Uploaded July 2023 | Updated September 2026, 3 days ago
This is a tool-assisted speedrun (TAS). Playlist with all stages: youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
Stage 4 Area 1
I finally had my strength improved. Being able to take down a Foot ninja with 2 weak attacks unlocks more potential for time saves, but this means more pain in the shell. The potential now lies just near a framerule which can be saved, and the problem is, not every squad can be destroyed fast enough to make the next squad spawn 30 frames earlier.
Foot Tech Ninjas also became easier to eliminate, but there’s also a difficult time-saving tactic in sight: “(A-A-A)-B, dash, B” - perform a legs-circle combo to hit a Tech Ninja with spinning legs as soon as they are vulnerable, dash and do a strong attack. This tactic makes sense to do against solo techs or 2 techs spawned close to each other near the wall. The wall is needed to have 2 ninjas hit by a strong attack in restricted time. As a result, spawn – hitting – vanish sequence finishes near the closest framerule, saving 30 frames. For a duet, the conditions must be almost perfect to have it done in 1-5 frames before the framerule. That’s why it’s not seen so often.
As an alternative, some spawn points are accompanied with urns, which you can kick into Techs and make them fall down faster and win enough time to cut down 1 framerule. The same tactic concerns “2 + 1” squads too, where I push one Tech into the upcoming Tech to save time.
I used all nearby urns on Area 1 with the exception of Tech squad #2. Unfortunately, I cannot collect 2 Techs together (neither Tech 1 and 2, nor Tech 2 and 3) to eliminate them in 1 combo or by doing B-dash-A-dash-B. If I let 2 Techs finish their show-up animation and kill them, there’s still no timesave for the last Tech if I kick urna at him because he lands far away from me. “(A-A-A)-B, dash, B” should have been used instead.
A new enemy is introduced here: Foot Bee. These foot ninjas in yellow aircrafts have the longest show-up and vanishing animations in the game and therefore are top priorities because other enemies can be destroyed while a Foot Bee spins and blows up.
Stage 4 Area 2
Here, I use leg-spinning combo more often. I’m satisfied with the shuriken management. Not much to say.
Stage 4 Area 3
The area is concentrated around 5 mini-boss battles. Foot fights in the first 2 rooms were mostly easy with the exception of the squad of 3 ninjas near the northern-east wall, which I couldn’t eliminate that easy for some reason because my weak and strong swings were bypassing one of them. Strong attack was more efficient, but the positions of fallen ninjas were uncomfortable for me to finish them quickly, so I went on with a combo.
Mystic ninjas were really easy to kill. I’m surprised speedrunners didn’t use combo-dashing on them, in the same way they did with Evil Turtlebot.
Unfortunately, I faced another desync when playing back the whole stage, so I had to resync the input until I reached the point where I left off, but some playaround moments were lost.
Stage 4 Area 4
This area provides a difficulty to speedrunning because some spawn points of Foot Tech Ninjas are placed inside fountains and, even though they don’t look that high, you still have to jump out which slows you down, and you have to cross their borders to narrow the distance you need to cover with dashes.
At least, 3 squads of a Bee + Foot Tech Ninjas were difficult to optimize.
2 desyncs happened here.
Stage 4 Area 5
This small area with well-adjusted tactic was a real nightmare for me! Desyncs here were stable! Savestates were not determined regarding Foot Gunner Ninja’s protection, whether my attacks and shurikens are blocked by his shield at the moment. I could easily hit him through the shield, but it didn’t happen during the movie playback.
Invalidating savestates in TAStudio didn’t help that much. The issue could be seen only when playing the movie from the boot-up or Stage 4 select screen. It seems like it’s a transit problem which cannot be seem by simply replaying the last area.
After the whole playback, I got a proper save and finally finished it.
