Uploaded November 2023 | Updated September 2026, 6 days ago
This is a full collection of performance (victory) animations for all scores (E through SS) for all 8 playable characters of Teenage Mutant Ninja Turtles 2: Battle Nexus. Also, most of the costumes are showcased here.
The internet was not rich for this kind of stuff. I've browsed through a lot of walkthroughs, streams and speedruns, but some animations (especially for unlockable characters) were never shown anywhere, so I decided to reproduce them all.
All the animations here are shown for Nintendo Gamecube version of the game (through Dolphin emulator). I took a look at PC version and, no, they are not smoother than here. Most of them were recorded with anisotropic filtering on, except those I achieved while making my TAS speedrun of the game.
Those white lines on edges of the video is a side effect of Dolphin's frames dumping tool.
Also, there are intentional delays between animations to fit YouTube's chapters feature, where each one has to be at least 10 seconds long.
P.S: please, watch my tool-assisted speedrun of this game. I've been making it for 2.5 months. youtube.com/playlist?list=PL3V0eG1j-1vJAcsTO-gJcR8WEzHvJLJzQ
0:00 - Leonardo E
0:10 - Raphael E
0:20 - Michelangelo E
0:30 - Donatello E
0:40 - Slashuur E
0:50 - Casey E
1:00 - Karai E
1:10 - Splinter E
1:20 - Leonardo D
1:30 - Raphael D
1:40 - Michelangelo D
1:50 - Donatello D
2:00 - Slashuur D
2:10 - Casey D
2:20 - Karai D
2:30 - Splinter D
2:40 - Leonardo C
2:50 - Raphael C
3:00 - Michelangelo C
3:10 - Donatello C
3:20 - Slashuur C
3:30 - Casey C
3:40 - Karai C
3:50 - Splinter C
4:00 - Leonardo B
4:10 - Leonardo B (Nexus Costume)
4:20 - Leonardo B (Samurai Costume)
4:30 - Raphael B
4:40 - Raphael B (Nexus Costume)
4:50 - Raphael B (Samurai Costume)
5:00 - Michelangelo B
5:10 - Michelangelo B (Nexus Costume)
5:20 - Michelangelo B (Samurai Costume)
5:30 - Donatello B
5:40 - Donatello B (Nexus Costume)
5:50 - Donatello B (Samurai Costume)
6:00 - Slashuur B
6:10 - Casey B
6:20 - Casey B (Mask)
6:30 - Karai B
6:40 - Splinter B
6:50 - Leonardo A
7:00 - Raphael A
7:10 - Michelangelo A
7:20 - Donatello A
7:30 - Slashuur A
7:40 - Casey A
7:50 - Karai A
8:00 - Splinter A
8:10 - Leonardo S
8:20 - Raphael S
8:30 - Michelangelo S
8:40 - Donatello S
8:50 - Slashuur S
9:00 - Casey S
9:10 - Karai S
9:20 - Splinter S
9:30 - Leonardo SS
9:40 - Raphael SS
9:50 - Michelangelo SS
10:00 - Donatello SS
10:10 - Donatello SS (Nexus Costume)
10:20 - Slashuur SS
10:30 - Casey SS
10:40 - Karai SS
10:50 - Splinter SS
This is a full collection of performance (victory) animations for all scores (E through SS) for all 8 playable characters of Teenage Mutant Ninja Turtles 2: Battle Nexus. Also, most of the costumes are showcased here.
The internet was not rich for this kind of stuff. I've browsed through a lot of walkthroughs, streams and speedruns, but some animations (especially for unlockable characters) were never shown anywhere, so I decided to reproduce them all.
All the animations here are shown for Nintendo Gamecube version of the game (through Dolphin emulator). I took a look at PC version and, no, they are not smoother than here. Most of them were recorded with anisotropic filtering on, except those I achieved while making my TAS speedrun of the game.
Those white lines on edges of the video is a side effect of Dolphin's frames dumping tool.
Also, there are intentional delays between animations to fit YouTube's chapters feature, where each one has to be at least 10 seconds long.
