This is a Tool-assisted Speedrun on Duke Nukem 3D for SEGA Genesis. It is 4 min, 9 secs faster than my previous run! I had a good time TASing this game because I had lots of free time and my old TAS for comparing.

Game objectives:

  • Emulator used: GENS-rerecording v11a
  • Aims for the fastest time
  • Take damage to save the time
  • Hardest difficulty
  • AI manipulation
  • Genre: First Person Shooter

Comments:

This is the hardest port of Duke Nukem 3D with a pased-down engine for a 16-bit hardware so it looks like Doom and Wolfenstein 3D. Enemies like Pig Cops, Assault Captains and Assault Enforcers have increased Damage per Minute (DPM) and it was hard to stay indamaged. There are 9 maps: all are pased-down; from the 2nd episode of PC Duke Nukem 3D. I think it's the best FPS for Genesis. It has beautiful graphics, smartly copied sounds from PC-version, you can pick up thrown pipe bomb and throw it again, Duke can even tell you: "What are you waiting for??? Christmas??, if you don't press any button on your joystick for some time!

Stage comments:

Generally, all the maps are passed in the fastest time and a little playaround added while waiting for the elevators. I used the fastest possible movement (running and strafing at the same time), now all the routes are the fastest and all mistakes are fixed, I used lots of AI manipulation to keep my health in normal condition because I didn't take much medicine. Also I found a good use to pipe bombs in Occupied Territory map and saved much time by changing actions! Another main difficulty is the control: no crosshair and turning speeds up (especially in Space), difficult aiming after strafing! I don't know what else to add! If you have a question, ask me in discussion topic! I'll explain everything!

feos: Accepting for Vault.
sheela901: Processing...
feos: Updated the submission file.


