Uploaded May 2023 | Updated September 2026, 3 days ago
Playlist with all stages: youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
8 years ago, I made an attempt to beat this game. Dolphin TASing wasn't that stable, I didn't know much about the game despite playing it hard in my childhood, my PC wasn't strong enough and I wasn't experienced in TASing. I beat Stage 1 Area 1 and dropped it.
Now, the problems are fixed, emulators are improved and I'm ready to do a serious attempt to complete the whole game.
Donatello is selected as the easiest turtle. Nano Giant and Stockman are difficult, but this is gonna be paid off by countless timesavers on regular enemies.
Difficulty: Easy.
It will look fast and easy on Stage 1, but the pace of Stage 2 and beyond will be slower.
- TAS vs RTA rules -
RTA's NG% is not actually a New Game. It completes the whole game beforehand and has all the power-ups since Stage 1, making about 50% of fights trivial because each crowd is killed with a single strong attack.
TAS starts a new game for no progress at all, and turtles' attacks are weak. Stage 1 Area 4 is already more difficult because Foot Ninjas don't die from a single strong attack, unlike in RTA.
- Comments -
Area 1 - 0:30
This area is trivial. Each mouser has 12(?) hp, which means, if one gets pushed back by another falling enemy, it dies, unless a mouser falls back at a barely crossing trajectory. That's why the whole squad of mousers gets destroyed of a single attack. Mousers hit each other like snooker balls.
Squad 1. When a single mouser dies, one extra mouser fall down from the ceiling when the framerule happens, so it's not necessary to kill all the squad in one hit.
The hit area of Donatello's swing is like 2 metres high.
Squad 2. Matched the timing to make the rocks fall down just in time when the animation of mousers coming out is over. Hitting them with the bo doesn't save time.
Squad 8 (last one). Hitting is faster than matching the timing for rocks to fall down.
Area 2 - 1:49 (vs 2:29 RTA NG+)
The two Purple Dragons variations both have 18 hp. They die of a single strong attack or an electric shuriken.
Some squads where difficult to kill as soon as they become vulnerable because of the mechanic of falling enemies knocking down the enemies standing close to each other or behind them.
Regular shurikens are used to detonate barrels.
Stage 1 has 3 sets of electric shurikens while a turtle can store only 2 of them, which means I have spend 10 shurikens on enemies. I tried to select separated targets, so I wouldn't spend time on movement and attacks.
Area 3 - 1:36
The area features a case near the blue car where destroying mousers as fast as possible leads to a spawn bug described above.
On this area I also discovered that you can start doing an action 1 frame earlier if you don't use movement. I wouldn't say I have lost any time because of this, but I decided to use this tactic from there on for more reliability.
Some manipulations were done in the boss fight, because Dragon Face sometimes retaliates after being pushed away or taking 3 hits.
Possible improvements:
- I should have waited for a little from the running green dragon and used a strong attack to kill all 3 dragons instead of using an electric shuriken.
Area 4 - 1:45
This is where RTA NG+ kicks in. Foot Ninjas have 30 hp and without passing all Dojo stages, you cannot kill one with a single strong attack. In most cases, "A, dash, B" was used to kill small groups.
The spawn placements also made this area difficult. The icing on the cake is that ninjas love doing backflips, which restricted me in time in doing finishing moves. A lot of luck manipulation was used to make them not do a backflip, but it's still not perfect.
Area 5 - 0:34
The beginning features the biggest continues spawn group in the game, which is a big set of mouser spawn points. It's known how many mousers from which hole in which order will come out. Maybe it's not completed in the fastest time, but I tried hard.
The Giant Mouser has 540 hp. Each electric shuriken deals 25 damage, so that's 20 shurikens and a single strong attack. When the game locks your aiming on a target, you can throw them much faster. This method saves a lot of time.
Dojo 1 - 0:02
The initial start moment contained the most appropriate makimono placement for TAS. I don't think a better placement exists.
