Dimon12321 Posted May 17, 2020 (edited) Presenting you some new content about Console Doom! Here I'm completing SNES Doom on Nightmare with 100% kills and monsters in 56:23 (if we consider Spiderdemon's death as the final second). This is a tool-assisted superplay! Used all possible means, but not cheats. The timecodes are provided in the description. The interview with Randy Linden announcement inspired me to make this TAS. I though the source code would be released faster, but that didn't happen. So, you have more time to think of different SNES Doom features and mechanics, and I'll try to answer your questions about the video =) Download Bizhawk replay file (BK2) and my notes from here: Bizhawk-Input-file.zip Requires Bizhawk 2.3.2 to playback the input file without desyncs. UPD: WOW! More than 10 000 views! Edited August 19, 2022 by Dimon12321 5 Quote Share this post Link to post
Dark Pulse Posted May 18, 2020 16 hours ago, Dimon12321 said: Presenting you some new content about Console Doom! Here I'm completing SNES Doom on Nightmare with 100% kills and monsters in 56:23 (if we consider Spiderdemon's death as the final second). This is a tool-assisted superplay! Used all possible means, but not cheats. The timecodes are provided in the description. Also, here is a playlist where you can watch any separate map: https://www.youtube.com/playlist?list=PL3V0eG1j-1vJ1q6mgJmU46RrfE2yIdXxt The interview with Randy Linden announcement inspired me to make this TAS. I though the source code would be released faster, but that didn't happen. So, you have more time to think of different SNES Doom features and mechanics, and I'll try to answer your questions about the video =) Download Bizhawk replay file (BK2) and my notes from here: Bizhawk-Input-file.zip Requires Bizhawk 2.3.2 and SNES firmware files to playback the input file without desyncs. Damn, that's some mighty fine RNG abuse. Makes me wonder how much of the run's production time was spent on that. Monsters go down about as efficiently as possible. I guess this would technically be considered a pseudo-NM100S run. Reason being: On E1M6 (PC E1M7), you only registered 98% kills, so we can't count NM-Max. E3M2 also only has 97% as well. And from what I saw, you maintained perfect secrets... up until E3M6 (PC E3M7), where you miss a secret! Nooooo! Can I get some commentary as to why these all got passed up? On E2M8... Spoiler Nice death exit to heighten the entertainment value a bit. Still some solid running though, and it's impressive to see just how off you can be on the aim and see shots still hit. Shots that look like they should just never hit, do, with (of course) perfect precision. Any ideas on how you can improve it? 1 Quote Share this post Link to post
taufan99 Posted May 18, 2020 Interesting speedrun! As well as a tribute to the SNES port. 0 Quote Share this post Link to post
Dimon12321 Posted May 18, 2020 (edited) 8 hours ago, Dark Pulse said: Damn, that's some mighty fine RNG abuse. Makes me wonder how much of the run's production time was spent on that. Monsters go down about as efficiently as possible. I guess this would technically be considered a pseudo-NM100S run. Reason being: On E1M6 (PC E1M7), you only registered 98% kills, so we can't count NM-Max. E3M2 also only has 97% as well. And from what I saw, you maintained perfect secrets... up until E3M6 (PC E3M7), where you miss a secret! Nooooo! Can I get some commentary as to why these all got passed up? Still some solid running though, and it's impressive to see just how off you can be on the aim and see shots still hit. Shots that look like they should just never hit, do, with (of course) perfect precision. Any ideas on how you can improve it? Maybe 20% of the overall time was spent on various RNG manipulations, but it was a good abuse indeed. I can easily find a health RAM address for any enemy in the game and track my damage. Still, I'm not satisfied with separate kills and chaingun blasts 'cause it's almost impossible to manipulate good damages with non-stop firing. The main reasons I let those fails are the sluggish control and slow TAS progress. It takes me almost a day to beat an average map, like E1M5. And I don't feel like redoing a half of the map because I have forgotten to kill a single monster the hell knows where. I don't like SNES Doom, actually. I just decided to pull that finally off because, who the hell would ever do such a bizarre thing if not me? E3M7 is the easiest one to redo, but it was the end of my patience. Aimbot is terrible when it comes to projectiles. I switched to shotgun whenever I wouldn't lose much time. For example, that rocket shot on 45:29 was a pure luck that it didn't aim at a cacodemon and just flew at the wall near them to deal big explosion damage. The results would be much worse if I couldn't utilize RAM search to see health changes. Implement more patience, skill, mindfulness to my empty head, and remove the laziness. That's the best option for sure =) Otherwise, the ideas are pretty basic. Use stronger weapons more often (without running out of ammo, of course), use run-strafing more often, run backwards more often, optimize the routes (I'm not sure E3M2 route is the fastest one), manipulate RNG even better, try to manipulate monster routes to make them run into more convenient spots and so on. I think sub-50 minutes is possible! It's also easier to perform wallrunning glitch of 90-degree walls because the game doesn't require precise player's angle to make 2 movement vectors sum. Edited May 18, 2020 by Dimon12321 2 Quote Share this post Link to post
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