1:40
Here we have a Doom wad, which takes movement and platforming to the next level. There is no fighting involved whatsoever. The only weapon you have is Arch-Viles jump trigger.
You collect two types of crystal items. Each type counts towards kills or items. UV-Max category here assumes collecting both types of crystals.
The platforming reveals its main flaw: when you jump and bump against the wall and there is more than 24 units height difference, you lose momentum, fly up parallel to the platform and fall down with a frowning face. It would be great if your momentum was preserved while flying up, like in most platforming games.
Also, there is no inertia for Z-axis. Regardless of how fast you fall down, any action that kicks you up (aka. jumping) resets the speed, and no subtraction happens. For this reason, you can fly a little further, if you jump while being in the air for a moment, in contrast to jumping from the platforms edge.
Map 1 route looks kinda linear though there is a pair of spots of varieties where shall you go first. Nothing much to say. [TAS] Doom: Jumpwad - Map 1 UV-Max in 1:40](https://i.ytimg.com/vi/xaZpk2sB36Q/mqdefault.jpg)
![[TAS] Doom: Rowdy Rudy 2 - Map 1 UV-Max in 1:02 by Dimon12321
Yet another time when I take a completely new WAD with regard to a couple of other WADs that I planned to TAS from start to finish and eventually dropped. Who knows how the history will end this time! Apart from any other WADs, I participated in its development as a playtester.
Despite the fact I completed it 3 times, Im not sick of it for some reason. I didnt drop it like I usually do after playing for a couple of hours. I hope my inspiration will stay constant and I finish that beast in several months, depending on my free time. If this happens, it will be the biggest WAD that Ive ever TASed.
Not to mention, its the greatest partial conversation of Vanilla Doom in existence. I can think of Struggle: Antaresian Legacy as a strong competitor, but its a limit-removing WAD.
Map 1: Storming the Bayside Base
Like all other Maps 1, this one wasnt that trivial. Even though this TAS was made frame-by-frame, its a little slow because I tried to show as less sharp turns as possible. Thats why two imps (things 79, 80) were left for later.
Also I took a megaarmor to keep my health up on Maps 2 and 3. Thats why this TAS takes longer than 1 minute. I wish I could have more shotgun shells which would simplify weapon choice. Thank God Aurelius implemented quick weapon switching, so the player could spend less time on weapon switching.
Otherwise, Im pretty satisfied with the run.
Berserk is really strong here. Each punch has 2 damaging tics, similar to the spear in Rowdy Rudys Revenge. Im wondering if Ill manage to punch a cyberdemon with my fists. Lets see =)
Shotguns damage per minute is high. I think Ill be using it very often through my walkthrough.
Download Rowdy Rudy 2 WAD from here: https://www.doomworld.com/forum/topic/116601-rowdy-rudy-ii-powertrip-final-version-released-now-on-idgames/ [TAS] Doom: Rowdy Rudy 2 - Map 1 UV-Max in 1:02 by Dimon12321](https://i.ytimg.com/vi/xz2UeJrQsX8/mqdefault.jpg)

![[TAS] Doom: BTSX Episode 1 - Maps 1-8 in 4:50
Heres a glimpse at what Im working on now: BTSX Episode 1 - D2All UV-Speed. First 8 maps are done in 4:50 (vs 6:10 in my old run). Im keen-deep in the work, so I might not release any videos in the nearest 2-3 months. Right now Ive lost interest in continuing this run, but I hope it will eventually come back to me.
I was thinking hard whether to take the BFG on Map 3. Under perfect conditions it will take roughly 10 secs (3 slugglish linedefs Flower lower to the lowest floor + some monster movement manupulations), which doesnt worth the investment, though it can make some pain in the butt messing around with RNG trying to make monsters not block my path.
Theres an improvement point on Map 4. I could use an AVJ to get the yellow key. I tried a couple of attempts, but because I was one-shot-dead after it, monsters used that opportunity at maximum because there was enough hit-scanners around me. Looks like I wasnt in a good mood that day as I continued with a regular route.
The final estimated time is about 23 minutes. A major improvement is the void glide on Map 24 which saves 6 minutes. If you know any other cool time savers that my old TAS doesnt utilise, please let me know! [TAS] Doom: BTSX Episode 1 - Maps 1-8 in 4:50](https://i.ytimg.com/vi/yQ6YaLnweYE/mqdefault.jpg)
![[TAS] Doom: Rowdy Rudy 2 - Map 3 UV-Max - Walkcam Showcase
Showing some action from the side which you havent seen in the main video. Since -viddump recording is kinda slow, I managed to walk through all interesting moments.
Main video: https://www.youtube.com/watch?v=tBuIb17lfX8 [TAS] Doom: Rowdy Rudy 2 - Map 3 UV-Max - Walkcam Showcase](https://i.ytimg.com/vi/yZN_VIcWPhE/mqdefault.jpg)