Emulator used: Bizhawk 2.8 with Dolphin 5.0-16426 core
tasvideos.org/Forum/Topics/23347?CurrentPage=1&PageSize=25&Sort=CreateTimestamp
No graphical extensions were used while recording this video, so it may look a little messy.
0:00 Intro, Menu, Character Select
0:48 Stage 1 Area 1 (0;30)
1:32 Stage 1 Area 2 (1;49)
3:36 Stage 1 Area 3 (1;36)
5:29 Stage 1 Area 4 (1;45)
7:31 Stage 1 Area 5 (0;35)
8:34 Dojo 1 (0;02)
Playlist with all stages: youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
8 years ago, I made an attempt to beat this game. Dolphin TASing wasn't that stable, I didn't know much about the game despite playing it hard in my childhood, my PC wasn't strong enough and I wasn't experienced in TASing. I beat Stage 1 Area 1 and dropped it.
Now, the problems are fixed, emulators are improved and I'm ready to do a serious attempt to complete the whole game.
Donatello is selected as the easiest turtle. Nano Giant and Stockman are difficult, but this is gonna be paid off by countless timesavers on regular enemies.
Difficulty: Easy.
It will look fast and easy on Stage 1, but the pace of Stage 2 and beyond will be slower.
- TAS vs RTA rules -
RTA's NG% is not actually a New Game. It completes the whole game beforehand and has all the power-ups since Stage 1, making about 50% of fights trivial because each crowd is killed with a single strong attack.
TAS starts a new game for no progress at all, and turtles' attacks are weak. Stage 1 Area 4 is already more difficult because Foot Ninjas don't die from a single strong attack, unlike in RTA.
- Comments -
Area 1 - 0:30
This area is trivial. Each mouser has 12(?) hp, which means, if one gets pushed back by another falling enemy, it dies, unless a mouser falls back at a barely crossing trajectory. That's why the whole squad of mousers gets destroyed of a single attack. Mousers hit each other like snooker balls.
Squad 1. When a single mouser dies, one extra mouser fall down from the ceiling when the framerule happens, so it's not necessary to kill all the squad in one hit.
The hit area of Donatello's swing is like 2 metres high.
Squad 2. Matched the timing to make the rocks fall down just in time when the animation of mousers coming out is over. Hitting them with the bo doesn't save time.
Squad 8 (last one). Hitting is faster than matching the timing for rocks to fall down.
Area 2 - 1:49 (vs 2:29 RTA NG+)
The two Purple Dragons variations both have 18 hp. They die of a single strong attack or an electric shuriken.
Some squads where difficult to kill as soon as they become vulnerable because of the mechanic of falling enemies knocking down the enemies standing close to each other or behind them.
Regular shurikens are used to detonate barrels.
Stage 1 has 3 sets of electric shurikens while a turtle can store only 2 of them, which means I have spend 10 shurikens on enemies. I tried to select separated targets, so I wouldn't spend time on movement and attacks.
Area 3 - 1:36
The area features a case near the blue car where destroying mousers as fast as possible leads to a spawn bug described above.
On this area I also discovered that you can start doing an action 1 frame earlier if you don't use movement. I wouldn't say I have lost any time because of this, but I decided to use this tactic from there on for more reliability.
Some manipulations were done in the boss fight, because Dragon Face sometimes retaliates after being pushed away or taking 3 hits.
Possible improvements:
- I should have waited for a little from the running green dragon and used a strong attack to kill all 3 dragons instead of using an electric shuriken.
Area 4 - 1:45
This is where RTA NG+ kicks in. Foot Ninjas have 30 hp and without passing all Dojo stages, you cannot kill one with a single strong attack. In most cases, "A, dash, B" was used to kill small groups.
The spawn placements also made this area difficult. The icing on the cake is that ninjas love doing backflips, which restricted me in time in doing finishing moves. A lot of luck manipulation was used to make them not do a backflip, but it's still not perfect.
