Uploaded April 2026 | Updated September 2026, 4 days ago
Start: first frame after map loading screen.
End: first frame of "Stage complete".
Fish density is quite low this time.
Start: first frame after map loading screen.
End: first frame of "Stage complete".
Fish density is quite low this time.
![[TAS] Bejeweled 3 (DS): Quest Mode 100% in 24:49 by Dimon12321
This is a tool-assisted speedrun (TAS) which completes all quests in Bejeweled 3 on Nintendo DS.
Its rather a low-effort run. When you make a combo, a set of jewels which falls from the top is selected at random, depending on the time moment at which the combo was done. That means, each quest should be heavily bruteforced high and low in order to get the fastest time.
Game topic on TASVideos: https://tasvideos.org/Forum/Topics/24306
Timecodes:
0:00 Game startup and menus
0:20 1) Stratamax
0:53 2) Alchemy
1:16 3) Gold Rush
1:41 4) Butterflies
2:15 5) Balance
2:39 6) Avalanche
3:17 7) Buried Treasure
3:47 8) Time Bomb
4:18 9) Sandstorm
4:45 10) Stratamax 2
5:13 11) Ice Storm
5:39 12) Poker
6:45 13) Butterflies 2
7:16 14) Balance 2
7:39 15) Time Bomb 2
8:24 16) Avalanche 2
9:13 17) Butterflies 3
9:49 18) Poker 2
11:05 19) Wall Blast
11:35 20) Alchemy 2
11:51 21) Avalanche 3
12:37 22) Gold Rush 2
13:14 23) Stratamax 3
13:49 24) Time Bomb 3
14:32 25) Avalanche 4
15:23 26) Alchemy 3
15:55 27) Butterflies 4
16:37 28) Gold Rush 3
17:01 29) Ice Storm 2
17:31 30) Time Bomb 4
18:19 31) Balance 3
18:49 32) Stratamax 4
19:19 33) Wall Blast 2
20:01 34) Stratamax 5
20:36 35) Sandstorm 2
21:08 36) Balance 4
21:49 37) Gold Rush 4
22:26 38) Poker 3
23:35 39) Avalanche 5
24:26 40) Ice Storm 3
25:04 Ending of Quest Mode
25:30 Credits
Emulator: Bizhawk 2.9 [TAS] Bejeweled 3 (DS): Quest Mode 100% in 24:49 by Dimon12321](https://i.ytimg.com/vi/D_UBghBD-38/mqdefault.jpg)
![[TAS] Doom: Demonfear - D2All UV-Speed in 7:02 by Akse
This is an extremely rare TAS made by Akse in 2009. It was made without a demo playback fix for the game WAD. Hence, it plays back without desyncs only on PrBoom+ 2.5.0.2 and 2.5.0.3.
Recorded in window mode because AMD Radeon Software cant record GLBoom+ in full screen. The window size was 1872x1053, bitrate - 100 Mb/s (maximum available). Upscaled to 1440p using VirtualDub.
Original Codec: MPEG-4 AVC1 Main@L5 (53.7 Mb/s)
New Codec: Logarith Loseless OpenDML (1 127 Mb/s) - the overall size was 96,6 GBs.
The quality isnt that good. Switch to 1440p to have good 1080p!
Also, I dont know why GLBoom+ was showing stippling wall textures. The settings were similar to my regular 2.5.1.5. Maybe 2.5.0.3 has some rendering issues.
Doom TAS replay file here: https://www.dsdarchive.com/files/demos/dmonfear/10027/32df-702.zip [TAS] Doom: Demonfear - D2All UV-Speed in 7:02 by Akse](https://i.ytimg.com/vi/EFFBKlAtos0/mqdefault.jpg)
![Bejeweled 3 [Nintendo DS] - TAS Test
This is my first experience in using Nintendo DS emulators. I used to play Bejeweled 1 on my PC when I was a child, and Im a little surprised there is a part in the series that can be TASed. Nowadays, its a regular mobile game in all possible variations and a ton of advertisements all of the place.
Emulator used: DesMume 0.9.9 x64 Bejeweled 3 [Nintendo DS] - TAS Test](https://i.ytimg.com/vi/EM25xMZ2Hyk/mqdefault.jpg)
![[TAS] Doom: Darkening Episode 2 - Map 12 UV-Max in 5:11 by Andy Olivera
Pwad: The Darkening: Episode Two
Pwad name: darken2.wad
Maps: 12 - Toxicity, by Ola Bjorling (alias ukiro)
Exe: DooM Replay Editor
Author: Andy Olivera
Email: andyo@surewest.net
Comments:
Ive been trying for nearly two months to think of something to write in this text file
and cant come up with a darn thing. Well, enough is enough. Ignore the slight detour to
kill a missed Imp and watch for the crate-jumping and ledge-running, as well as some nice
BFG usage towards the end. [TAS] Doom: Darkening Episode 2 - Map 12 UV-Max in 5:11 by Andy Olivera](https://i.ytimg.com/vi/EOhRiU2R_WQ/mqdefault.jpg)
![Bush Shoot-Out [Flash] - TAS Test
This is my first experience in using libTAS which lets you make TAS movies of Linux games. Originally, I was planning to work on Shadow Warrior and spent 2 weekends on getting BuildGDX working, but got no positive results.
