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This is a TAS of Doom 64 on Watch my Die (Ultra-Violence in other Doom games) in 41:22 (last input). For a competition, the fastest time of this game is 1:15:56 (on Speed Demos Archive) by peaches_
 Game objectives:
  • Emulator used: Mupen64-rerecording 0.5
  • Aims for a fastest time
  • Highest difficulty
  • Skipped and entered the secret maps to save the time
  • Takes damage to save the time
 Tricks:
  • Trick 1: on Earth maps (1-8) there are some pedestals with computers, switches and so on.
If you run enough fast, you have a CHANCE (not always) to get the key without moving the pedestal down.
  • Trick 2: if you enough close to the door, but sth blocks you (wall, monster), you can open it anyway.
  • Trick 3: the is a gltich which allows you to pull down the key without going up using the scattering of the super shotgun.
 Map by map comments and explanations:
Note: there are lots of 'Places Where You Must Kill Monsters' to go forward (PWYMKM)!
  • Map 1: simple map, no comments.
  • Map 2: this is the map where I got the blue and yellow keys earlier using trick 1. Punching imps for some entertainment (unfortunately, nowhere else in the run).
  • Map 3: entering the engineering room fastly to save the time. Took the invulnerabelty to save the health and kill cacodemons calmly. This is the first PWYMK - two cacodemons to active the lift.
  • Map 4: another PWYMKM in the start room. I didn't entered the secret stage to save the time, but this stage had a powerful gun which could help me in some places =(
  • Map 5: no comments, nice watch!
  • Map 6: killed the cacodemon to "move his clone" on lift next to it! Strange glitch! If I hadn't killed it, it will totally block the lift after I finish the case on right side of the map!
  • Map 7: that was a nice "jump" to the exit door, isn't it?
  • Map 8: in the passage with super shotgun should be nightmare imps, but they appeared after I took it. Matter of luck!
  • Map 9: killing all monsters step by step. I don't know what does the switch on the other side of the exit switch!
  • Map 10: when I entered the area with switch and teleport in the sewer, there should appear 2 barons of hell to block me! Solution: don't kill the last pinky before entering this area.
  • Map 11: there are 3 PWYMK all monsters, but I killed more in different rooms to use the switch/go forward.
  • Map 12 and secret 2: entered the secret exit to get the demon artifact to save the time: you don't have to pass all the map and the secret map is also small.
  • Map 13: the switch the small room after blue door couldn't been switched for a few seconds, so I took some rockets.
  • Map 14: a PWYMK at the start - all barons of hell. Took the BFG to save time.
  • Map 15: Another use of trick 1.
  • Map 16: Shorted the way and took mega armour.
  • Map 17: Cyberdemon took 3-4 shots from BFG anyway =(
  • Map 18: Long map, PWYMK also was.
  • Map 19: A use of trick 2 on the last door.
  • Map 20: A use of trick 3, also PWYMK.
  • Map 21: Unfortunately, trick 1 doesn't work on this stage with a key.
  • Map 22: Was a PWYMK, notheing unusual.
  • Map 23: 2 PWYMKs. There is a place where you should enter 3 key switches to open doors with switches which open the exit.
  • Map 24: My energy cells ended, so I killed 3rd cyberdemon with a rocket launcher.
  • Map 25: Nothing hard. The end!
 Why I didn't run ahd strafe on first 7 maps??
I needed to kill monsters out of my way after shotguns reload, because most rooms are narrow and I just couldn't run past them! I could forget something! Ask in comments, please.

feos: Здесь русский дух... здесь Русью пахнет!
Hi, Dimon12321, and huge thanks for all your effort! This is a game lots of people are eager to see well TASed. And there are quite some experts that have a lot of knowledge of how it works. And it is a very complicated game. As a result, we have a game that's actually very hard to TAS up to the level that even the experts would have nothing to add, which appears to be the level of quality at TASVideos. It's pretty sane: if only people who don't know the game very well could enjoy the run, but those who are well familiar with it see many improvements, it can't be considered optimal. In many cases, it's the opposite: if tips and tricks known from the experts are applied, the run is rather optimal, even if some unaware people don't enjoy it. But with this game, all would enjoy the optimal run, maybe it would even get a Star, as the other famous FPS game TAS got.