P.S: please, watch my tool-assisted speedrun of this game. I've been making it for 2.5 months. youtube.com/playlist?list=PL3V0eG1j-1vJAcsTO-gJcR8WEzHvJLJzQ
0:00 - Leonardo E
0:10 - Raphael E
0:20 - Michelangelo E
0:30 - Donatello E
0:40 - Slashuur E
0:50 - Casey E
1:00 - Karai E
1:10 - Splinter E
1:20 - Leonardo D
1:30 - Raphael D
1:40 - Michelangelo D
1:50 - Donatello D
2:00 - Slashuur D
2:10 - Casey D
2:20 - Karai D
2:30 - Splinter D
2:40 - Leonardo C
2:50 - Raphael C
3:00 - Michelangelo C
3:10 - Donatello C
3:20 - Slashuur C
3:30 - Casey C
3:40 - Karai C
3:50 - Splinter C
4:00 - Leonardo B
4:10 - Leonardo B (Nexus Costume)
4:20 - Leonardo B (Samurai Costume)
4:30 - Raphael B
4:40 - Raphael B (Nexus Costume)
4:50 - Raphael B (Samurai Costume)
5:00 - Michelangelo B
5:10 - Michelangelo B (Nexus Costume)
5:20 - Michelangelo B (Samurai Costume)
5:30 - Donatello B
5:40 - Donatello B (Nexus Costume)
5:50 - Donatello B (Samurai Costume)
6:00 - Slashuur B
6:10 - Casey B
6:20 - Casey B (Mask)
6:30 - Karai B
6:40 - Splinter B
6:50 - Leonardo A
7:00 - Raphael A
7:10 - Michelangelo A
7:20 - Donatello A
7:30 - Slashuur A
7:40 - Casey A
7:50 - Karai A
8:00 - Splinter A
8:10 - Leonardo S
8:20 - Raphael S
8:30 - Michelangelo S
8:40 - Donatello S
8:50 - Slashuur S
9:00 - Casey S
9:10 - Karai S
9:20 - Splinter S
9:30 - Leonardo SS
9:40 - Raphael SS
9:50 - Michelangelo SS
10:00 - Donatello SS
10:10 - Donatello SS (Nexus Costume)
10:20 - Slashuur SS
10:30 - Casey SS
10:40 - Karai SS
10:50 - Splinter SS
![[TAS] Doom: Eternal III - Map 24 UV-Max in 8:43 by Dimon12321
This is a tool-assisted speedrun that devastates Map 24 of Eternal III quickly!
Sourceport: PrBoom+ 2.5.1.4cl2
About 80% of input was made in XDRE 2.20.
Music: Alien Vendetta - Map 8
Map 24: Rainbow Bridge
1. Blue key section
So, at the beginning, I killed all the monsters. Backpack helped me store more ammo which helped me at the end of the game. After beating all the demons, I was meant to beat 4 hell knights nearby, but it would be time-consuming, so I decided to leave them for later. Also, I invoked 2 cacodemons, waiting behind the bridge, to make them fly to appropriate places.
North-western room (sector 304) was pretty dangerous. Fortunately, I provoked 4 cacodemons to fight with other monsters, so I could clean the room faster.
It was a big luck for me to have those 4 hell knights walking around in the northern part of the bank (sector 156). I killed them all and save a lot of time!
Cleaning the North-western room wasn’t that hard. However, monsters could kill each other better =)
2. Opposite side to the Blue key section
The first part (rooms with sectors 229, 230 and 244) is self-explanatory. Just running around and killing everything. The most difficult moment was killing 3 imps with a single SSG shot.
The second part was hard. As soon as you enter the balcony area (sector 159), the closet opens and 5 cacodemons fly out and teleport to different places, trying to surround you. Fortunately, that section isn’t that fast because you must activate 2 switches inside the towers in order to advance with the map. By the time I was about to leave that section, the most problematic cacodemon had reached me and I killed him, so the route wasn’t spoiled.
3. Central castle (sector 1 and all around it)
It’s self-explanatory. At the beginning of it, it’s a multilevel route to kill all the monsters. After using the red lift (sector 6), I ran for the plasma gun secret which required 4 switches to be activated. It was a good time to use SSG instead of fists.
The next part was really hard. You must activate a switch to open an underground room with cacodemons, two of which are placed near the teleporting linedefs (444 and 445). The sound propagation is terrible. They wake up if make noise in the sector 48, so I kept silent for a while, just to kill those 2 cacodemons which could break my route. That part was remade twice because of my carelessness.