Since libTAS can handle Ruffle, which launches Flash games in a similar manner as Adobe Flash Player, I thought why not give it a try. And damn! It works pretty fine, at least for old games which use Action Script 1 and 2.
Bush Shoot-Out was one of the first Flash games I played. I found it pretty cool and its a good opportunity to beat it once again, in a new style.
If you have ideas how to make it more entertaining, please share! I will redo it anyway. Maybe Ill skip cutscenes Bush Shoot-Out [Flash] - TAS Test](https://i.ytimg.com/vi/EUE2qqO4K2k/mqdefault.jpg)
![[TAS] Doom: Eternal 3 - Map 18 UV-Max in 2:40 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 18 - Stands, by Dave Brachman
Author: vdgg
Comments:
The problem with completing *all* the Eternal Doom levels means there is a problem: I dont like some maps at all. As the first four seconds of the demo were built in December 2015 and left untouched on my hard drive for years, this map is obviously one of them. Totally haphazard (and ugly) texturing mixing Heretic/mediaeval with caverns and some kind of a laboratory. While this feature is present in other levels, such as MAP07 or MAP24, and is kind of an answer to Eternall Doom story, the looks of this map turns off much of the excitement for me. Look at the columns in the first room, connecting slime with lights... Yuck.
On the good side, the map is very short and not too complicated, and the weapon placement is fine.
In this demo almost all of the turns have the following pattern: Tx2, Tx5, Tx8, Tx5, Tx2.
Thus I experimented with making them look smoother than in previous Eternall max demos... While watching right after building Im not sure it worked well. et27uv had all these Tx8 without grades and the corridor runs looked better, more exciting to my eye. This is subjective, maybe I think so because I put more effort on that demo from the past...
Points of interest:
1:05
A trick involving pressing the blue key pillar switch without riding the lift down and up. j4rio used it in his recent Tyson demo.
1:10-1:25
The blue key fight with monsters teleporting in and out is interesting and complex. This is my second version built from scratch. Frequent weapon switching indicates this can be done faster, but I only teleported myself in and out once (to pick up the key), which is a plus. Doing it more than once is a waste of time, unless telefragging a hell knight...
https://www.dsdarchive.com/files/demos/eternal/1155/et18x240.zip [TAS] Doom: Eternal 3 - Map 18 UV-Max in 2:40 by vdgg](https://i.ytimg.com/vi/EWIXMHu5CeI/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 32 UV-Max in 4:18 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Map 32 - Halls of Disarray, by Matt Bollier
Author: vdgg
Comments:
Q: Why am I building these demos?
A: I like watching them afterwards.
Q: What about building itself, is it fun?
A: Mostly not. Some moments are frustrating and rewarding after solving a specific problem, some are just frustrating. However, my latest demo, for MAP32, was fun to build from start to finish!
Q: My opinion about the map...
A: I dont understand why it is regarded as a poor map. Some of the DW Megawad Club commentators said it was the worst Eternal Doom map, if I remember. Yes, it has little replay value and some questionable monster placement, but if we look at the design... it is very elegant, clean.
It is above 50th percentile in terms of aesthetics, I mean, more Eternal Doom maps look worse than Halls of Disarray, than better.
Q: Is this TAS demo any good, compared to others?
A: I can only compare to the ones built by myself, and I think it is! Usually Im complaining about doing something wrong, like tactics or weapon usage or route, but if this demo has any mistakes, they are very minor. Putting twice as much effort would maybe result in 4-5 seconds less.
The four cacos can be slain faster, I think. SSGing the imp army had one quadruple kill and the rest were triple kills; I think one more quadruple kill was possible. But this part looks so good I didnt want to change it, this would require monitoring health of all 38 imps ;) Also the ending was rushed, as usual and another second or two might be cut off. But, as I say, these are very minor. Not picking up backpack or shells (on various occasions) was deliberate and I think I didnt need any extra shells here.
I think its my second fave after MAP26 demo. That map was 20 times more complex, so with a bit bigger mistakes, but still minor, it is a greater achievement to me as a whole.
Download this Doom demo from here: https://www.dsdarchive.com/files/demos/eternal/1222/et32x418.zip [TAS] Doom: Eternal III - Map 32 UV-Max in 4:18 by vdgg](https://i.ytimg.com/vi/F0VpUi_Zu_A/mqdefault.jpg)
![[TAS] Doom: Struggle AL - Map 2 UV-Max in 1:56 by Dimon12321
That was a hard time for me. Life events made me stop making Doom TASes for a while, let alone my weak patience to work on a single WAD. The first 23 secs were made on the 6th of December in 2019. After exactly 4 months I finally revisited Struggle. Then I realized the first secret hadnt been counted which made me change my route by the end of the map. Some turns are too quick (28 degree per a second), sorry. My turns will now be more smooth.