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This topic is for the purpose of discussing #4446: Dimon12321's Genesis Duke Nukem 3D in 20:03.75
Spikestuff
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Starting input is sloppy again. Here's the optimal starting input. I desync when I fix it for your TAS. Also I shaved 28 frames off of your final input (using your input). File is here. Edit: Stage Times + Saving from Previous TAS Spaceport: 1:56 (-0:27) The Incubator: 1:49 (-0:34) Secret Laser: 2:05 (-0:28) Lunar Space: 2:28 (-0:28) Occupied Territory: 2:25 (-0:33) Mortal Prison: 1:21 (-0:26) Fatal Wind: 2:21 (-0:21) Electric Station: 3:27 (-0:34) Overlord: 2:00 (-0:08) (waiting around) Total in-game saved: 3:59 Edit 2: To remind everyone about this game. This is how movement goes: input, LAG Frame Galore, input, LAG Frame Galore, etc.
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Skipped to a middle part. At ~10:25, you're waiting for the elevator to open, then back in, then turn to press the button. ~30 seconds later with a similar situation, you strafe in so the button's immediately in front of you. Am I missing something here?
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Spikestuff wrote:
Starting input is sloppy again. I desync when I fix it for your TAS. Also I shaved 26 frames off of your final input (using your input).
Oh, thanks! Seems like input is my disadvantage. How many times did you fix my input? 7 times?? I'll write it in my signature!
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Dimon12321
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Tangent wrote:
Skipped to a middle part. At ~10:25, you're waiting for the elevator to open, then back in, then turn to press the button. ~30 seconds later with a similar situation, you strafe in so the button's immediately in front of you. Am I missing something here?
Thank you, but it doesn't affect the time because in the first case I entered in in the first possible moment and in the second I was walking next to the door because of strafing, but gained more speed . But the distance to the switch is enough small, so it doesn't matter though I'll check it for the improvement!
TASing is like making a film: only the best takes are shown in the final movie.
Spikestuff
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Dimon12321 wrote:
How many times did you fix my input? 7 times?
In terms of your TAS's being accepted: Twice In terms of those that have been rejected in the end: Twice Also this one. That's Five of Seven. Worms I didn't provide a file. Only told you off and showed a video difference. Doom 64 I didn't look into because I don't like mupen. Ah... Meh Vote too. Edit (because I don't want to make another post):
Dimon12321 wrote:
You suggested to end the input earlier in Doom 64, but it was slow at the beginning too. This time everything will be OK!
Nope. There is no trace of my username.
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Dimon12321
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Spikestuff wrote:
Dimon12321 wrote:
How many times did you fix my input? 7 times?
In terms of your TAS's being accepted: Twice In terms of those that have been rejected in the end: Twice Also this one. That's Five of Seven. Worms I didn't provide a file. Only told you off and showed a video difference. Doom 64 I didn't look into because I don't like mupen. Ah... Meh Vote too.
Worms was my affect submission, just didn't cancel it. You suggested to end the input earlier in Doom 64, but it was slow at the beginning too. This time everything will be OK!
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I wasn't entertained by this because the muddiness of the graphics meant that most of the time I had no idea where the hell you were. Voting No. For what it's worth, I could tell that the levels were well-played, so nice job on that.
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boct1584 wrote:
I wasn't entertained by this because the muddiness of the graphics meant that most of the time I had no idea where the hell you were. Voting No. For what it's worth, I could tell that the levels were well-played, so nice job on that.
Yes, if the fastest movement was just running like in Zero Tolerance, it would look like much better! Btw, did you vote Yes in my old run? You can see all the route there :-)
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Spikestuff wrote:
I shaved 26 frames off of your final input (using your input). File is here.
You fixed final input quite sloppy, last 2 frames still can be deleted. 72132 frames is enough. If like to сorrect other people's ending input, at least try to do it properly next time.
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Archanfel wrote:
You fixed final input quite sloppy (...) If like to сorrect other people's ending input, at least try to do it properly next time.
Oops. Yea, I checked and uploaded the wrong file. Updated the userfile link at my first post. Sorry for the derp and thanks for stating my derp.
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Dimon12321 wrote:
Tangent wrote:
Skipped to a middle part. At ~10:25, you're waiting for the elevator to open, then back in, then turn to press the button. ~30 seconds later with a similar situation, you strafe in so the button's immediately in front of you. Am I missing something here?
Thank you, but it doesn't affect the time because in the first case I entered in in the first possible moment and in the second I was walking next to the door because of strafing, but gained more speed . But the distance to the switch is enough small, so it doesn't matter though I'll check it for the improvement!
The answer I was looking for was more like "No time is lost taking longer to press the button because..."
Dimon12321
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Tangent wrote:
The answer I was looking for was more like "No time is lost taking longer to press the button because..."
Hah! ...because I took damage once more during this map (yes, it was the button)! Another AI manipulation and I got 0 frames improved. I hate the mechanics of this game! ZT was much easier!
TASing is like making a film: only the best takes are shown in the final movie.
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It looks to me that you're constantly bumping the wall well before the corner and slide along it until the wall ends, instead of aiming for the corner in the first place. Is it not true? Please explain how movement works in this game.
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feos wrote:
It looks to me that you're constantly bumping the wall well before the corner and slide along it until the wall ends, instead of aiming for the corner in the first place. Is it not true? Please explain how movement works in this game.