So, I'm joining the others' desire and asking you to resume this project, applying the tricks other members posted, and posting your own works-in-progress in the Doom 64 thread. This is how our best TASes are done: make sure a segment is optimal, only then move on. It may take several months, but honestly, the longer the run is being done, the better (and the faster) it is in the end. Good luck!

Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
Weatherton wrote:
Graviton wrote:
Neutral reset/Speed multipliers Resetting the control stick neutral to "down" means that when the stick is at rest, the game thinks you are holding up. When you then hold up on the stick, the game reads this as "even more up" and you move significantly faster. Also, the use of toggle strafe in conjunction with running at an angle (strafe-running) to increase speed is lacking in this TAS. I would estimate that upwards of five minutes, if not more, are lost by not using both of these tricks to their fullest extent.
This trick would have no impact on a TAS as we already have full access to all possible control stick positions without having to reset neutral position.
I came here to post this. Assuming that a TAS input plugin is used rather than an actual physical controller, N64 and GameCube emulators assume that a player is doing neutral resets every frame, where necessary, thus giving access to the entire range of possible controller inputs. The reset thus isn't visible in the input file, but it is conceptually happening.
Warepire
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Posts: 2174
Location: A little to the left of nowhere (Sweden)
ais523 wrote:
Weatherton wrote:
Graviton wrote:
Neutral reset/Speed multipliers Resetting the control stick neutral to "down" means that when the stick is at rest, the game thinks you are holding up. When you then hold up on the stick, the game reads this as "even more up" and you move significantly faster. Also, the use of toggle strafe in conjunction with running at an angle (strafe-running) to increase speed is lacking in this TAS. I would estimate that upwards of five minutes, if not more, are lost by not using both of these tricks to their fullest extent.
This trick would have no impact on a TAS as we already have full access to all possible control stick positions without having to reset neutral position.
I came here to post this. Assuming that a TAS input plugin is used rather than an actual physical controller, N64 and GameCube emulators assume that a player is doing neutral resets every frame, where necessary, thus giving access to the entire range of possible controller inputs. The reset thus isn't visible in the input file, but it is conceptually happening.
Can someone explain to me how the neutral reset position becomes unnecessary in a TAS? What the game-setting does is take the coordinates of "Down" as logical point origin ... So when the stick is in physical point origin the game will read it as "Up", and when the stick is pushed forward there will be an even bigger "Up". The distance from 0,0 to 0,128 is much shorter than 0,-128 to 0,128. Since the game seems to use the distance from logical origin to physical stick position as a speed modifier there is a significant speed-boost gained from this. (This is how I understood the explanation by PEACHES_ from the SGDQ2013 run)
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I still wish someone TASed the original DOS Doom. This way TASing would go full circle. (This would probably also get some attention in the speedrunning community. Perhaps even in the gaming community in general, if awesome enough.)
Editor, Expert player (2460)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Warp wrote:
I still wish someone TASed the original DOS Doom.
It has been tased and has some high-quality runs, but they are not here and they are not even submittable. I wish the Doom .lmp files were allowed here. (I like this page very much: http://tasvideos.org/Natt/Doom.html)
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om, nom, nom... want more!
Post subject: This TAS of Doom64
TAG
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Warning this was copy and pasted from the forum of doom64 so this TAS of Doom64. I like it and i am proud that someone like Dimon12321 has done one but it does have it's flaws. (i am not being mean when i say this stuff jlyk) But the first flaw i noticed was at Level 2. You key bumped but you missed then you did it again and you got it, this TAS should have you key bump only once, (little tip if you flick the switch to lower the platform you can delay the crushers this will shave a few seconds off) The second mistake i see through the run is that you bump into enemies and walls, (a TAS should have very fluid movement, if for example you bump into an enemy that is impossible to avoid shoot it instead, This will most likely kill it and you can save frames) Just so you know again i am not criticising you at all i am telling you how you can improve this. Me and a friend Tyler Artrip will be making one during the school holidays and collage hours and stuff so this new run should be finished in about 7 too 8 months. from the Doom fan OblivionWalker.
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
Experienced player (601)
Joined: 10/23/2004
Posts: 706
Warepire wrote:
ais523 wrote:
Weatherton wrote:
Graviton wrote:
Neutral reset/Speed multipliers Resetting the control stick neutral to "down" means that when the stick is at rest, the game thinks you are holding up. When you then hold up on the stick, the game reads this as "even more up" and you move significantly faster. Also, the use of toggle strafe in conjunction with running at an angle (strafe-running) to increase speed is lacking in this TAS. I would estimate that upwards of five minutes, if not more, are lost by not using both of these tricks to their fullest extent.
