Uploaded May 2026 | Updated September 2026, 2 days ago
Version: 5.7
Stage 3 was the first one made in BizHawk 2.11.1, thanks to the improved input management. Unfortunately, I couldn't reproduce the RNG I had before. This stage can be done 1 sec faster.
Version: 5.7
Stage 3 was the first one made in BizHawk 2.11.1, thanks to the improved input management. Unfortunately, I couldn't reproduce the RNG I had before. This stage can be done 1 sec faster.
![[TAS] Doom: Sunlust - Maps 1-10 (+ Bonus) UV-Speed in 8:51 by SuperWeaponDude
THIS IS A TOOLS-ASSISTED DEMO
Filename: sle1x344.lmp
Iwad: doom2.wad
Pwad: sunlust.wad
Pwad name: Sunlust (By Ribbiks and dannebubinga)
Category: UV Speed (TAS)
Maps: 1 - 10 (Episode 1)
Time: 03:44
Author: SuperWeaponDude (SWDude@doomworld)
Exe: xdre2.20
Level Timings:
MAP01 - 0:17.97 (0:20)
MAP02 - 0:13.97
MAP03 - 0:15.97
MAP04 - 0:38.57
MAP05 - 0:04.86
MAP06 - 0:26.66
MAP07 - 0:33.97
MAP08 - 0:17.17
MAP09 - 0:42.17
MAP10 - 0:19.86
Total - 3:44
Comments:
sl15x851.lmp
I had started this run a couple of years back mostly inspired to beat azuruishs d2all run which had a lot of space for improvement. I did upto 15 maps which already beat their time over 2 mins. I felt that the later maps were a bit too long for building with xdre and will have to be done by hand. I also did not like mixing hand made and built runs together as it in itself will show a gap in quality. Consistency is key. I personally liked map 12 in this run as it features a cool looking RJ+AVJ.
sle1x344.lmp
I restarted the run to make it fully built and decided to do only e1 for the reasons mentioned above. Had to make some route changes and a bit better building which saved 15 seconds. Still improvable by few seconds, under 3:40 looks feasible with careful building.
Map 1: Already posted this as a IL run. Nothing much happening here.
Map 2: Getting 13 is really hard. I will be surprised if 12 is made.
Map 3: Again, 15 was a bit difficult and everything relies on how fast AV decides to attack.
Map 4: This is one of the maps which can be improved slightly. I had pretty bad RNG here. Could be 36s if done right.
Map 5: Thankfully I decided to check up on DSDA before doing this. Would have been 5s otherwise.
Map 6: Straightforward run.
Map 7: Improvable by a couple of seconds atleast. The muddy area with mancs dont play well with xdre. You often end up with sync issues.
Map 8: Im not sure of the possibility of 16 here. Though I may be missing something...
Map 9: Pushing through the crowd at the end was not enjoyable at all... Although it could have been better.
Map 10: Same route as IL pacifist by 4shock with minor improvisations. I like this map very much, cool design. Same can be said of map 8.
P.S: I recommend Smooth demo playback for watching. I focus on time over smoothness in my demos. [TAS] Doom: Sunlust - Maps 1-10 (+ Bonus) UV-Speed in 8:51 by SuperWeaponDude](https://i.ytimg.com/vi/P_oUpua-HTY/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 1/7 (Maps 1-6)
This video completes Episode 1 (Maps 1-6) with 100% kills and secrets. Fail moments where I die or mess around were replayed.
Timecodes
0:00 - Map 1
3:32 - Map 2
14:27 - Map 3
23:05 - Map 4
32:04 - Map 5
41:40 - Map 6
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 1/7 (Maps 1-6)](https://i.ytimg.com/vi/PpTYmBcgkB8/mqdefault.jpg)


![[TAS] Doom: Eternal III - Map 2 UV-Max in 3:44 by Dimon12321
This is a tool-assisted speedrun that devestates Map 2 as fast as possible. It was made frame-by-frame in XDRE 2, and less than 5 seconds were made in PrBoom+ (only last two Barons of Hell).
Comments
Im very proud of my work because I spent a week on making it. It was made on my sluggish laptop that couldnt play PrBoom+ with a decent framerate, so XDRE 2 was my only option.
The map itself is simple and has linear route without any major branches. Too bad it doesnt provide a Chaingun and/or a Rocket Launcher, making some sections pretty slow as I had to do everything with super shotgun (SSG).
After grabbing the blue keycard, I let a Hell Knight hurt an imp spinning at the edge of visible stairts. I hoped he would tear the Knight a little, but it was useless at all. Also, I skipped a zombieman nearby and forgot about him.
The first part of the underground section, where I had to kill all monsters around the red keycard, was slow in my opinion. I didnt manage to provoke a decent infight. Cacodemons could kill more monsters.
