Uploaded August 2023 | Updated September 2026, 4 days ago
This is a tool-assisted speedrun (TAS) of Teenage Mutant Ninja Turtles 2003 game.
All the details and explanations are provided here: 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
This is a tool-assisted speedrun (TAS) of Teenage Mutant Ninja Turtles 2003 game.
All the details and explanations are provided here: 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] 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)
![[TAS] TMNT 2: Battle Nexus - Episode 4-3 (Ninja Rats boss) - Shurikens Tactic
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 its 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. Its doesnt 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 doesnt make the shuriken tactic competitive [TAS] TMNT 2: Battle Nexus - Episode 4-3 (Ninja Rats boss) - Shurikens Tactic](https://i.ytimg.com/vi/cVGn2qhDZ90/mqdefault.jpg)
![[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)