Area 5 - 0:34
The beginning features the biggest continues spawn group in the game, which is a big set of mouser spawn points. It's known how many mousers from which hole in which order will come out. Maybe it's not completed in the fastest time, but I tried hard.
The Giant Mouser has 540 hp. Each electric shuriken deals 25 damage, so that's 20 shurikens and a single strong attack. When the game locks your aiming on a target, you can throw them much faster. This method saves a lot of time.
Dojo 1 - 0:02
The initial start moment contained the most appropriate makimono placement for TAS. I don't think a better placement exists.
Emulator used: Bizhawk 2.8 with Dolphin 5.0-16426 core
tasvideos.org/Forum/Topics/23347?CurrentPage=1&PageSize=25&Sort=CreateTimestamp
No graphical extensions were used while recording this video, so it may look a little messy.
0:00 Intro, Menu, Character Select
0:48 Stage 1 Area 1 (0;30)
1:32 Stage 1 Area 2 (1;49)
3:36 Stage 1 Area 3 (1;36)
5:29 Stage 1 Area 4 (1;45)
7:31 Stage 1 Area 5 (0;35)
8:34 Dojo 1 (0;02)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 4/7 (Maps 31-32)
This video completes maps 31 and 32 with 100% kills and secrets. They technically belong to Episode 4 because, regardless of your choice on Map 15, you begin any following map with a stock inventory.
Map 32 is a slaughter map and its balance on ammo to powerful weapons results in running around collecting breadcrumbs to fight back. A bunch of monsters was still missing. I was running around with Show Alive Monsters turned on behind the scene, but didnt find anything. Maybe theres one monster closet that didnt make it.
Such moments as where I die or pointlessly walk around were replayed.
Timecodes
0:00 - Map 31
6:21 - Map 32
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 4/7 (Maps 31-32)](https://i.ytimg.com/vi/_uXfttzqzB4/mqdefault.jpg)
![[TAS] TMNT 2003 GC - Stage 3 + Dojo 2: Donatello New Game
This is a tool-assisted speedrun. Playlist with all stages: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
Stage 3 Area 1
This area has the most complicated enemy placements for New Game tactics. It involves a lot of dashing and collecting enemies, but I’m still not sure if I saved maximum time. The situation got a little lenient at times thanks to continues squads, so I was more focused on killing 2-3 enemies to make more enemies appear, especially for foot-dragon mixtures.
Stage 3 Area 2
That section was cumbersome regarding the framerule. Eliminating squads of 2-3 katana ninjas, when done in the fastest time, is just enough to cut 1 keyframe (30 frames) from spawning new enemies. The concentration of 56-59 frames periods for spawning was high while making this TAS, but I managed to save time where possible.
Stage 3 Area 3
It would be a good idea to lure ninjas and knock a landing Foot Tech Ninja with them, but unfortunately, it lacks time to make him fall in the right direction, so I would lose more time reaching the next fighting spot in time. I managed to do that only once, at the very last squad, and saved only 9 frames.
- Evil Turtlebot Ver.1 boss fight -
That’s not really clear what Konami was willing to do with Turtlebot, but its AI works in a weird way. When he spawns in, he’s initially invincible for 232 frames. He also becomes invincible after being knocked down for 61 frames. After performing an attack or a combo, he stands dead on his tracks for a short while regardless of the outcome. When it runs out of health, its complete fly-away animation takes 283 frames before the arrow pops up.
I’ve been examining possible strategies, how to spend exploding shurikens and how many of them I should spend on 2 Turtlebots, and I ended up beating the first one with combos and dashing because I found killing a Foot Tech Ninja with exploding + electric shurikens quicker in terms of time saving.
Stage 3 Area 4
This is my favourite area in Stage 3. This area looks like a tile 3x3 with 5x5 squares in each cell and it’s filled with explosive barrels. I don’t know if the developers were conceived this, but the whole area can be cleared with barrels only. Except for the first squad where regular fighting is faster.
