Uploaded April 2026 | Updated September 2026, 6 days ago
This is a tool-assisted speedrun which completes all 12 levels of Serious Sam Advance in the fastest time. No passwords were used.
The whole process is described in details here:
tasvideos.org/10399S
0:00 BIOS. Intro
0:24 Level 1 (in 0-31)
1:06 Level 2 (in 0:53)
2:12 Level 3 (in 1:08)
3:32 Level 4 (in 1:39)
5:26 Level 5 (in 2:13)
7:52 Level 6 (in 1:50)
9:56 Level 7 (in 1:19)
11:28 Level 8 (in 1:20)
13:02 Level 9 (in 1:33)
14:49 Level 10 (in 0:51)
15:55 Level 11 (in 1:37)
17:46 Level 12 (in 2:24)
20:21 Ending. Name. Credits
This is a tool-assisted speedrun which completes all 12 levels of Serious Sam Advance in the fastest time. No passwords were used.
The whole process is described in details here:
tasvideos.org/10399S
0:00 BIOS. Intro
0:24 Level 1 (in 0-31)
1:06 Level 2 (in 0:53)
2:12 Level 3 (in 1:08)
3:32 Level 4 (in 1:39)
5:26 Level 5 (in 2:13)
7:52 Level 6 (in 1:50)
9:56 Level 7 (in 1:19)
11:28 Level 8 (in 1:20)
13:02 Level 9 (in 1:33)
14:49 Level 10 (in 0:51)
15:55 Level 11 (in 1:37)
17:46 Level 12 (in 2:24)
20:21 Ending. Name. Credits
![[TAS] Doom: Scythe - Episode 1 UV-Max Co-op in 2:43 by Dimon12321 (vertical)
This is a tool-assisted speedrun that completes Episode 1 of Scythe WAD quickly. It was recorded frame-by-frame in XDRE 2.20.
Looks like its the first TAS Coop run in UV-Max category which beats a sequence of maps, not an individual one. At least, I havent found one.
I caught some inspiration to try something new and decided to make this kind of run. Actually, I tried doing it once (https://www.youtube.com/watch?v=2hfclj3JaAc), but it was too complicated in terms of time/progress. I decided to control 2 players instead of 4 and Scythe was picked up as an easy WAD because the maps were small enough, so I could be sure I wouldnt abandon it due bad planning or the lose of inthusiasm.
Smoothness above speed and sharp turns.
0:00 - Map 1
Well, the objective here was to collect all the weapons, so I wouldnt lose much tempo on weapon switching on later maps. On the other hand, I had to pick up a chainsaw which, in contrast, made berserk sequences less dynamic.
I wasnt feeling good for spending a rocket on 2 imps, but it turned out later the rockets were not a big problem.
0:12 - Map 2
Here I felt the lack of ammo for the first time because its impossible to pick up a weapon in multiplayer if you have it already. Fortunately, chainguns helped a lot, thanks to 50 starting bullets.
A tandem of Berserk and Chaingun works quite alright. No need for messing around trying to get a high damage for punches.
0:34 - Map 3
It took quite a lot of time to plan the actions. I was confused which monsters could be killed on the way to keys and switches without much time wastement.
Also, it was the first map I had to redo because of the crappy closet where it takes ages for all monsters to get out.
The only SSG on Map 3 was just in front of the exit switch, so only one player got it.
0:54 - Map 4
Another inconvenient placement. This time, its the Plasma rifle. But both player had to pick it up because it was the only one in the whole episode and it gives one extra BFG shot.
And I had to redo this map because I didnt expect that useless shotgun near the red key to be a secret!!
1:12 - Map 5
This map was made for co-op. 2 separate sections, 2 players and they join each other in the end. The random was not on my side this time. When I finished that map, I breathed a sigh of relief.
Love that moment when on the right section in the switch room, an imp threw a fireball at the barrel, it exploded, pushed another barrel and it killed that imp.
1:32 - Map 6
Another map which took quite long to plan. Luckly, I found that the bridge that takes you to the room with hell knights and shotgunners takes too long to raise up and lift you up.