I tried different strategies and remade more than 15 secs again and I had saved 0,5 secs after all that trouble. Im still not satisfied with it, but here I can claim I couldnt do better.
The warehouse with the lowering boxes in the upper-left hand corner was done perfect. I could have activated those boxes 10 tics faster, but then I would fail killing all the monsters without major time lose because they would spread up, so I kept the first attempt where I kill all the monsters in just 3 SSG blasts.
When I got to the southern pit section, Lady Lake had smiled to me and I got 4 monsters infighting. The Cacodemons from the northern pit flew over the bridge and joint the crowd down here. All monsters died quickly, but it need some refinement: to make a revenant fight someone else.
Two further sections are self-explanatory.
The most northern room, that has 2 chambers with Hell Knights, needs some improvement. Both Hell Knights, that doesnt have teleporting linedefs in front of them, didnt go towards exits and stayed inside walking around. I had to wait for them to approach me before running away.
The rest of the run is self-explanatory. Also I had to remade a section with Cacodemos and Hell knights walking on an invisible floor because of some fails and bad RNG.
Overall time: 3:44 (224.86)
WAD: Eternal III
Filename: ETERNALL.wad
Tags: UV-Max, TAS
Walkthrough: Map 2 - Tower of Hell
Source port: XDRE 2.20 (PrBoom+ 2.5.1.4)
Playback command: D:prboom-plus-2.5.1.4glboom-plus.exe -iwad tnt.wad -complevel 4 -file ETERNALL.wad -playdemo et02x344.lmp
Author: Dmitry Dimon12321 Moskovchenko
Email: d.moskovchenko@gmail.com
YT channel: https://www.youtube.com/user/Dimon12321/videos [TAS] Doom: Eternal III - Map 2 UV-Max in 3:44 by Dimon12321](https://i.ytimg.com/vi/Rh6ydOqQRLY/mqdefault.jpg)

![[TAS] GTA: San Andreas PS2 - $999999999 in 17:38
This is a tool-assisted speedrun. All the details explained here: https://toolassisted.run/runs/M100066/
Emulator used: Chimera nightly-2026-09-08
Core: PCSX2
Render: Software (Native)
Video encoding command: -vf scale=3086:2160:flags=lanczos -crf 16 -pix_fmt yuv420p -b:a 384k -f mp4
0:00 Game Intros
1:20 Actual start
1:58 Bet 1
2:27 Bet 2
2:58 Bet 3
3:35 Bet 4
5:10 Bet 5
6:47 Bet 6
8:22 Bet 7
9:59 Bet 8
11:34 Bet 9
13:11 Bet 10
14:46 Bet 11
16:23 Bet 12
17:09 Bet 13
17:37 Stats and cash review [TAS] GTA: San Andreas PS2 - $999999999 in 17:38](https://i.ytimg.com/vi/SScSpgFse2s/mqdefault.jpg)

![[TAS] TMNT 2003 GC - Stage 2: Donatello New Game
This is a tool-assisted speedrun. Playlist with all stages: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
Area 1 - 1:09
This stage involves exclusive enemies: nanobots.
Blue nanobots have 30 hp, like Foot Ninjas, and they often attack, even if the player is far away. Luck manipulation works worse comparing to making ninjas not do backflips, but still it wasnt an issue.
From now on, regular white purple dragons are replaced with yellow ones. They are described above. They have 24 hp and take more time to spawn in. It took a lot of time for me to manipulate squads to have mainly green dragons, so I could kill them in 1 strong attack. The spawn randomizer is also described above.
Green mousers is another innovation. They also have 24 hp, which made me change my tactic to fight them.
The area is not optimized well. These loading sequences are inevitable on GameCube port. Here, they happened during the first Nano Robot boss fight. It has 140 hp. The barrel explosion is used for creativity. It doesnt save time because Nano has to finish his animations before breaking down.
Area 2 - 1:38
Subway and beyond areas involve big squads of green mousers. Since they cannot be destroyed in a single strong attack, I had to use a slower A-B combo to drain hp of all front mousers while not moving very match to retain their spinning trajectories, so the whole crowd would be destroyed.
The spinning combo ending also came in handy to destroy single enemies quickly, if I had enough time to perform it. This includes single mousers and blue nanobots inside mouser squads because it takes some time for destroyed nanobots to explode.
I had to spend the electric shurikens provided here, because Area 4 provides two pick-ups at the beginning, and you cant carry more than 2 sets of electric shurikens.
I got bad luck in the end regarding yellow punks. Maybe there was a way to avoid them, but I didnt manage to pull it off.
Area 3 - 0:35
I had to begin the area with some delay to manipulate the spawn of 5 green dragons. That saved a lot of time. Unfortunately, all other spawns were not that lucky, but I managed to pick optimal placements for yellow dragons, so it would be enough to do A, dash, B thing to kill a crowd.