This trick would have no impact on a TAS as we already have full access to all possible control stick positions without having to reset neutral position.
I came here to post this. Assuming that a TAS input plugin is used rather than an actual physical controller, N64 and GameCube emulators assume that a player is doing neutral resets every frame, where necessary, thus giving access to the entire range of possible controller inputs. The reset thus isn't visible in the input file, but it is conceptually happening.
Can someone explain to me how the neutral reset position becomes unnecessary in a TAS? What the game-setting does is take the coordinates of "Down" as logical point origin ... So when the stick is in physical point origin the game will read it as "Up", and when the stick is pushed forward there will be an even bigger "Up". The distance from 0,0 to 0,128 is much shorter than 0,-128 to 0,128. Since the game seems to use the distance from logical origin to physical stick position as a speed modifier there is a significant speed-boost gained from this. (This is how I understood the explanation by PEACHES_ from the SGDQ2013 run)
Warepire, an actual N64 controller does not have access to the full range that the system can accept. Some third-party controllers (most notably the Sharkpad) have a larger range than the Nintendo brand controllers but I'm not aware of any that have access to the full range. By resetting neutral, players are able to access the full range (in one direction) that the game can accept (i.e. 127 or 128, depending on the direction). When you reset neutral on an N64 console, you're enabling yourself to overcome the CONTROLLER's limitations but at no point are you tricking the game into accepting values above 128. Note: the most noticeable limitation of any physical N64 controller is the angular limitations (e.g. [128,128]). The actual N64 controllers are octagonal and reach, perhaps [90,90] while the input limits are square.
Current Project: - Mario Kart 64
adelikat
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Weatherton wrote:
Note: the most noticeable limitation of any physical N64 controller is the angular limitations (e.g. [128,128]). The actual N64 controllers are octagonal and reach, perhaps [90,90] while the input limits are square.
Does anyone know the actual physical ranges of a neutral'ed N64 controller? (or a good approximation of those ranges)
It's hard to look this good. My TAS projects
Warepire
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Editor
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Weatherton wrote:
Warepire wrote:
ais523 wrote:
Weatherton wrote:
Graviton wrote:
Neutral reset/Speed multipliers Resetting the control stick neutral to "down" means that when the stick is at rest, the game thinks you are holding up. When you then hold up on the stick, the game reads this as "even more up" and you move significantly faster. Also, the use of toggle strafe in conjunction with running at an angle (strafe-running) to increase speed is lacking in this TAS. I would estimate that upwards of five minutes, if not more, are lost by not using both of these tricks to their fullest extent.
This trick would have no impact on a TAS as we already have full access to all possible control stick positions without having to reset neutral position.
I came here to post this. Assuming that a TAS input plugin is used rather than an actual physical controller, N64 and GameCube emulators assume that a player is doing neutral resets every frame, where necessary, thus giving access to the entire range of possible controller inputs. The reset thus isn't visible in the input file, but it is conceptually happening.
Can someone explain to me how the neutral reset position becomes unnecessary in a TAS? What the game-setting does is take the coordinates of "Down" as logical point origin ... So when the stick is in physical point origin the game will read it as "Up", and when the stick is pushed forward there will be an even bigger "Up". The distance from 0,0 to 0,128 is much shorter than 0,-128 to 0,128. Since the game seems to use the distance from logical origin to physical stick position as a speed modifier there is a significant speed-boost gained from this. (This is how I understood the explanation by PEACHES_ from the SGDQ2013 run)
Warepire, an actual N64 controller does not have access to the full range that the system can accept. Some third-party controllers (most notably the Sharkpad) have a larger range than the Nintendo brand controllers but I'm not aware of any that have access to the full range. By resetting neutral, players are able to access the full range (in one direction) that the game can accept (i.e. 127 or 128, depending on the direction). When you reset neutral on an N64 console, you're enabling yourself to overcome the CONTROLLER's limitations but at no point are you tricking the game into accepting values above 128. Note: the most noticeable limitation of any physical N64 controller is the angular limitations (e.g. [128,128]). The actual N64 controllers are octagonal and reach, perhaps [90,90] while the input limits are square.
That makes sense, thanks for the clarification!