The conclusion was respective: one player takes a berserk and wallruns across the pit and another one cleans everything on the ground and uses that sluggish lift to catch up.
Ending sequence was great. Player 2 blasts from the BFG and Player 1 kills the remaining monsters. It was unexpected for me that Player 1 would reach the final room in time.
1:56 - Map 7
BFG came in handy to destroy 4 mancubi to launch the gate for arachnotrons. Too bad I couldnt kill all the pairs in 5 rockets, not in 6, like usual.
By this time, the demo was lagging already it took longer to reverse individual parts of it. XDRE savepoints became useless because they randomly spoil the input while you build it.
2:08 - Map 8
Openning the gate was quite useful in co-op despite the obvious shortcut. I could have saved 1-2 secs if I wouldnt concentrate on mancubi at the beginning.
Was a little upset for not killing all 6 chaingunners at once, even though it wouldnt save any time.
2:37 - Map 9
Another map which I had to redo because of useless secrets.
It was obvious that spending time on the blue key is not the fastest strategy. Fortunately, the boxes and the window near the yellow key lets one get to the switch without openning the blue door. Plasma gun had found its purpose.
3:03 - Map 10
Well keep on fighting till the end!
Was a little hard to roll high BFG ball damages.
- Summary
The planning could be better, I guess, but cant say for sure which moments Id like to remake. I wish I could swap the players or share inventory between then.
Placing secrets on visible area which the player could ignore because of unnecessity breaks the concept of secrets in Doom. They thought the secrets MUST be placed somewhere for Gods sake. As a result, I had to rebuild input for several maps.
Time spent on building: ~50 hours. [TAS] Doom: Scythe - Episode 1 UV-Max Co-op in 2:43 by Dimon12321 (vertical)](https://i.ytimg.com/vi/jCrBCDtMZE8/mqdefault.jpg)

![[TAS] Chip n Dale NES - 2 Players in 8:43.47 (RTA timing: 8:23:33)
This tool-assisted speedrun completes Chip n Dale: Rescue Rangers quickly.
All details are explained here: https://tasvideos.org/9150S
0:00 Zone O1
0:36 Zone O2
0:52 Zone O Boss
1:02 Zone O Bonus
1:12 Zone B1
1:22 Zone B2
1:40 Zone B3
1:56 Zone B Boss
2:06 Zone B Bonus
2:16 Zone D1
2:32 Zone D2
2:51 Zone D3
3:06 Zone D Boss
3:16 Zone D Bonus
3:26 Zone F1
3:43 Zone F2
3:53 Zone F Bonus
4:03 Zone G1
4:20 Zone G2
4:38 Zone G3
4:55 Zone G Boss
5:06 Zone G Bonus
5:33 Zone H1
5:55 Zone H2
6:14 Zone H Bonus
6:24 Zone I1
6:49 Zone I2
7:05 Zone I Boss
7:16 Zone I Bonus
7:26 Zone J1
7:42 Zone J2
8:17 Zone J Boss
8:27 Ending [TAS] Chip n Dale NES - 2 Players in 8:43.47 (RTA timing: 8:23:33)](https://i.ytimg.com/vi/kLk2jGhz_G0/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 23 UV-Max in 4:57 by Dimon12321
This is a tool-assisted speedrun that devestates Map 23 of Eternal III quickly!
- Map 23: Time Gate II
The map features 3 big locations and a big Hub with teleports. You should visit a city block and a lava cave, find 2 keys and use 3 teleports in order to finish the map.
Ammo management wasnt that difficult too. I didnt have to use simple weapons, like SSG and a Chaingun, in order to keep more powerful weapons for later. Two rockets were spent to manipulate high damages and/or infighting.
!!! Lava Cave section !!!
I needed to visit this location twice. Firstly, to find a yellow key. Secondly, to kill the remaining monsters, find a secret and remove the first half of the door to the final secret.
Some triggers were activated later, like the one that lets monsters out of transparent cages in that big room. I didnt expect that much, but that room was rich for infighting.