0:00 Stage Select
0:23 Stage 4 Area 1 (in 1;20)
1:57 Stage 4 Area 2 (in 1;45)
3:58 Stage 4 Area 3 (in 1;32)
5:44 Stage 4 Area 4 (in 1;04)
7:04 Stage 4 Area 5 (in 0;19)
This is a tool-assisted speedrun (TAS). Playlist with all stages: youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
Stage 4 Area 1
I finally had my strength improved. Being able to take down a Foot ninja with 2 weak attacks unlocks more potential for time saves, but this means more pain in the shell. The potential now lies just near a framerule which can be saved, and the problem is, not every squad can be destroyed fast enough to make the next squad spawn 30 frames earlier.
Foot Tech Ninjas also became easier to eliminate, but there’s also a difficult time-saving tactic in sight: “(A-A-A)-B, dash, B” - perform a legs-circle combo to hit a Tech Ninja with spinning legs as soon as they are vulnerable, dash and do a strong attack. This tactic makes sense to do against solo techs or 2 techs spawned close to each other near the wall. The wall is needed to have 2 ninjas hit by a strong attack in restricted time. As a result, spawn – hitting – vanish sequence finishes near the closest framerule, saving 30 frames. For a duet, the conditions must be almost perfect to have it done in 1-5 frames before the framerule. That’s why it’s not seen so often.
As an alternative, some spawn points are accompanied with urns, which you can kick into Techs and make them fall down faster and win enough time to cut down 1 framerule. The same tactic concerns “2 + 1” squads too, where I push one Tech into the upcoming Tech to save time.
I used all nearby urns on Area 1 with the exception of Tech squad #2. Unfortunately, I cannot collect 2 Techs together (neither Tech 1 and 2, nor Tech 2 and 3) to eliminate them in 1 combo or by doing B-dash-A-dash-B. If I let 2 Techs finish their show-up animation and kill them, there’s still no timesave for the last Tech if I kick urna at him because he lands far away from me. “(A-A-A)-B, dash, B” should have been used instead.
A new enemy is introduced here: Foot Bee. These foot ninjas in yellow aircrafts have the longest show-up and vanishing animations in the game and therefore are top priorities because other enemies can be destroyed while a Foot Bee spins and blows up.
Stage 4 Area 2
Here, I use leg-spinning combo more often. I’m satisfied with the shuriken management. Not much to say.
Stage 4 Area 3
The area is concentrated around 5 mini-boss battles. Foot fights in the first 2 rooms were mostly easy with the exception of the squad of 3 ninjas near the northern-east wall, which I couldn’t eliminate that easy for some reason because my weak and strong swings were bypassing one of them. Strong attack was more efficient, but the positions of fallen ninjas were uncomfortable for me to finish them quickly, so I went on with a combo.
Mystic ninjas were really easy to kill. I’m surprised speedrunners didn’t use combo-dashing on them, in the same way they did with Evil Turtlebot.
Unfortunately, I faced another desync when playing back the whole stage, so I had to resync the input until I reached the point where I left off, but some playaround moments were lost.
Stage 4 Area 4
This area provides a difficulty to speedrunning because some spawn points of Foot Tech Ninjas are placed inside fountains and, even though they don’t look that high, you still have to jump out which slows you down, and you have to cross their borders to narrow the distance you need to cover with dashes.
At least, 3 squads of a Bee + Foot Tech Ninjas were difficult to optimize.
2 desyncs happened here.
Stage 4 Area 5
This small area with well-adjusted tactic was a real nightmare for me! Desyncs here were stable! Savestates were not determined regarding Foot Gunner Ninja’s protection, whether my attacks and shurikens are blocked by his shield at the moment. I could easily hit him through the shield, but it didn’t happen during the movie playback.
Invalidating savestates in TAStudio didn’t help that much. The issue could be seen only when playing the movie from the boot-up or Stage 4 select screen. It seems like it’s a transit problem which cannot be seem by simply replaying the last area.
After the whole playback, I got a proper save and finally finished it.
