Uploaded September 2023 | Updated September 2026, 3 days ago
How useful can the shurikens be in fight with Ninja Rats? Well, here is a perfect scenario.
Ninja Rats are moving and jumping around like crazy, so it requires much skill and luck to catch a moment when it's possible to spam shurikens at one of the rats. I timed the spam in the way so another rat gets into the spam because, in order for the autoaim to lock on another target, the previous target must run out of sight. It's doesn't switch to a closer target like in TMNT 2003 (the first part)
The position between you and a rat near the wall must be almost pixel-correct for you to keep the spamming long.
Overall, the tactic of doing combo-dashes on one rat is faster than this. As turned out later, Leo and Mike throw shurikens faster, but this doesn't make the shuriken tactic competitive
How useful can the shurikens be in fight with Ninja Rats? Well, here is a perfect scenario.
Ninja Rats are moving and jumping around like crazy, so it requires much skill and luck to catch a moment when it's possible to spam shurikens at one of the rats. I timed the spam in the way so another rat gets into the spam because, in order for the autoaim to lock on another target, the previous target must run out of sight. It's doesn't switch to a closer target like in TMNT 2003 (the first part)
The position between you and a rat near the wall must be almost pixel-correct for you to keep the spamming long.
Overall, the tactic of doing combo-dashes on one rat is faster than this. As turned out later, Leo and Mike throw shurikens faster, but this doesn't make the shuriken tactic competitive
![[TAS] Doom: Fast and for Doom (fa4d) - UV-Speed in 0:30 by SuperWeaponDude
Fast and for Doom - D2All UV-Speed TAS
Name: 4dallx30.lmp
Wad: fa4d.wad (Fast and for doom)
IWAD: doom2.wad
Skill: 4
Category: UV-Speed (TAS)
Maps: 1 - 5 (D2All)
Exe: prboom-plus 2.5.1.4
THIS IS A TOOLS ASSISTED SPEED DEMO
Created using xdre 2. All frames were constructed manually.
Make sure to use smooth demo playback feature of prboom plus while watching
TIME
Map 01 - 00:04.89
Map 02 - 00:03.91
Map 03 - 00:04.57
Map 04 - 00:05.63
Map 05 - 00:14.91
Total - 00:30
Comments
Nothing new here basically. Just a compilation of all identified tricks. Achieving the target of 30 seconds was satisfying but would have been nice if I got about 29 or 28.
Map 01 - OK run. I see a possibility of 3 seconds but that should be a perfectly bruteforced TAS. Not just random MF50 SR50 like I do :p
Map 02 - Satisfied with 3 seconds here.
Map 03 - I dont think this can go down below 4. I get the arch vile to attack immediately so I guess this is optimal.
Map 04 - OK run. I manage to beat Keyboard Doomers Nomo time by a second with the same route so I guess this is fine. Taking damage helped with the jump at the end.
Map 05 - 13 may just be possible here. I got a 15 and then with more effort a low 14 so Im satisfied. [TAS] Doom: Fast and for Doom (fa4d) - UV-Speed in 0:30 by SuperWeaponDude](https://i.ytimg.com/vi/cb2GZo8Ta3k/mqdefault.jpg)
![[TAS] Doom: Rowdy Rudy 2 - Map 5 UV-Max in 0:49 by Dimon12321
I didnt expect I would beat this one in less than a minute. That was my estimation.
I was thinking about not taking the invisibility to let people see which weapon Im using, but this time I decided to take care of myself though it was a little complicated to watch weapon states in XDRE.
More usage of brilliant chaingun this time because of proper conditions: medium distances, waiting times, good random. Surprisingly, I found no situations where I had to use a plasma gun. If there were no berserk, Id use rocket launcher more often because there are a lot of crowds on the map.
Also, this is the last small map in the game, until Map 19, which means Ill have to spend more time on each one. Which means, more fun afterwards! [TAS] Doom: Rowdy Rudy 2 - Map 5 UV-Max in 0:49 by Dimon12321](https://i.ytimg.com/vi/coKCTky6Jlk/mqdefault.jpg)


![[TAS] Doom 32X Resurrection v1.4 - Map 1 - 2 players Coop 100%
I was following Doom 32X Resurrection project since its first day and I was very happy when 1.0 finally came out with all those improvements that were missing in the original version. I planned to hit the scene then, but what stopped me is the lack of NTSC patch where the gameplay pace would be faster.
Then 1.4 version came out which brought... (drumroll) ... Cooperative and Deathmatch modes! Holy mother, that was unexpected. It got my enthusiasm and now Im glad to present this video!
To begin with, its easier to control 2 players than 4 players (https://www.youtube.com/watch?v=2hfclj3JaAc ).
Second, the game feels pretty much consistent and the framerate jumps are rare, so frame-by-frame movie building is not that tedious. The main obstacle was the random, how much damage monsters receive and how they move around depending on players actions.
Third, Hangar is a small map which is good start to introduce such a mode.
As you see, both players have 41% (12 monsters) kills each. There are 29 monsters on the map, but 5 monsters didnt count towards any of the players, that are 4 zombiemen which died of barrel explosions near the exit room and a zombie in the main room on the stairs that was killed by a shotgunner.
Emulator used: Bizhawk 2.6.1 (using TAStuio tool)
Doom 32X Resurrection (by Vic): https://www.doomworld.com/forum/topic/119202-doom-32x-resurrection/ [TAS] Doom 32X Resurrection v1.4 - Map 1 - 2 players Coop 100%](https://i.ytimg.com/vi/fXByF32QJYE/mqdefault.jpg)

![[TAS] Doom: Bond of Hatred - UV-Max in 3:50 by Dimon12321
WAD: Bond of Hatred (by Chris Hansen)
Official thread: https://www.doomworld.com/forum/topic/117832-release-bond-of-hatred/
I was really impressed by this WAD, so I decided to surprise the author with my content.