As I told earlier, the game has horrible control! I have not many variants for input because the game spends 5-7 frames on rendering and gives a frame for next action and, as a result, Duke's teleporting on the short distances (maybe you know this, just for notice). After strafing (also included in my movement) Duke turns on ~24˚ degrees per 1 action frame and loses 1/2 extra speed gained by strafing if I release B. He doesn't lose speed if he goes along the wall, looking towards it. 24˚ degree is too big to runstrafe exactly to the end of the wall and I was sliding along the it to control the turning and bypass "unnecessary teleportations" when the sliding the next wall is the fastest way! Anyway, not sliding the walls is almost impossible with that control, but developers made it smooth. :-)
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Dimon12321 wrote:
Tangent wrote:
The answer I was looking for was more like "No time is lost taking longer to press the button because..."
Hah! ...because I took damage once more during this map (yes, it was the button)! Another AI manipulation and I got 0 frames improved. I hate the mechanics of this game! ZT was much easier!
Why does taking damage change the way you press the button?
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Tangent wrote:
Why does taking damage change the way you press the button?
I lose some time (5-6 frames) to prevent enemy(-ies) from damaging me! As you see, I've planned all the route using my old TAS and got 1 HP by the end of the game. Of course, if I lose more time, I had to take damage.
TASing is like making a film: only the best takes are shown in the final movie.
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Dimon12321 wrote:
Tangent wrote:
Why does taking damage change the way you press the button?
I lose some time (5-6 frames) to prevent enemy(-ies) from damaging me! As you see, I've planned all the route using my old TAS and got 1 HP by the end of the game. Of course, if I lose more time, I had to take damage.
There are no enemies damaging you at that part. You are idling next to a door.
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Tangent wrote:
Dimon12321 wrote:
Tangent wrote:
Why does taking damage change the way you press the button?
I lose some time (5-6 frames) to prevent enemy(-ies) from damaging me! As you see, I've planned all the route using my old TAS and got 1 HP by the end of the game. Of course, if I lose more time, I had to take damage.
There are no enemies damaging you at that part. You are idling next to a door.
I don't mean at that part. I mean during all the map after pressing that button.
TASing is like making a film: only the best takes are shown in the final movie.
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Dimon12321 wrote:
Tangent wrote:
Dimon12321 wrote:
Tangent wrote:
Why does taking damage change the way you press the button?
I lose some time (5-6 frames) to prevent enemy(-ies) from damaging me! As you see, I've planned all the route using my old TAS and got 1 HP by the end of the game. Of course, if I lose more time, I had to take damage.
There are no enemies damaging you at that part. You are idling next to a door.
I don't mean at that part. I mean during all the map after pressing that button.
I am not talking about anything but the way you enter those two doors and press the elevator button. One way is obviously slower than the other. Maybe you should explain in your own language (or someone translate this to it).
Dimon12321
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Tangent wrote:
I am not talking about anything but the way you enter those two doors and press the elevator button. One way is obviously slower than the other. Maybe you should explain in your own language (or someone translate this to it).
If I press the button in the fastest time, I should lose it to stay undamaged! But honestly, I was very lucky that this defect was neutralized by game, because that's my fault that I pressed the button late!
TASing is like making a film: only the best takes are shown in the final movie.
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Dimon12321 wrote:
Tangent wrote:
I am not talking about anything but the way you enter those two doors and press the elevator button. One way is obviously slower than the other. Maybe you should explain in your own language (or someone translate this to it).
If I press the button in the fastest time, I should lose it to stay undamaged! But honestly, I was very lucky that this defect was neutralized by game, because that's my fault that I pressed the button late!
So it's like the super mario bros 21 frame rule? Where even if you do the rest of the level before that point faster, you have to wait so that you can avoid being damaged anyway (which would waste more time then it saved)?
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Patashu wrote:
Dimon12321 wrote:
Tangent wrote:
I am not talking about anything but the way you enter those two doors and press the elevator button. One way is obviously slower than the other. Maybe you should explain in your own language (or someone translate this to it).
If I press the button in the fastest time, I should lose it to stay undamaged! But honestly, I was very lucky that this defect was neutralized by game, because that's my fault that I pressed the button late!
So it's like the super mario bros 21 frame rule? Where even if you do the rest of the level before that point faster, you have to wait so that you can avoid being damaged anyway (which would waste more time then it saved)?
I'm really not convinced that's the case, especially with all the idle time in the elevator that I'm pretty sure could be used to manipulate the RNG if needed.
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This looks like a generic Genesis first-person shooter. It just has Duke Nukem 3D graphics and sound. It seems like a game mod. I watched the run only partially. It looks okay, occasionally. But. Most of the time it is difficult to say whether the run quality is good or not, because the game quality is bad. I don't really know what to vote. Meh, I guess.
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Aqfaq wrote:
This looks like a generic Genesis first-person shooter. It just has Duke Nukem 3D graphics and sound. It seems like a game mod. I watched the run only partially. It looks okay, occasionally. But. Most of the time it is difficult to say whether the run quality is good or not, because the game quality is bad. I don't really know what to vote. Meh, I guess.
Seems like it was an experimental port as it was released only in Brazil! Yes, the game quality is bad and I won't work on such projects, because they are negatively valued by society!
TASing is like making a film: only the best takes are shown in the final movie.