0:00 Stage Select
0:23 Stage 4 Area 1 (in 1;20)
1:57 Stage 4 Area 2 (in 1;45)
3:58 Stage 4 Area 3 (in 1;32)
5:44 Stage 4 Area 4 (in 1;04)
7:04 Stage 4 Area 5 (in 0;19)
![[TAS] Doom: Rowdy Rudy 2 - Map 4 UV-Max in 0:46 by Dimon12321
That was an easy one. Done in 3 hours.
SSG really came in handy, as well as another berserk. This map seems to have the easiest secrets in the entire WAD.
Got a dilemma which path to take after grabbing the berserk. Decided to kill the vanguard near the exit door and take a rocket launcher. By the time I did that, all the monsters had already teleported to the lake area. I dont know if it could be done the other way, but I dont care about it anymore.
I realized I didnt have much ammo, expect for the bullets, with me, so its time to grab some shells on Map 5. [TAS] Doom: Rowdy Rudy 2 - Map 4 UV-Max in 0:46 by Dimon12321](https://i.ytimg.com/vi/Vea-DnjR_DM/mqdefault.jpg)
![[TAS] Miku Runner 100% NES in 52:26 by Leixin
Details: https://tasvideos.org/7314S
Moved to public access because the submission didnt make it and TASVideos wont publish it in a better quality. [TAS] Miku Runner 100% NES in 52:26 by Leixin](https://i.ytimg.com/vi/VsFmdrI28r0/mqdefault.jpg)
![[TAS] TMNT 2003 GC - Stage 5 + Dojo 3: Donatello New Game
Stage 5 Area 1
Like in Stage 2 with its nano robots, here we have another pack of stage-unique enemies.
Mutants cannot be killed by falling enemies.
They also have bigger collisions, and this means they are harder to collect to be beaten. You and any two mutants need exclusive positions, so you could beat them in a single combo.
A strong attack can hit blue mutants twice, if attacked from the back or the side (when a “knock-down from behind” animation is played). Stationary attack shows better results than a charged one (if you were running for 16+ frames).
Quarry (360 hp)
Not much to comment here. She always takes up to 2 hits and teleports into other place.
Stage 5 Area 2
At the very beginning, I faced the weirdest desync so far. Even after discovering it and fixing it, I had to redo the whole stage TAS from that point.
Razorfist (450 hp)
At least 90 frames are spent on standing still blocking player’s hits. Then he picks a decision to do something: 1) jump sideways while keeping the block, 2) charge and jump forward, 3) backswing and box forward, 4) rush forward while keeping the block. Sometimes, if he successfully blocks a players attack, he may do action #4 immediately, without waiting for 90 frames to pass.
While he keeps his hands forward, blocking your hits.
1. Front air juggling attack + dashing works twice. Further juggling or other attacks are blocked. After his ouch animation is over, he rushes forward and does a lap, in case the player has dodged his charge.
2. If you hit him from behind, he bands over and hits the area behind him. If using this tactic, then you can hit him once per 58 frames.
When he does a preparation to do actions #2 or #3, or after he has finished these sequences, there is a window when he lets 4 hits to be done from behind (these 4 hits can be strong attacks). On the 5th hit, he bands over and hits the area behind him. If attacked from the front, only 1 hit can be done. An “ouch” animation, then he starts blocking.
Most of the time, he chooses to either jump sideways or rush forward while keeping the block, which are the 2 attacks not acceptable for TAS. However, it’s possible to fool him with input manipulations to do a different action. It’s usually done by doing a dash behind him while moving towards his field of view, although you can’t move anywhere while dashing.
Stage 5 Area 3
This area provides barrels, but it’s not as fun as in Stage 3 Area 4. Barrels deal damage (30 hp) only once per a mutant. You need to make monsters fall back and touch another barrel or detonate it. Barrels don’t save much time, but still make sense to use. Plus, it’s boosts entertainment a little.