!!! Hub section !!!
Location placements make monsters walk around in appropriate areas of the Hub, so it wasnt a big deal to look for them and kill on the way to various points.
The front platform with imps deserves particular attention. Jumping from the top of it is required to open a secret hub section with 3 doors. Instead of using a teleport to get on that platform, I blasted rockets in a specific way to make imps corpses cross that linedef which saved a lot of time. I didnt expect wedding crashers to use the teleport to get there, but it didnt cause much time consumption.
The right platform which requires a red key was difficult. I need to kill monsters quickly to prevent them from crossing the linedefs that would teleport them elsewhere.
!!! City Block section !!!
The first building isnt intended for stayers. The set of linedef actions which lets the room change its floor (altitude), thereby imitating multi-storey building, can be broken if you cross the linedefs too quickly. If you do that, youll get a softlock. So I had to slow down a little.
The arms cache with some ammo, berserk and a chainsaw isnt considered as a secret, but it was necessary for me to grab it. The chainsaw slows down the weapon switching if I need fists. I was aware of it from the very beginning, but decided to pick -complevel 2 instead of 9 to follow the rest of Eternal Doom TASes.
I had some time to wait for the Spider Mastermind, but I couldnt find a fast strategy to eliminate the remaining monsters without using the BFG. I could do it better.
Telefraging the Spider would be a great idea, but it would be really hard for me to prevent two Barons of Hell (things 395, 396) from teleporting to him and catch a right moment for telefragging.
!!! Cacodemon limbo arena !!!
This is the most difficult part of the entire map in terms of speedrunning. Im not sure if I picked the fastest one, but at least it looks well-made.
Possible improvements:
1. I could save some more ammo and avoid ammo problems by the end of the map. For example, I shouldnt have killed those 4 mancubuses (things 284, 285, 286, 297) with a plasma rifle. One BFG shot would be better.
2. Fighting the arch-vile (thing 153), which guards the main switch, could be improved. You can kill it together with a hell knight and a revenant with a single BFG shot and save 3 rockets.
3. My first BFG shot could be improved. For example, to kill 3 arachnotrones and save some rockets.
About 60% of input and most damage manipulations were made in XDRE 2.20.
Time: 4:57.37
Music used: Speed of Doom - Map 7
Author: Dmitry Dimon12321 Moskovchenko [TAS] Doom: Eternal III - Map 23 UV-Max in 4:57 by Dimon12321](https://i.ytimg.com/vi/lAS9P0_RbNU/mqdefault.jpg)
![[TAS] Doom 32X Resurrection - Map 18 (Slough of Despair) Nightmare 100% Walkthrough
D32XR v2.2 brings one map from PC version: Slough of Despair (E3M2) which now occupies Map 18 slot. So lets consider it a bonus to my full game TAS walkthrough.
Just in case, you can watch it here: https://www.youtube.com/watch?v=606kK63g7U0 [TAS] Doom 32X Resurrection - Map 18 (Slough of Despair) Nightmare 100% Walkthrough](https://i.ytimg.com/vi/lQrtGjA50-c/mqdefault.jpg)
![[TAS] Doom GBA - Episode 1 in 1:11 by Dimon12321
0:00 - Menu Staff, E1M1
0:15 - E1M2
0:28 - E1M3
0:42 - E1M4
0:55 - E1M5
1:08 - E1M6
1:16 - E1M7
1:28 - E1M8 [TAS] Doom GBA - Episode 1 in 1:11 by Dimon12321](https://i.ytimg.com/vi/lkNt2HmOcfA/mqdefault.jpg)

![[TAS] Doom: Rowdy Rudy 2 - Map 6 UV-Max in 1:18 by Dimon12321
Looks like easy times left me faster than I expected. Its the first map that I found complicated. There were 3 routes good routes to get blue and yellow keycards. I chose the most obvious route.
- Mistake #1 is shown in the room with the elevator which I used to lift up. I almost reached the door (and I had time to run back to the elevator), but didnt open it although it would stay open and I wouldnt spend time to open it from the room with the yellow card.
