Uploaded November 2022 | Updated September 2026, 6 days ago
This is my first experience in making Nintendo 3DS TASes. I've never owned the actual console, so I moved straight to what has caught my attention: Resident Evil: The Mercenaries 3D. Even though it doesn't 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 it's 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, it's 2022, memory is not a problem. I'd rather save everything, then not save something necessary and have desyncs because of it.
So, it's a test run. Mission 1-3 is optimized because it's almost trivial, but mission 2-3 can be improved. I didn't test it with Hunk. Also, there are 2 spawn points on that map.
Some time can be saved on mission result screens.
This is my first experience in making Nintendo 3DS TASes. I've never owned the actual console, so I moved straight to what has caught my attention: Resident Evil: The Mercenaries 3D. Even though it doesn't 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 it's 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, it's 2022, memory is not a problem. I'd rather save everything, then not save something necessary and have desyncs because of it.
So, it's a test run. Mission 1-3 is optimized because it's almost trivial, but mission 2-3 can be improved. I didn't test it with Hunk. Also, there are 2 spawn points on that map.
Some time can be saved on mission result screens.

![[TAS] Alien Shooter (2D) Java Mobile in 10:12 by Dimon12321
This is a tool-assisted speedrun which beats Alien Shooter for mobile phones quickly.
Emulator: BizHawk 2.11.1 with Windows 98 SE inside, with FreeJ2ME+ 1.52 inside
All details are described here: https://tasvideos.org/10631S
0:00 Intro, Level 1
1:19 Level 2
2:40 Level 3
4:06 Level 4
5:10 Level 5
6:17 Level 6
7:36 Level 7
9:02 Level 8
10:10 Credits [TAS] Alien Shooter (2D) Java Mobile in 10:12 by Dimon12321](https://i.ytimg.com/vi/v0wkGByO4s0/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 3 UV-Max in 5:11 by Dimon12321
This is a tool-assisted speedrun that devestates Map 3 as fast as possible. It was recorded in PrBoom+, but most damage manipulations and difficult sections were made in XDRE 2.20
Comments
The first map in Eternal Doom which I would classify as a hard map. It has long route, complex sections and a small weapon variety. I was arguing about the lack of Chaingun/Rocket Launcher during my TAS of Map 2. So now I regret I wasnt given a BFG! Even a single shot would be nice =)
This TAS comes as an improvement of Andy Oliveras TAS (in 9:33) by over 4 minutes! When I watched it, I found it decent because it looks like an OK TAS, but, since it was his final demo before he had moved from TASDOOM to XDRE, there are plenty of slow sections.
At the very beginning, instead of run rushing to the Rocket Launcher in the west side and fighting 2 Barons of Hell, I activated linedefs that trigger zombies to teleport close to me and ran to the door in the south-east. With some minor manipulations, I made both Cacodemons (things 12, 13) to fight with other monsters. In a while, so was made with a Baron of Hell (thing 78) and a Mancubus (thing 47).
Then I got the Rocket Launcher (RL) and teleported to the backstage of the pool room. The rest of the route is similar though I cleaned two chambers (guarded by things 381, 382 and 369, 370) as a last resort, when all the southern part of the map was devestated.
The room with 6 Heavy Weapon Dudes (HWD) and a megaspeare was completely done in XDRE to prevent myself from misfiring.
The room with 2 Arachnotrons where you lift down the red key could be improved. HWDs in the hidden room attacked each other in my test run that would save some time, but fortunately they teleported to me while I was killing everyone in the room with the red key.
I skipped linedef 974 to perform additional wallrunning trick in Red Skulls section, but I didnt manage to kill all 3 imps (things 347, 348, 349) because one of them runs to the teleport as soon as I get close to him.
The Blue Skulls section was done with RL instead of SSG to save some more time.
Cyberdemons section is slow in my opinion. I was planning to make all Barons of Hell attack the Cyberdemon. As soon as he killed the offender, he moved to me though there were 2 more Barons attacking him. That section was also made in XDRE to deal high damage from every rocket. I was really annoyed when my rocket dealt 20 damage to Cyberdemon because he doesnt receive rocket splash damage (almost).
I decided to kill myself at the end. However, I saved only 3 tics of doing so. Maybe it was better to stay alive and make a Hollywood-style final when the Main Hero ends up being barely alive after a huge trouble, wasnt it? If someone was wondering about heros face when he dies - here you can see it. It looks repulsive.
Overall time: 5:11 (311.14)
Possible improvements
1. Kill a Hell Knight (thing 305) quicker. When I was fighting him, I got SO BAD RNG that I switched to SSG and shot him.