Thanks to the smooth explosion propagation, human enemies can be hit twice, which simplifies the task of eliminating Foot Tech Ninjas.
Stage 3 Area 5
Not much to say about this area. I got lucky with both of the swinging hooks. I had to keep 2 explosive shurikens for Turtlebot and spent the extra ones on Foot Techs before the second hook. The ones near the exit were beaten with strong attacks, thanks to the narrow area.
Stage 3 Area 6
Finally, I got to the end. We know about the invulnerability thing from the first Turtlebot encounter. That’s the main reason why I was collecting those regular shurikens, because I have enough of them to drain most of its health and since I got 2 explosive shurikens, I can drain the rest of its health quickly. There’s 1 frame gap when you can hit almost fallen Turtlebot with a shuriken, but you gotta slow down. That’s why I threw explosive shurikens at the end.
Thanks to the cutscene before the fight, I was invulnerable to the attacks at the beginning, which let me push Turtlebot towards the corner so I could keep the right distance to have this frame gap.
Dojo 2
Comparing to Dojo 1, the luck got negated, so I had to bruteforce the whole thing.
For this Dojo, Turtle’s Home location is divided into several spawn zones where Foot Ninjas spawn in. There are 4 squads in total. A squad contains of 3 ninjas, but it can be decreased to 2 of them to match the usual limit of 5 humans. The first spawn point is selected at the very beginning of the training, so the only way to manipulate it is to skip frames on Stage Select screen, so I had to do that to have the first squad close to me.
For other squads, the spawn points are also selected at random. It depends on the moment when the last ninja in the squad is vanished as well as your attacks in a specific time gap. Usually, doing a strong attack 16+ frames before a squad jumps in results in it having spawned in a different spot.
If you have a squad on the field, then an additional squad is spawned. I don’t know the actual mechanic of it, but it seems like it spawns in in 3 sec, if the previous squad hasn’t been destroyed yet. Of course, waiting for so long is pointless, so I eliminate it in the fastest time and the game spawns a new one as soon as the next time period is in order. There might be a special case to have 2 squads quickly, but I didn’t manage to reproduce it.
0:00 Stage Select
0:25 Stage 3 Area 1 (in 2;04)
2:41 Stage 3 Area 2 (in 0;29)
3:28 Stage 3 Area 3 (in 2;37)
6:20 Stage 3 Area 4 (in 0;46)
7:21 Stage 3 Area 5 (in 1;09)
8:46 Stage 3 Area 6 (in 0;13)
9:30 Dojo 2 (in 0;09) [TAS] TMNT 2003 GC - Stage 3 + Dojo 2: Donatello New Game](https://i.ytimg.com/vi/a1nAVO68SJ0/mqdefault.jpg)
![[TAS] Maskim Xul: Map 3 - Just killing the boss quickly
Watch other Maskim Xul TASes in this playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vLhfEu_wpDLX66eUafWIcSA
The final boss section is too prolonged, actually. In order to feet UV-Max category, you must kill all the monsters that were initially spawned on the map.
Guess, whats the matter? As soon as I trigger the final boss, one of my voodoo dolls starts its looooooooooooooooooong joooooouuuuuurney... Ive never thought these conveyors move things so slowly.
To sum up, it takes ~ 3 minutes 28 seconds for that doll to slide across the whole closet (sectors 2366, 2371, 2114) and cross the last linedef that lets 4 Lords of heresy teleport to me.
In this video, I ignore the rules for that section and just kill the final boss quickly without a major loss of dynamism. Such a directors cut. 100% kills isnt true here.
Full Map 3 video can be watched here: https://youtu.be/9wpS8yVYtKY [TAS] Maskim Xul: Map 3 - Just killing the boss quickly](https://i.ytimg.com/vi/aCLeBbDag7U/mqdefault.jpg)
![[TAS] Forgotten Warrior J2ME in 04:03.93 by Dimon12321
Finally, Java Mobile games join the scene of TASing!
I have a big list of games I played in my childhood, so stay tuned!
