(Link to video)

Movie information

This game runs at 70 frames per second. Shareware version 1.4 is used.
NOTE FOR ENCODERS: There is a deafening beep during the command prompt that should be dealt with by including "--audio-mixer-attenuate=org.jpc.emulator.peripheral.PCSpeaker-0:20" when running dumpconvert.
  • Emulator: JPC-RR r11.8 rc2
  • Takes damage to save time
  • Uses hardest difficulty
  • Heavy luck manipulation
  • Genre: Shooter
Image info:
Type: HDD
ID: 1e199a1c9fe50e48923a0e56c0e40bb2
Tracks: 16
Sides: 16
Sectors: 63
Total sectors: 16128
MD5: 61dc83a9d32997f321cc4ff00140d5b9

Entry: N/A            N/A                                      12 /
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Entry: 19900101000000 80ff45d34b91148cd92894b383f875f9      33161 /W3DHELP.EXE
Entry: 19900101000000 998945a6c0cedc2634b539a26b7f60a6     109959 /WOLF3D.EXE
Wolfenstein 3D is a game that needs no introduction, but here is one anyway: released by id Software in 1992, this game follows the mission of BJ Blazkowicz to take down Hitler's Nazi regime. Also known as Wolf3D, it is credited with popularizing the first-person shooter genre and was id's precursor to the wildly popular Doom series.
This run completes Episode 1: Escape From Castle Wolfenstein. Watching the segmented run by Kimo Xvirus is highly recommended for a comparison of speed, luck, and strategies.

Mechanics

Movement

By facing a 45 degree angle and running and strafing forward, a speed 40% faster than running forward can be achieved. Movement can be done entirely with the mouse, although the mouse has to be continuously moved at a perfect angle to optimize this. The player cannot rotate and strafe at the same time, so it's almost always best to do rotation while doors are opening and limit rotation while moving forward.

RNG

The game uses a table driven pseudorandom number generator. Each frame increases the table index by one, and by additional increments for any random events. Randomness in this game includes but is not limited to: damage rolls, dodging checks, some enemy decisions, and enemy reaction times. Manipulation can be done by timing shots differently and moving in and out of cover to adjust the amount of decisions enemies have to make when they see you. The damage is partially RNG and partially distance-based. As you move further away, it becomes less likely to hit a shot and damage decreases significantly.

Door tricks

Enemies have the ability to open any door, even locked ones, which is highly exploitable. A door trick is when an enemy is fooled into opening one of these doors to skip getting a key. Enemy movement is manipulated through player positioning.

Level times

LevelTAS TimeRTA TimeDifference
E1L10:150:200:05
E1L20:170:290:12
E1L30:160:250:09
E1L40:140:300:16
E1L50:110:340:23
E1L60:070:140:07
E1L70:090:160:07
E1L80:190:330:14
E1L9[1]0:090:170:08
E11:483:21[2]1:33
[1] This version of the game does not count L9 towards the in-game episode time and it is not included in the totals for this table. The in-game time for L9 is not displayed but is manually measured between the beginning and end of player movement.
[2] Kimo's run uses a version of the game that counts the time for L9 in the episode total. This has been changed for this table for a better comparison to the time displayed in the TAS.

Level comments

E1L1

The run starts off with some pretty basic movement, most of the level is straight lines and none of the enemies get in the way. One really useful mechanic of this game is that is an enemy is opening a door and you kill them, the door becomes passable even if it isn't all the way open. One enemy is killed in this way while on patrol and the door is passed through, which is necessary to get the 0:15.

E1L2

The first shot is very unlikely to hit, since it's at the maximum possible distance of 21 tiles. There are only 4 rolls where the distance check will pass, putting the odds at around 1.5%. The first SS dies in 2 hits which requires some really good damage rolls. It's pretty much necessary to kill him because he'll tear us apart while opening the door to the key room, and getting the machine gun doesn't hurt either. Many of the enemies can just be dodged, which is much faster and safer than stopping and shooting.

E1L3

There are no SS guards in the way which makes this level a lot less painful than it could have been. Getting the key is kind of weird because the game doesn't like you backing up over items, but it's still faster because the angle sets you up really well to get out quickly. The last room is a good example of how angles are going to be handled. It's a few frames faster to backstrafe into the room and not rotate too much than to straferun into it and then have to rotate 180 degrees to open the elevator.