2. Make HWDs (things 340-343) to infight.
3. Make Cyberdemon fight more Barons of Hell.
4. Kill Baron of Hell (thing 354) faster. I spend 6 rockets on him because of extemely long range. I should have come closer.
WAD: Eternal III
Filename: ETERNALL.wad
Tags: UV-Max, TAS
Walkthrough: Map 3 - Inter-Base
Source port: PrBoom+ 2.5.1.4
Playback command: D:prboom-plus-2.5.1.4glboom-plus.exe -iwad doom2.wad -complevel 2 -file ETERNALL.wad -playdemo et03x511.lmp [TAS] Doom: Eternal III - Map 3 UV-Max in 5:11 by Dimon12321](https://i.ytimg.com/vi/vAfh9rwokeQ/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 5/7 (Maps 16-20)
This video completes Episode 4 (maps 16-20) with 100% kills and secrets. Even though I could have retained the weapons from Map 32 (with almost no ammo, but still), I decided to start from scratch because when finishing Map 15, you lose your weapons.
Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 16
3:58 - Map 17
22:03 - Map 18
31:26 - Map 19
44:16 - Map 20
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 5/7 (Maps 16-20)](https://i.ytimg.com/vi/vdPYNs6pdPI/mqdefault.jpg)

![[TAS] Doom: No Rest for the Living - Map 1 UV-Max in 2:02
I first met this wad when I connected my Xbox 360 to the net and downloaded Doom 2. Unfortunately, I was playing a demo version, so only map 1 of NRFTL was available, but still I enjoyed it.
Surprisingly, when I sold the console, I forgot about NRFTL for a long while, until I got obsessed with Doom TASes as a spectator. I believe that was ClumsyDoomers UV-Speed TAS and when I saw the beginning of Map 1, I was like Wow! I played this mod!
When I began building Doom UV-Max TASes, NRFTL was one of my top priorities, but I found that it required patching and Memfis patcher only works with the original version and I dropped the idea. But now, when I finally patched the wad, the priority of this wad has raised drastically. Here it is, Map 1!
Map 1: The Earth Base
Its pretty cool that the most powerful weapon (Berserk) is available from the beginning, so I spent most of the time punching the crap outta everyone.
Actually, the map can be divided into 2 parts: before and after grabbing the SSG.
Part 1 is pretty simple. You make sure all teleportless sections are clear, so you wont spend time on unnecessary backtracking to kill the remaining monsters. Thats why this part looks fast-paced, despite smooth turns.
Part 2 requires inordinary placement management because, when the yellow card is grabbed, monsters begin teleporting in from 3 closets to 3 different spots.
About 3 hours were spent on redoing part 2 because of those crappy closets. Monsters sometimes make laps inside those closets and when they finally reach the right place, they struggle crossing teleporting linedefs.
As a result, I saved 1 minute compared to Cyberdemon531s UV-Max TAS. [TAS] Doom: No Rest for the Living - Map 1 UV-Max in 2:02](https://i.ytimg.com/vi/wRwzb6s6NQg/mqdefault.jpg)
![[TAS] Doom SNES - Nightmare 100% Full Walkthrough in 56:23 by Dimon12321
This is a tool-assisted superplay that beats all the maps of SNES Doom on Nightmare difficulty. Its not the fastest possible, but it doesnt have any waste-of-time moments for sure. There are 3 maps where I didnt get 100% of kills or secrets by minor mistakes, but its forgivable, I think.
Yeah, thats right! Youve 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 dont 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. Its 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 its reloading speed isnt that long and its very powerful at times. The damage can be divided into 3 ranges:
- 28, 32 - some weak or inaccurate shot. I dont know how the game decides if it was inaccurate or not, since Ive made a lot of shots like that, which inflicted much more damage. Its 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 its multiplied by 6 or 7.
The chaingun is more powerful than the pistol. Its damage varies from 3 to 32. Highly relies on the random. Not the best choice, since manipulating damages decreases its firerate dramatically. Still, its sometimes better than the shotgun.
The rocket launcher requires a lot of skill not to blow yourself.
And its 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 dont know how that demon died because it was as far away from the blast as me.
The chainsaws 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 its done to be able to kill a demon with 2 shotgun shots more often.
Dont 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 wasnt 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 didnt 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).
Im 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 SNES - Nightmare 100% Full Walkthrough in 56:23 by Dimon12321](https://i.ytimg.com/vi/wvVbyR-wT6w/mqdefault.jpg)
![[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)