Details: https://tasvideos.org/10503S
RTA timing: 03:48.56 (13714 frames counting from the frame why FreeJ2ME-Plus window started showing up). [TAS] Forgotten Warrior J2ME in 04:03.93 by Dimon12321](https://i.ytimg.com/vi/aM4eUQOqewc/mqdefault.jpg)
![[TAS] Doom: Plutonia Revisited (PRCP) - D2All UV-Speed in 11:56 by Dimon12321, Hock & abyrvalg
This is a tool-assisted speedrun that completes Plutonia Revisited Community Project (prcp.wad) quickly on Ultra-Violence. Originally, first 28 maps were made in 2012 by Hock and abyrvalg (Alexander Nikulin), but then Hock disappeared and abyrvalg eventually submitted the WIP as is, without finishing it, and nobody touched it for 8 years.
I decided to finally finish it and, oh God, that was a real challenge for me! The first trigger was in January 2021. During my preparation time to finally begin TASing it, I found a big shortcut on Map 29 which allows you to skip the entire section where you have to lift yellow skullkey down. Too bad I was busy with other things back then.
On the 2nd of April, I started PRCP TASing and finished the whole thing in 2 full days.
Oh God, these 2 days were so exhausting!!
The TAS is totally built frame-by-frame in XDRE.
Timecodes:
0:00 Map 1 + Map 2 (beginning)
0:10 Map 2
0:29 Map 3
1:04 Map 4
1:17 Map 5
1:48 Map 6
2:29 Map 7
2:40 Map 8
3:07 Map 9
3:33 Map 10
3:44 Map 11
4:14 Map 12
4:25 Map 13 + Map 14
4:36 Map 15
5:15 Map 16
5:45 Map 17 + Map 18 (beginning)
5:55 Map 18
6:25 Map 19
6:46 Map 20
7:15 Map 21
7:44 Map 22
8:15 Map 23
8:29 Map 24
8:45 Map 25
9:25 Map 26
9:43 Map 27
10:04 Map 28
11:09 Map 29
12:36 Map 30
13:20 Ending (Victory)
Here are abyrvalgs brief comments on first 28 maps along with TAS replay file: https://www.dsdarchive.com/files/demos/prcp/44324/pv01-28x1003.zip
Here are my comments on maps 28-30 along with TAS replay file:
https://www.dsdarchive.com/files/demos/prcp/52322/pvallx1156.zip [TAS] Doom: Plutonia Revisited (PRCP) - D2All UV-Speed in 11:56 by Dimon12321, Hock & abyrvalg](https://i.ytimg.com/vi/aOlFslPAi78/mqdefault.jpg)
![[TAS] TMNT 2003 GC - Stage 6 + Ending: Donatello New Game
This is a tool-assisted speedrun (TAS) of Teenage Mutant Ninja Turtles 2003 game.
All the details and explanations are provided here: https://tasvideos.org/8569S
0:00 Stage 6
0:26 Area 1
3:02 Area 2
4:26 Area 3
6:31 Area 4
10:48 Area 5
11:30 Area 6
13:15 Area 7
13:41 Final [TAS] TMNT 2003 GC - Stage 6 + Ending: Donatello New Game](https://i.ytimg.com/vi/a_k0V4-rSrs/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 26 UV-Max in 7:05 by vdgg
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 26 - No Parking, by Jim Flynn
Author: vdgg
Comments:
This is a beast of a level! Watching existing DSDA demos helped a bit, but I still didnt understand what was going on in certain parts, not to mention absolute cluelessness about what to do? (where to go first, is switch X necessary, etc.) Only after beating the level myself in a more or less speedy way I became confident enough to really start building...
What we have here? A very ugly city map. The combat is very good throughout and it is hard not notice vanilla tricks all over the place (and become astonished by them). We have an obligatory voodoo doll, which this time needs to be rescued from the crusher, keens, stair-building madness area, experimental rocket armor, incredible BFG building and more. Quite a lot for a single map.