E1L4

There's a slight route change here from the segmented run to reach the wooden swastika room that requires one less door opening with a comparable amount of running distance. Things get hectic in the last section, in no small part to the density of enemies. Another useful trick is used twice here: if there's an enemy placed in front of a door and he's awakened while the door is opening, the door will become passable. However, if he's killed immediately in one shot, this won't work. The fastest way to do it is to fire one shot WITHOUT killing him, which certainly wakes him up, make sure he steps forward instead of sideways, then kill on the second shot. This way, the door becomes passable while it's about halfway open.
The first door trick is used at the end. The first shot into the last room doesn't kill the guard it's aimed at, but does the important job of alerting the guard that will open the locked door for us. Enemy alerts seem to be fairly random, as shooting one frame later can get the enemy moving much later than expected. The safe thing to do is back out into the other room and wait for the door to open, but we can clear out some enemies without compromising the door trick, as long as the guard that's helping us doesn't shoot. There are two player positions that will allow this door trick to work: one is to back out into the previous room to ensure that we're further away from the guard in the x direction than in the y direction and he'll want to move left, and the other (faster) way is to stay in the room at a decent distance from the guard and hug the wall. The room is just barely large enough for this to work, if you get any closer to the guard he will continue walking in your direction and skip the door. After the door is opened, the same mechanic to make the door passable as in E1L1 is used to quickly reach the elevator.

E1L5

Another door trick, this one being a lot more dangerous. The conservative way to handle this is to clear out all the guards in the room save for one of the regular guards in the corner, hunker down in the northeast corner, and wait for the lone guard to wander down to the door. But that guard is far away and deaf, and since this is a TAS, we should go for something really unlikely and potentially harmful, such as letting one of the SS guards open it instead. The furthermost SS can be manipulated to politely make a beeline to the locked door (the one closest to it is unsuitable because he'll wander to the right at first) for a much quicker door trick. The exit has to be delayed a bit because you need to finish the firing animation before opening doors or interacting with elevators.

E1L6

This level is quick thanks to yet another door trick. The map script helps massively with this one, as it has to happen completely off-screen. There's an enemy stationed directly in front of the locked door, but they're not programmed to be able to turn 180 degrees upon awakening. The best you can do is have him travel south, hit a wall, travel northwest, and then back east to open the door. Doing this requires a bit of RNG manipulation but is mostly based on positioning. The last room is impossible to enter without killing at least one of the SS guards since they're posted on both sides of the door and you bump into them if they're configured this way.

E1L7

The last of the cluster of 4 door tricks in E1. Shoutouts to Kimo Xvirus's run for the strategy here: hugging the wall while the door trick guard is waking up makes him walk south at first, which makes it possible to re-center him in the hallway so he lines up with the door. The rest is just flying around enemies. Fun fact: the shot on the very last guard killed is a sneak attack. They don't have great reaction time.

E1L8

There's a neat bit of optimization in getting the key here. While the key room door is opening, there's time to open the door to the next room. You can then fly into the key room and back out without having to engage with the SS soldiers there, and the next room is already open and waiting for you. This is the longest level in the episode just due to the amount of doors that have to be opened.

E1L9

So here's the boss. We forgo the secret with the chaingun because the RNG is (mostly) on our side. Being stationary and firing away with the machine gun will result in a very rapid death, so we need to get behind cover and get some good luck as well. The RNG manipulation is rather limited here, since there are no other enemies and the boss usually just wants to sit there and shoot at you. The options for manipulation are:
  • Let him shoot you. Obviously not a great option but our health is in good shape and this will advance the RNG a couple extra ticks, so we can afford a handful of these. There's also a chance he'll miss, which will still advance the RNG, although at this range the odds aren't great.
  • Shoot into a wall intentionally. This pushes back the RNG index of the second shot. There are plenty of cases where the two shots that hit will amount to less damage than a miss followed by a hit. Missing a shot and having the next one hit is actually one frame faster than releasing the fire button and then shooting again, although stopping will also give you a better damage outcome once in a while.
  • The boss will stop after firing a volley of bullets and start moving again. This is a great opportunity to adjust the RNG since it advances extra times while he's moving, presumably to decide whether to stop and shoot another volley or not.
There's an overwhelming amount of possibilities here when you consider all the permutations of options here combined with the timing of the first shot shifting all of these permutations. I'm almost completely positive I haven't hit the optimal pattern but I'd like to release this TAS within my lifetime, so here it is anyway.

Thanks

  • Ilari: Did a lot of initial research for this game and allowed for the ability to continuously move the mouse in JPC-RR.
  • Kimo Xvirus: Made some great segmented runs that provided many of the routes and a good reference point.

Nach: Very nice and fast run. Decent audience response. Accepting as first run for this game.
fsvgm777: MEINE ENCODE!