4. Square of the damned (sector 378 and everything around it) (part 1)
Firstly, I had to run through a big square hallway which featured some wallrunning. To open the inner yard, you must reach the opposite part of the hallway, head back to the opened door, use a lift and cross a special linedef (3002). Killing monster on the way was hard because Plasma Riffle is the most unpredictable weapon in terms of damage manipulation. Fortunately, I killed everything as planned.
The inner yard (sector 380) features a secret section with monsters and ammo, so I headed to it first. The switch on the opposite wall opens the door to the outer yard (sectors 396 and 404) which is filled with monsters and 2 cyberdemons among them.
5. Northern part and the Red key section (sectors 396 and 123 + 120, respectively)
The 1st cyberdemon was out, so my target was to make monsters fight him. Fortunately, some work was already made for me + invisibility helped me manipulate cyber’s blasts.
As soon as you leave the front area (sector 120), the first layer of the central square (sector 381) starts lifting down. Even though, I met 2 revenants in time, most monsters bypassed their teleporting linedefs and started going out of the inner yard towards me. Afterwards, I had to change the route slightly.
6. Square of the damned (part 2)
I planned to encounter the inner yard directly, but was meant to run through the northern part of the hallway to kill a bunch of bastards. Also it was the most appropriate place to kill one of 2 arch-viles. Ironically, it bypassed its teleporting linedef as well.
After shooting everything in the inner yard, I headed to the red door and activated the switch to be able to use the lift inside the central square (sector 491). Well, this sector isn’t the best possible to shoot monsters on balcony areas, so I didn’t spend much time fighting Doom’s aiming system.
After you enter the yellow key room, the last 2 closets open up, so I run through the whole square hallway for the last time to kill them all.
7. Southern part and the exit
This section was partially made in slow-motion + segmenting because the 2nd cyberdemon’s neighbors (things 245 and 246) flew inside the hallway and were about to enter the secret room (sector 470) which would break my route. So, some time was spent on their route manipulations. At last, I killed the remaining monsters. The last one had died 2 tics before I finished the map. [TAS] Doom: Eternal III - Map 24 UV-Max in 8:43 by Dimon12321](https://i.ytimg.com/vi/UenjWVKxFvs/mqdefault.jpg)
![[TAS] Doom - Icarus: Alien Vanguard - Map 1 UV-Max in 1:45 by Dimon12321
Most of the run is self-explanatory. As usual, I prefer smoothness over speed and sharp turns.
Even though I spent about 10 hours on building it frame-by-frame, I still made 2 mistakes.
1. I forgot to kill 2 imps behind the demon wall in the room with a chair. I suspect demons would block my way out if I had stayed in the room for longer, but Ive lost about 4 secs anyway. Fortunately, they were not far away from the battlefield.
2. I could use more advantage of gradually opening gates and lifts that guard yellow and red keycards and leave more monsters alive to kill them later. [TAS] Doom - Icarus: Alien Vanguard - Map 1 UV-Max in 1:45 by Dimon12321](https://i.ytimg.com/vi/Unc7utaeNAA/mqdefault.jpg)
![Doom: Judgment [MBF21] Walkthrough 100% - Part 2/7 (Maps 7-10 and 33)
This video completes Episode 2 (Maps 7-10 and the secret Map 33) with 100% kills and secrets. Technically, Map 11 belongs to this episode too, but since the player loses all the weapons at the end of map 10, I decided to move it to a separate part.
Fail moments where I die or wander around were replayed.
Timecodes
0:00 - Map 7
6:44 - Map 8
12:10 - Map 8 (secret exit switch sequence)
14:10 - Map 33
19:44 - Map 9
28:18 - Map 10
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 2/7 (Maps 7-10 and 33)](https://i.ytimg.com/vi/V9fOlcr-NXk/mqdefault.jpg)
![[TAS] TMNT 2003 GC - Stage 4: Donatello New Game
This is a tool-assisted speedrun (TAS). Playlist with all stages: https://www.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] TMNT 2003 GC - Stage 4: Donatello New Game](https://i.ytimg.com/vi/VbfmL5ncO_o/mqdefault.jpg)
![[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)