Now about the demo. For a long time the monster killing rate was one monster per second, so with 335 monsters I was secretly hoping to get a time lower than UV Speed record (which I think is very good, honestly). After getting all the keys, however, this turned out to be impossible, as the remaining monsters were too far away from each other and most of the were the heavyweight ones. The main weapon is rocket launcher, for obvious reasons: rocket supply is almost infinite while cells are scarce and both plasma and BFG are not available without finishing certain tasks. Still though, I was switching weapons surprisingly often, and just once (at 0:27, RL-SSG) I think I made a mistake of a non-justified weapon switch.
Finally, let me try to explain this level a bit. It is so complicated that a few words may help. To exit, you must enter the park. To get there, you must find the blue key (hidden in a secret!) and press five switches, each of them in a small square room with a glass on one side and an arachnotron. One of them is accessible straight away (one with the voodoo doll). The others require keys or opening secret doors. At 0:12 in this demo the player is teleported onto a column, a rocket launcher, plenty of chaingunners and arch-viles, and a switch.
Pressing the switch activates a crusher which will kill all the arch-viles, provided they not teleport out to the same spot as the player, so it is best to stand still for a second under the chaingunners fire, blocking the teleport destination.
Now, the three cyberdemon domain. The 3 cybers and 35 barons(!) can be crushed. The player is able to activate a slow-crushing mode (the most deadly), and do it no more than three times(!) (a switch consisting of three separate linedefs), activate a fast crusher by walking over a linedef and finally, stop the crusher action by walking over another linedef, which is at the end of a long corridor with a crushing ceiling and a baron at the end. On the automap the corridor is drawn at about 45 degrees angle, which means the baron is extremely difficult to bypass. I spent ages on getting out of this section alive (it starts at about 4:00). For a long time I was able to run to the end of the corridor and I was getting crushed at the very end. I was erroneously thinking that saving a few tics will be enough to survive, so I was grinding, saving a tic here and there, but I was still getting crushed and I couldnt understand why. Well, I finally realized that sectors 583 and 570 have different floor heights (one of them has been raised), which is hard to notice because of a missing texture. Basically when the baron, which is 8 units taller than the player, has his head getting crushed, the player is doomed. Once I understood that I built this section pretty quickly.
Download this Doom replay from here: https://www.dsdarchive.com/files/demos/eternal/1194/et26x705.zip [TAS] Doom: Eternal III - Map 26 UV-Max in 7:05 by vdgg](https://i.ytimg.com/vi/bwjoLuPEGwc/mqdefault.jpg)
![[TAS] Doom: Eternal III - Map 22 UV-Max in 5:58 by vdgg
This is a tool-assisted speedrun.
Author: vdgg
Comments:
The demo uses Eugenes speed route arch-vile jump trick.
Last year I figured it could be used in a Max run as well and I got a few exits, but they were slower than j4rios record. But maybe I sucked so I didnt know if it was an unnecessary, trickaholic shortcut, or a real improvement. Then I got this idea of two simultaneous built runs. I needed to know if it was good!
The idea is to get the BFG quicker, not to mention getting as many
rockets as one wants (and lots of ammo is unused with the normal
route). Initially I thought the blue key would be essential in order to go back to the starting zone and kill unkilled monsters.
I definitely would recommend investing some time in getting the blue key in a normal run. But here, its TAS so I decided any remaining monsters could be killed through windows on one occasion or another. More about them later...
Without the blue key, I just had to do some extra stuff compared
to UV Speed:
1.Step between the arch-viles initial location and the door, registering a secret
2.Kill a sergeant near the blue key
3.Awaken a cacodemon near the blue key
The rest of the demo is self-explanatory. I need even less the ultra-slow SSG than in the demo #1 (8 SSG shots in the entire demo). The thing Im unhappy with are a few annoying monsters that are either slow or just wander around too far away from the action.