Items from boxes block flying shurikens, so I had to take a defense crystal here.
I got unlucky with the last electricity transmitter hazard.
Stage 5 Area 5
King Nail (600 hp)
It spends most of the time in the air where shuriken spamming is not very efficient. It can hold its right stand waiting or fly towards you until you both are next to each other. Possible actions:
1. Flies near the floor
2. Flies across the room
3. Flies around the broken flask
4. Lands with its hands crushed into the floor
5. Lands with its hands crushed into the floor and smashes surface
Unlike Razorfist, Nail has some sort of timer table according to which it picks a random action. Its nature is still unknown for me. Looks like, it’s a combination of movement, sounds and even shurikens quantity. Because, doing strong attacks with dashes, like I did to manipulate purple dragons spawn doesn’t work here.
Regular shurikens deal 3 damage. Electric ones – 25 damage. Explosive – 25+20 damage, as usual. A full set to fight Nail is 8 explosives and 10 electrics.
The strategy I’ve found the fastest is making Nail approach me and do action #4 or #5 twice, because these actions turn Nail into an immobile target and you can spam shuriken at it. I had to skip some frames during the area selection and dialog skipping in order to make it approach me and do an action I wanted it to do.
Action #5 at the beginning is the only opportunity to throw all the shurikens in one time, but despite all my attempts, Nail never did it. So I had to move around, to make it take an appropriate position for me.
I don’t know why, but there were situations when at some point of spamming shurikens, the damages stopped being registrated on Nail. I was getting my combo meter up, but with no effect.
Only after throwing away my regular shurikens, I managed to get an acceptable scenario for me. And unfortunately, I had to sacrifice an electric shuriken in order to provoke Nail to do action #5 and do it quickly. Since I had no shurikens left, I had to do a jump attack.
Special Stage (aka Dojo 3)
Leonardo (120 hp)
Just like Evil Turtlebot, Leonardo has a prescribed initial timer of invincibility, so I had to dash around a little bit.
0:00 Stage 5
0:22 Area 1
2:18 Area 2
4:39 Area 3
6:03 Area 4
7:26 Area 5
8:12 Dojo 3 [TAS] TMNT 2003 GC - Stage 5 + Dojo 3: Donatello New Game](https://i.ytimg.com/vi/W-Erus1Yc8s/mqdefault.jpg)

![[TAS] TMNT 2: Battle Nexus (GameCube) Any% in 50:22 - Part 3/4 (NY Part 2, Future NY)
This is a tool-assisted speedrun of TMNT 2: Battle Nexus. This part completes episodes from 6-7 through 10-3.
Full explanation is here: https://tasvideos.org/8730S
Official playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vJAcsTO-gJcR8WEzHvJLJzQ
TAS time (from boot-up to the victory screen of Ep 11-7): 50:22
RTA time (from the beginning of Ep 0-1 to the last hit to Mega Shredder in Ep 11-7): 49:28
In-game walkthrough time: 23:57
0:00 Episode 6-7 (in 0;38)
1:09 Episode 6-8 (in 0:56)
2:35 Episode 9-1 (in 1:21)
4:20 Episode 9-2 (in 2:50)
7:30 Episode 9-3 (in 0:37)
8:42 Episode 10-1 (in 0:22)
9:29 Episode 10-2 (in 0:16)
10:08 Episode 10-3 (in 0:13) [TAS] TMNT 2: Battle Nexus (GameCube) Any% in 50:22 - Part 3/4 (NY Part 2, Future NY)](https://i.ytimg.com/vi/XjK6zvjYOKo/mqdefault.jpg)
![[TAS] TMNT 2: Battle Nexus (GameCube) Any% in 50:22 - Part 1/4 (NY Part 1, DHoonnib)
This is a tool-assisted speedrun of Teenage Mutant Ninja Turtles 2: Battle Nexus for Nintendo GameCube. This part covers all necessary episodes of Disk 1.