Drill is a good deadly weapon. It can deal more than 11 thousand damage per a minute. Unfortunately, its not an appropriate weapon in most cases.
I had to do some manipulations to prevent myself from being closed in a room for 30 secs, so I made a zombieman to block the doorway (sector 372). [TAS] Doom: Struggle AL - Map 2 UV-Max in 1:56 by Dimon12321](https://i.ytimg.com/vi/F6UyYymcPM8/mqdefault.jpg)
![[TAS] Doom: Eternal 3 - Map 17 UV-Max in 2:58 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 17 - The Crypt, by Dia Westerteicher
Author: vdgg
Comments:
Now, a map I didnt remember at all. It turned out to be OK, fun to play, more or less good-looking (if you forgive plenty of misaligned textures) and with some neat vanilla trickery: my favourite part being an unexpected arrival of Doomguy at the start of the map (@0:30 of this demo).
Also, a short map and a very easy one to TAS. I watched et10uv several times and analyzed it a bit before starting, so this demo may be the closest to Andy style Ive ever achieved, especially the SSG part early on.
Once I got the rocket launcher, its almost exclusively rocket party and there is not much to comment... A more exciting cyber battle can be found in et06uv.
Also, I used reqmus.wad this time.
Points of interest:
0:21
I quickly press use twice to prevent the door from closing just yet. You probably wouldnt notice if I didnt mention this...
0:56/0:57
Stupid imp, teleporting in the last moment on the way
Player rocket caco,
refusing to die from splash damage after me changing the aiming angle, so I used one rocket more than I had planned. Not that it mattered ammo-wise.
Download Doom replay from here: https://www.dsdarchive.com/files/demos/eternal/1151/et17x258.zip [TAS] Doom: Eternal 3 - Map 17 UV-Max in 2:58 by vdgg](https://i.ytimg.com/vi/F76-pXGPdnE/mqdefault.jpg)
![[TAS] Doom: Struggle AL - Map 2 UV-Max - Walkcam Showcase
This is my first experiment with walkcam which lets you spectate the map during the replay playback. Now you can see all those monster infights and deaths from different foreshortenings.
To switch the cam mode, press Num 0 during the playback. Then control the camera like a regular player. The walkcam is like a ghost who cant do anything, but walk through the walls. Its bad that you cant fly and when you walk off the floor, you immediately fall straight down, so the video is a little jittery. Still, Im satisfied with the result. You can use walkcam even when the video is recorded with -viddump command.
It would be good to use freelook and different altitudes. Maybe its possible to do so in GZDoom.
Playlist with other Struggle TASes: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKjTOGnz_0wUKZ6R7f3R_ig [TAS] Doom: Struggle AL - Map 2 UV-Max - Walkcam Showcase](https://i.ytimg.com/vi/FX5rDsBilvU/mqdefault.jpg)
![[TAS] Doom: 1 Monster - Map 2 UV-Max in 1:39 by Dimon12321
Im overwhelmed with emotions. This is my best Doom TAS in terms of perfection so far. I didnt have to change the route in the middle of the run, I took no damage, I left no mistakes behind the run and I ran out of ammo just in front of the exit line!
I decided to shoot less monster with the shotgun to make the TAS smoother. Its not a big deal because the SSG kills 3 times more imps. However, getting it was a real job.
My route was to open the secret door, but not wait for the door to open and run for the red key first. When I returned, the hallway next to the secret was crowded with imps and I had to spend all of time in order to break through.
I remade this piece and took the rocket launcher (RL) first. This time, when I returned to the point, I had my road clear and opened the red door freely. That was a pure luck!
After I grabbed the blue key, RL really come in handy and I cleared the way to the SSG. It was important not to take the yellow key because a great crowd of imps outside the building would get lifted up too early and spread up.
Killing imps with the SSG wasnt that hard, so I did this part using slow motion. I didnt expect I would get low on my ammo because I accidentally picked up a box of shells near the room with the red key (thing 118) when my ammo was almost full. Still, I managed to kill the rest of imps with the shells I had.
Wow, that was great!
IWAD: Doom2.wad
WAD: 1 Monster
WAD filename: 1monster.wad
Category: UV-Max, TAS, Reality
Walkthrough: Map 2
Source port: PrBoom+ 2.5.1.4
Complevel: 9
Time: 1:39.43
Completed in 19 segments. About 45% of input was done with the help of XDRE. [TAS] Doom: 1 Monster - Map 2 UV-Max in 1:39 by Dimon12321](https://i.ytimg.com/vi/FjZl0rA9WLY/mqdefault.jpg)