Theres that stupid cacodemon for which I wait aimlessly at 3:00, three more tomatoes in the computer map secret, on which I had to spend 6 rockets (the BFG did not result in enough tracer damage to be quicker), the forgotten imp killed at 5:13. But the worst one was yet one more cacodemon that I decided to skip at 4:44 thinking it was too far from me and hoping it would follow me. It gets stuck on a tree, though (!) and it gets killed at 5:22, but with FOUR rockets. Rebuilding a huge section of the demo just to kill him earlier with two rockets was definitely not worth it IMO, so this ugly kill remains.
Pwad: Eternal DooM
Pwad name: eternal.wad
Maps: 22 - The Seeker, by Chris Couleur
Skill: 4
Category: UV Max
Exe: DooM Replay Editor
Time: 5:58
Download this Doom replay from here: https://www.dsdarchive.com/files/demos/eternal/1174/et22x558.zip [TAS] Doom: Eternal III - Map 22 UV-Max in 5:58 by vdgg](https://i.ytimg.com/vi/c-_dqEHJFx8/mqdefault.jpg)
![[TAS] Feeding Frenzy - Stage 7 in 0:17 (RTA)
Stage 7 introduces medusas (jellyfish) and golden minions.
Jellyfish seems to occupy fish slots. On the other hand, I had low fish density on previous stages too. TODO: see how it goes on later stages.
Its important to make them not appear on edges of the hunting area, because I swim up and down to eat fish.
Golden minion is a golden fish which transitions you to the next satiety level, or to the stage finish. It shows up like a typical fish, but it shortly starts swimming quite fast.
RNG manipulation is the side of the screen and the spot it shows up at.
In this stage, its about time when the golden minion shows up. The fastest time is in 17 secs. Since the speedrun WR beats the stage in approximately the same time, I assume it cant be done faster. [TAS] Feeding Frenzy - Stage 7 in 0:17 (RTA)](https://i.ytimg.com/vi/c-yDYcIwqbo/mqdefault.jpg)

![[TAS] Batman Doom - Map 1 UV-Speed in 0:41.40
So, I decided to give this TC a try. It has 32 maps and are divided into 7 chapters. Map 31 is mandatory, but doesnt take long to reach Map 16.
First map has a timesaver in a co-op run. Ill explain it now.
Batman has to get on the train and spend some time running back and forth so the station would transform into a different one, imitating the travel. As soon as Batman get far enough from the entrance, it gets closed using Door Close Stay linedef. If someone blocks it, you can leave the train much faster and just wait for the wall to lower down and reveal the door.
I dont know if ACE Team made it intentionally to prevent enemies from getting anywhere near the train, but this made it impossible to perform this timesaver in a solo run.
I decided to use 2 smoke bombs to kill the Slum Lord by splash damage instead of one bomb because it takes 2 seconds for him to raise up, so I could touch his hotbox directly.
There was an option of what to take after killing him. I decided to pick up an armor instead of a medkit. Its complicated for me to do the planning because VirtualBox cannot handle 3D mode of Doom Builder, so maybe it makes sense to lose some time, but save a bomb instead.
Weapons
Batarangs is a cool pistol replacement. It deals 8, 16, .., or 64 damage per a hit and, since its a projectile, its damage relies on RNG. Making three batarangs deal more than 150 damage in total is a big pain in the butt.
Smoke Bombs act like rockets, but are thrown by a ballistic trajectory. Guess thats where Blood TC took the code from, for its dynamite weapon.
Maximum capacity is 480 ammo and one bombs takes 40 ammo, so you can have up to 12 bombs. Each weapon gives 4 bombs.
Enemies
Terrorists function exactly as a Former Human, including its bad accuracy. Three variations all have 40 hp.
Strake functions as a Demon and his attack is also delayed. Green pants variation has 150 hp. [TAS] Batman Doom - Map 1 UV-Speed in 0:41.40](https://i.ytimg.com/vi/cNuOZc8UPiQ/mqdefault.jpg)