TASVideoAgent
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This topic is for the purpose of discussing #5008: dwangoAC & slamo's DOS Wolfenstein 3D "Episode 1" in 02:41.42
Dimon12321
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Great run! Watched at half speed to view all the actions you did. Yes vote! Great luck in TASing other episodes!
TASing is like making a film: only the best takes are shown in the final movie.
Editor, Skilled player (1404)
Joined: 3/31/2010
Posts: 2086
Finally we got Wolf 3D. The mechanical precision in the movement and angles, along with the really fast movement speed made the TAS really entertaining to watch. Here's hoping for the other episodes to come soon. Mein Yes Vote!
Cooljay
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You sped through like the levels pretty fast, and made quick work of the boss. It was entertaining overall. Yes Vote.
NitroGenesis
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I voted meh. For being three minutes it was pretty samey and the consistent stopping to open doors sort of hurt the momentum.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Joined: 6/4/2009
Posts: 893
great run, you know your stuff well, fast and short... i'm impressed by the fact that even with that speed, the AI still manage to shoot you a couple of time... easy yes vote....
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Wow, that was a very fast movement you managed to achieve in this run! Entertaining TAS with a significant research on how the game works. Yes vote!
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Legendary, congrats guys, yes vote.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Thanks, slamo!
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I'd like to reach out and thank slamo for finishing this run off. I started work on Wolfenstein 3D all the way back in June of 2013, which was the start of an interesting time in my life as a few months later I would be in full-blown AGDQ 2014 preparations mode. I have had far less time for TAS'ing this particular game since then (because it's the type of thing I could only work on when my kids were in bed), and I'm quite thankful for all of the work slamo did to finish off the bulk of this run with such great precision. Just to say it again, great job slamo, and thanks for carrying the torch to the finish line!
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
Techokami
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That is some quick player movement. Yes vote! Also, will you be doing the other episodes?
d-feather
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Yes vote, because I legitimately wasn't expecting Wolfenstein 3D to be THIS fast!
:shrug: I'm more active on Twitter nowadays: @HunterCoates5
Reviewer, Expert player (2393)
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Thanks for the feedback guys.
Techokami wrote:
That is some quick player movement. Yes vote! Also, will you be doing the other episodes?
That's the plan, yes.
Jungon
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This is an easy Yes vote and reminded me of the reason I love TASes ^__^ EDIT: oh wait, there is more, this is the right way of being Schwartzenegger the main character, always looking a little to the side with an angry face and shooting near impossible to hit shots, you even shot a wall and hear someone die on one ocasion, and that level ending with dog barking, ..... this is epic =D
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
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"Mein leben!" Ja abstimmen! :)
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Guten Tag! This was more entertaining than I expected, I love how you can barely follow the gameplay sometimes. Easy yes vote!
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Yes vote, amazing job! Are you going to do the later episodes as well?
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Phallosvogel wrote:
Yes vote, amazing job! Are you going to do the later episodes as well?
slamo wrote:
That's the plan, yes.
And maybe since it's pre GDQ season, if I'm not wrapped up in NetHack I might even get a few levels in myself. :)
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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Doesn't all episodes in one movie work? If it works, I see no reason not to. I'd prefer it that way. Otherwise it looked really nice.
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TASeditor wrote:
Doesn't all episodes in one movie work? If it works, I see no reason not to. I'd prefer it that way. Otherwise it looked really nice.
That's a different game, though. This is the shareware version where only the first episode is available.
I was laid off in May 2023 and could use support via Patreon or onetime donations as I work on TASBot Re: and TASBot HD. I'm dwangoAC, part of the senior staff of TASVideos as the Senior Ambassador and BDFL of the TASBot community; I post TAS content on YouTube.com/dwangoAC based on livestreams from Twitch.tv/dwangoAC.
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TASeditor wrote:
Doesn't all episodes in one movie work? If it works, I see no reason not to. I'd prefer it that way. Otherwise it looked really nice.
I think it's best to do each episode separately so that they can be improved individually, although either way is acceptable, like what we did with Jazz Jackrabbit. Each episode can be started off a fresh install without requiring a verification movie or savestate, and absolutely nothing carries over between episodes, so it's like a separate game.
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Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3081] DOS Wolfenstein 3D "Episode 1" by dwangoAC & slamo in 02:41.42
TheKDX7
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It is a very good TAS but I asked myself a question... Why do we accept a TAS of a single episode? It would not be the same that if we had accepted a TAS "world 1" of Super Mario Bros.?
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TheKDX7 wrote:
It is a very good TAS but I asked myself a question... Why do we accept a TAS of a single episode? It would not be the same that if we had accepted a TAS "world 1" of Super Mario Bros.?
Episodes on DOS games work differently from worlds on console games. Many games, Wolf 3D included, were released as shareware, which meant the first episode was released for free, while you could then order the rest of the game for a price. Episodes are generally entirely independent from eachother, and completing one episode boots you back to the menu. We've had precedents for single-episode publications for DOS runs, but also full-game publications.
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TheKDX7 wrote:
It is a very good TAS but I asked myself a question... Why do we accept a TAS of a single episode? It would not be the same that if we had accepted a TAS "world 1" of Super Mario Bros.?
No, because the worlds of SMW are not totally isolated from eachother. Each episode in WS starts off in a virgin state, not a state affected by previous episodes/worlds.
"The guy was fatally injured and wants to be covered by God's tears (rain) before he dies. God is too busy to bother because it wastes frames." Frames 16:26