Full explanation is here: https://tasvideos.org/8730S
Official playlist: https://www.youtube.com/playlist?list=PL3V0eG1j-1vJAcsTO-gJcR8WEzHvJLJzQ
It was another game of my childhood. In the past, I didnt consider speedrunning this game because I thought it would take an eternity to beat. As turned out, it can be completed quite fast.
While TASing TMNT 2003, I discovered Veekrons speedruns and they inspired me to build a TAS of TMNT 2 as well, because its not confined to beating all the enemies and, hence, will take less time to build.
GameCube port is worst of all 4 ports. It runs at 30 FPS, has the worst graphics and you need to change the disk to play Episode 5-1 and beyond.
0:00 Intro, Main Menu, Settings
0:41 Episode 0-1 (in 0;41)
1:48 Episode 0-2 (in 0:27)
2:49 Episode 2-1 (in 0:46)
4:00 Episode 2-2 (in 0:17)
4:41 Episode 2-3 (in 1:34)
6:48 Episode 4-1 (in 0:32)
7:44 Episode 4-2 (in 0:58)
9:04 Episode 4-3 (in 0:23)
10:01 Episode 4-4 (in 0:17)
10:40 Episode 4-5 (in 0:29)
11:42 Episode 4-6 (in 0:47)
13:00 Episode 4-7 (in 2:50)
16:09 Episode 4-8 (in 0:35)
17:09 Episode 4-9 (in 0:18) [TAS] TMNT 2: Battle Nexus (GameCube) Any% in 50:22 - Part 1/4 (NY Part 1, DHoonnib)](https://i.ytimg.com/vi/Xolq3YCmJ-o/mqdefault.jpg)
![[TAS] Doom: Scythe - Episode 1 UV-Max Co-op in 2:43 by Dimon12321 (horizontal)
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 (horizontal)](https://i.ytimg.com/vi/Y_64Yua2lLk/mqdefault.jpg)
![[TAS] Doom: Resonance - Map 4 NM-Speed in 0:04.89
Got in tact and AV started attacking me as soon as I show up. Some more speed can be gained, but I dont think 3 secs is possible. [TAS] Doom: Resonance - Map 4 NM-Speed in 0:04.89](https://i.ytimg.com/vi/Z0cmilwia3I/mqdefault.jpg)

![[TAS] Doom GBA - Episode 2 in 0:58 by Dimon12321
0:00 - E2M1
0:16 - E2M2
0:30 - E2M3
0:37 - E2M4
0:53 - E2M5
1:08 - E2M6
1:16 - E2M7
1:22 - E2M8 [TAS] Doom GBA - Episode 2 in 0:58 by Dimon12321](https://i.ytimg.com/vi/_sccQslvk2g/mqdefault.jpg)
![[TAS] TMNT 2003 GC - Stage 1 + Dojo 1: Donatello New Game
Playlist with all stages: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
8 years ago, I made an attempt to beat this game. Dolphin TASing wasnt that stable, I didnt know much about the game despite playing it hard in my childhood, my PC wasnt strong enough and I wasnt experienced in TASing. I beat Stage 1 Area 1 and dropped it.
Now, the problems are fixed, emulators are improved and Im 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 -
RTAs 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 dont 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. Thats 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 its not necessary to kill all the squad in one hit.
The hit area of Donatellos 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 doesnt 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 wouldnt 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 dont use movement. I wouldnt 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 its 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. Its known how many mousers from which hole in which order will come out. Maybe its not completed in the fastest time, but I tried hard.
The Giant Mouser has 540 hp. Each electric shuriken deals 25 damage, so thats 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 dont think a better placement exists.
Emulator used: Bizhawk 2.8 with Dolphin 5.0-16426 core
https://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) [TAS] TMNT 2003 GC - Stage 1 + Dojo 1: Donatello New Game](https://i.ytimg.com/vi/_tOu5TuR8Do/mqdefault.jpg)