Area 4 - 1:11
A new guest here: yellow nanobots. They have 48 hp.
I acquire 20 electric shurikens at the beginning. I spent some time researching and decided to spend 4 shurikens on two most time-consuming yellow nanobots because the time saves I got override possible time save in boss battles in Area 5. Most time was save from a singleton nanobot.
The spawn of 5 green dragons after the first squad of yellow nanobots was very lucky.
TODO: insert green mouser battle tactic.
Area 5 - 1:52
The first boss battle was completed with shurikens. Nano has 240 hp and its placed far away from me. If you attack it outside the screen, it wont wake up and play its running away sequence at the end of the fight.
Some time can be saved if there were only green dragons in squads, but not much time was lost.
After the big lava pool, near the squashing mechanisms, there are 3 barrels which would theoretically save time in destroying 6 yellow nanobots, but the pipes around them have wierd hitboxes and the barrels cannot be thrown anywhere. Its a trap for the player.
It might be possible to catch a right sequence for the squashing mechanisms and dash through them without losing time, but its complicated task for me to figure out their nature. Nevertheless, I passed the last squasher as soon as its enough open for me to dash through.
The second boss fight was formed around Nano boxing animation because its the fastest one.
With minor time loses and manipulations, its possible to destroy it with 10 shurikens with no boss animation played, but as I said earlier, I saved more time of destroying time-consuming yellow nanobots and 6 shurikens with melee attacks were just enough to drain all its health near the end of its animation.
Area 6 - 0:25
Oh boy, you havent learned anything!
Nano Ver.3 has its own table of damages.
TODO: insert damages and shurikens disadvantage
By math calculations, Donatello can destroy it in 6 full jump attacks which deal 4 hits each.
Its difficult to manipulate Nanos actions. The main priority was to prevent it from exploding because you must keep the distance for a while. Its invulnerable when it performs an attack, and it can do it as soon as its previous animation is over to become invulnerable once again.
The luck manipulation was not on my side again. I managed to get 3 hits from one of the jumps and had to jump at the ground to add up 1 more hit. Lets consider it 6,5 jumps.
0:00 Stage 2
0:27 Stage 2 Area 1 (1;09)
1:54 Stage 2 Area 2 (1;38)
3:47 Stage 2 Area 3 (0;35)
4:37 Stage 2 Area 4 (1;11)
6:10 Stage 2 Area 5 (1;52)
8:18 Stage 2 Area 6 (0;25) [TAS] TMNT 2003 GC - Stage 2: Donatello New Game](https://i.ytimg.com/vi/UIfkZ8_c8f8/mqdefault.jpg)
![[TAS] Doom GBA - E1M1 in 0:09 (+ Dead Man Walking glitch)
This TAS beats E1M1 quickly and performs newly discovered Dead Man Walking (Zombie, Ghost-zombie) glitch that lets you beat further maps much faster by walking through the walls.
8 secs is possible if we take an IL run, but I had to wait for some time to finish the level at the same frame as I die to make it work.
Barrels have just 10 HP in this port, so you can destroy one in one shot. Pistol damage here is dividable by 4. Its 4, 8, 12, 16.
The glitch is explained here:
https://www.doomworld.com/forum/topic/122764-new-glitch-in-doom-gba-breaks-the-full-game-any-world-record-once-again/
P.S: I named it Dead Man Walking to refer to the glitch in Max Payne 1 which has some similarities to this one.
P.S.S: I dont know when a full game TAS will come. I made this video just because of Trinity Sunday which makes Monday a day off (at least, for Ukraine). Unfortunately, I dont have much time on it, so the progress will be tardy for sure.
0:00 - Intro
0:18 - Gameplay [TAS] Doom GBA - E1M1 in 0:09 (+ Dead Man Walking glitch)](https://i.ytimg.com/vi/ULf1C6RItrs/mqdefault.jpg)
![Orcs & Elves [Nintendo DS] - TAS Test
Instead of porting Doom RPG and Wolfenstein RPG, we got just this. Thats right, Orcs and Elves was the only ids 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 games RNG is lame and DesMume cant 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 didnt give me any useful addresses which would help me with combat manipulations. I still dont understand what exactly is responsible for critical hits and misses. There are some kind of frame rules which change RNG, but I cant analyze them. My actions might affect the RNG as well, but I dont know for sure.
Briefly speaking, I need a skilled RAM searcher who would examine the RNG and provide useful addresses or, otherwise, its 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 wont be able to abuse critical hits or some other manipulations.
I dont know if I will continue TASing Orcs & Elves. Its up to you: likes, comments and so on. Orcs & Elves [Nintendo DS] - TAS Test](https://i.ytimg.com/vi/U_hrpj6U_Iw/mqdefault.jpg)