- Mistake #2 was a bad plan of cleaning the room with the soulsphere secret. The best option was to shoot 2 rockets in the horde guarding the switch which lifts the sphere down. I chose it and ran out of time: the outer lift around the sphere lifted back up before I could reach it. That made me run with a shotgun just to clean the way to the switch. As a result, I let the crowd spread up and was forced to spend more ammo on them.
- Mistake #3 was bad damage manipulation of plasma gun. Even though theres no more recoil animation and you can slow down a little, each projectile has completely random damage. Plasma gun is very effective in close combat, but not at a distance. I could have saved more ammo.
Got very lucky while shooting the closet with chaingunners. Each of 2 rockets had killed 3 enemies, I spent a lot of time testing, but then I switched from plain waiting to combat and baaam, the 2nd rocket did more work than I expected and all I had to do was kill the last chaingunner.
Also, I forgot to pick up the box of shells near the first Mini Mastermind in favor of time. [TAS] Doom: Rowdy Rudy 2 - Map 6 UV-Max in 1:18 by Dimon12321](https://i.ytimg.com/vi/mPWDuKBm9lk/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 7/7 (Maps 26-30)
This part completes Episode 6 (maps 26-30) with almost 100% kills and secrets.
Originally, I recorded maps 26 and 27 separately, to divide the chronometry, but when map 30 was finished, I realized there were no music in the first video, so I decided to record the whole episode walkthrough as a whole one.
Map 28 is not perfect. I have no idea which linedef I had missed to reveal the last 2 revenants.
So concerns Map 29. One of the closets remained closed.
To finish Map 30, you should kill 3 bosses. There are 4 of them in total: one at the beginning (Spider Mastermind), two more in the final room with teleports and the Icon of Sin (two Spider Masterminds) and one more in the closet outside of the map (Cyberdemon) which gets tele-fragged by one of Voodoo dolls after you activate the yellow keycard switch on the right. The left one triggers a barrel explosion reaction which reaches the Icon of Sin.
There are a lot of monsters walking around in closets, so it seems to be able to finish the map with 100% kills if, by some accident, all monsters get out of closets
Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 26
21:43 - Map 27
50:22 - Map 28
57:51 - Map 29
1:20:40 - Map 30
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 7/7 (Maps 26-30)](https://i.ytimg.com/vi/ncYLgQRuBIo/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 6/7 (Maps 21-25, 34)
This part completes Episode 5 (maps 21-25 and the secret map 34) with 100% kills and secrets. Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 21
8:23 - Map 22
20:33 - Map 23
29:04 - Map 24
41:01 - Map 34
43:45 - Map 25
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 6/7 (Maps 21-25, 34)](https://i.ytimg.com/vi/nkWTeCN7bD4/mqdefault.jpg)
![[TAS] Doom: Insertion - D2ALL UV-Max in 60:22 by Andy Olivera
This is a collection of individual level (IL) UV-Max TASes recorded in 2002 by Andy Olivera. Basically, it tends to be a D2ALL run, but every map is played from a pistol start.
0:00 Map 1
1:10 Map 2
4:31 Map 3
10:10 Map 4
15:20 Map 5
24:42 Map 6
29:35 Map 7
37:14 Map 8
44:42 Map 9
50:41 Map 10
1:00:30 Map 11
WAD: Insertion
Author: Andy Olivera
Sourceport: TASDOOM
Comments:
Here, once again, is a lightning fast (for these levels, anyway) collection of TAS demos. I first read about Insertion in the MM2INFO file (I think Adam and Stephen had it listed). I loved Stephens Corporate Hell, so I definitely had to check it out. It turned out to be very high quality, but it never got much notice. Hence, nobody thought to create a demo collection for it. We all know that when it comes to demos, its better late than never, so here they are... [TAS] Doom: Insertion - D2ALL UV-Max in 60:22 by Andy Olivera](https://i.ytimg.com/vi/nlWRBBbe8gM/mqdefault.jpg)