Theres only 1 map and its not that difficult in routing. Whats more, I really surpassed myself because usually I spend much more time on TAS making.
Nothing special about the TAS: regular route, not much berserk punches, some chaingun misfires presented and I didnt make the most out of each rocket shot.
I dont like Plasma Rifle that much because it takes a lot of time to build perfect aiming and I cant manipulate damage dealing: the average damage of a sequence of 10 cells is about 20, regardless of my actions. The last horde before the final arena is slow becuase I thought I would have not enough cells to kill the Mastermind.
Also, I dont like how slow imps teleport to the main area. Not much effort was into this section, but I killed the last 5 imps quickly. [TAS] Doom: Bond of Hatred - UV-Max in 3:50 by Dimon12321](https://i.ytimg.com/vi/gHx81N7Rthw/mqdefault.jpg)
![[TAS] Duke Nukem 3D (Sega Saturn) - E1L1 100% in 1:56 by Dimon12321
This is a tool-assisted speedrun (TAS) that beats E1L1 (Hollywood Holocaust) quickly. All secrets found and all enemies killed.
Prehistory:
I was surfing YouTube and found that Saturns Duke Nukem content is very poor, beside comparisons with PSX. No videos in a good quality, at best - 480p.
On the same day, FitterSpace released his first Ion Futy TAS test video and this inspired me to finally try Duke Nukem 3D though I have been watching Duke videos for a long time.
Main comments:
This port is very specific. What I dont like in it is the delayed control. All my movement was made of predictions because I dont know where the camera will turn after I release left or right and it also sways, which was annoying. Same concerns movement, but its more or less fine.
On the other hand, the framerate is more consistent. In most cases it stays on 30 fps, like in PowerSlave.
Saturn brings some miscellaneous features.
1) Damage randomization for bullets - its range is small, but I had to prevent situations when a trooper has to take one more shot because its health is 1 or 2 HP. Mostly, it concerns pistol with its damage 7-8. Trooper has 30 hp, so I need a sequence like 7+8+7 and take a pause to get 8 at the end and kill it.
2) Here troopers cannot pretend theyre dead. If they fall on their knees, theyll eventually die and wont raise up regardless if you finish them or not.
3) All doors are sliding because Lobotomy devs didnt have enough time to implement regular shelf doors. Thats why toilet doors are missing. [TAS] Duke Nukem 3D (Sega Saturn) - E1L1 100% in 1:56 by Dimon12321](https://i.ytimg.com/vi/gZXdjdHcXvE/mqdefault.jpg)
![[TAS] Bram Stokers Dracula (Sega CD) in 28:43 by Dimon12321
This is a tool-assisted speedrun which beats Dracula quickly (and literally).
All details explained here: https://tasvideos.org/9351S
0:00 Intro
1:19 Level 1
4:03 Level 2
8:13 Level 3
13:28 Level 4
17:40 Level 5
22:53 Level 6
24:14 Level 7 [TAS] Bram Stokers Dracula (Sega CD) in 28:43 by Dimon12321](https://i.ytimg.com/vi/ggVDZPBmpHo/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 16 UV-Max in 3:06 by Dimon12321
Watch other Eternal Doom TASes here: https://www.youtube.com/playlist?list=PL3V0eG1j-1vIfBNug6g8HF0UD6Cxtb-lW
WAD: Eternal III
Filename: ETERNALL.wad
Walkthrough: Map 16 - Guardstation
Source port: PrBoom+ 2.5.1.4
This is a tool-assisted speedrun that devestates Map 16 very quickly. It was recorded in PrBoom+, but most damage manipulations and difficult sections were made in XDRE 2.20.
Comments
Despite the fact this map is placed in the middle of Episode 3, it was designed as the 1st map of it when Eternal Doom II came out. Afterwards, when Eternal Doom III came out, the map was moved to the middle of Episode 3. You can consider it as a relaxing map because its much easier than Map 15. Therefore, all you have here are shotguns and chainguns with appropriate crowds of monsters to kill with.
At the beginning, my first goal was to kill a chaingunner (thing 75) and acquire a chaingun for more effective monster devestation before finding a berserk kit. When I played the map for the first time, I didnt know that linedef 1124 is activatable, so I was just messing around with no clue what to do.
Because of poor manipulations in the huge room with metal fences, I didnt manage to make monsters infight. The Baron (thing 103) wasnt attacking anybody. Trapped revenant (thing 198) was another problem because its almost impossible to punch him through the fence, so I had to shoot him. Also I should have blasted his neighbour (thing 197) as well, instead of running all over to him and punching. That would save 2 secs, I guess.
The rest of the run is self-explanatory. I had to do plenty of manipulations with Baron of Hell (thing 235) in the small room with a lift. Also I found nothing better than shooting a Hell Knight (thing 294) on the top of a box. Too bad you cant punch him out.
Most monsters are made to ambush players. If they were not deaf, I would definitely kill them faster.
Overall time: 3:06.09 [TAS] Doom: Eternal III - Map 16 UV-Max in 3:06 by Dimon12321](https://i.ytimg.com/vi/h6NN_Qu2Vpo/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 3/7 (Maps 11-15)
This video completes Episode 3 (Maps 11-15) with 100% kills and secrets. Secrets maps 31 and 32 are covered in a separate part.
Fail moments where I die or walk around were replayed.
Timecodes
0:00 - Map 11
7:51 - Map 12
15:20 - Map 13
23:41 - Map 14
35:42 - Map 15
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 3/7 (Maps 11-15)](https://i.ytimg.com/vi/hMrnroZkQ3k/mqdefault.jpg)