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About Alexo

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  1. It has been a while since I have updated the console topic here with GBA science. But I felt it best to save for a general thread for the public, I'd love to hear some other folks tales about the game and what they liked about it. Tomorrow is the 20th anniversary of Doom for GBA! Released October 26th 2001. What do you think of the game today? Any awesome memories or stories? People you played it with? Lets hear some stories Doomworld? Do you remember when it was brand new? Anyone have it day one? :) I had bought my copy used in 2003, and seldom played it soon after that. But it was my first intro to classic Doom, having seen Doom III prior. Eventually the XBLA and source ports consumed my time, and I left the GBA version like so many in the past. But my entry into the speedrunning world, and coming across this puzzle of a speedrun. Easily one of the most bizarre things in my life today.. lol. Beating the full game in under 8 minutes was considered unobtainable a year ago at this time. New glitches described in June's thread, further give discussion into the aspects of the entire completion of the game today. But it was amazing to see, no matter how much I assumed it couldn't get any better- it just kept evolving. I can understand some look at it like opening a bag of crap after 20 years, and you find 1000$ sitting there in the bag... haha I know some folks don't enjoy the game, some say it's the worst port. They never played the others, its definitely not the bottom of the barrel, from a outside perspective I wouldn't grade it above other viable, easy to purchase versions. But I've ran across so many people who look at it in quality terms. It was with them at a time in life they enjoyed, they had great times playing the game. Hell, it's 20 years later now, and I'm still playing stupid runs that I would have never believed 3 years ago! So its got an interesting aspect even up to today. Plenty of mods, and folks who hold it as a top 5 port in their eyes, it was the first "3-D on the go"! When I began pushing myself to speedrun the game, there wasn't a wide resource, or a lot of players in the game with a speedrunning consideration. 20 minutes long was the best submitted time for the full game. It was seldom optimized in aspects, and it was a fun to gather information from the community, set new routes, test new theories, and accomplish a great time that sounds rediculous. Finding the quirks and bugs that others had seldom taken to task for optimization. All of the folks who say they've enjoyed seeing the progress and new finds- the legends of gaming who have just seen the progress in passing. The community that gave laughs at how broken it got- I thank you for the kindness. :) I had fun messing around with it for the QA test/puzzle aspect better times demanded. Thus, why I'm the resident Game Boy person to those familiar on Doomworld. :) I'll be running Nightmare(Ultra-Violence settings) on twitch in this evening leading into the anniversary. So we're going to see if it takes just under 20 years, or 20 years to the day... for a less then 10 minute nightmare speedrun to happen once.. 10:15 is the current time to beat, its very close! Attempts for Nightmare in under 10 minutes, stream will be in about 19 hours on the schedule now. Hope the folks who enjoyed seeing the recent speedruns will come check out the runs, but likely setting this away again until next year sometime. Until the next stupid broken glitch is found for episode 3. Which could be never... But I never say never with this game.... Here's to 20 years! I just reached a milestone time for any% with 7:58, only the first sub 8 minute time yet!
  2. Take all the time you need Dimon, I am sorry for your loss. Sending you strength on the healing road. I have been away from streaming the game, invested into work and video production in my time after work. My long running youtube series is having a renaissance time of sorts. But I will be back in October heavily for the 20th anniversary.
  3. Holy crap! TAS sub 6 RTA is 100%, incredible stuff! I realized in E2M4 that was a possibility, and I tried to set it up in science prior. If only it was a little slower going up :( For E2M6, That was the exact route I was describing yes. :D Thanks for confirming 0:02 on the final level is the max at this time also. Been really great seeing your progress on this TAS! :D I haven't streamed in a week as I've been busy working, and catching up on my youtube ventures in the background. I'll likely be live again monday in the later evening in EST time zone. Thanks for the updates Dimon, here's to E3 progress!
  4. Holy crap! 1:42 RTA E1! Amazing to see for TAS. I'd surmise your goal in full TAS is 5 or 4 range for a full RTA? 4 could be a possible time frame with void looking to save time like in E1M6. In E1M7, I had actually discovered that exact potential... on the other side of the building, same set of windows! Haha! Its a hail mary for time save that I don't see particular use for adding into the current route. I still have yet to try a run with E1M5 yellow door walk that you have shown here, it has potential to push the time lower then 8:15. My next session of attempts will be in about 17-19 hours from this post. I've known void looking was faster for a few years, its uses in TAS should be interesting to work with in future levels. When the 9 minute barrier was broken the first, and only time, without the zombie glitch being used... the only possible significant time save left for human play was using "Blind" strats in the void. Essentially, training myself to know the exact time to hold buttons, or when to make turns, from a visual aid. The Hall of Mirrors would end up being useful to judge if the angle was correct, as areas left the screen. I would have needed to time out how long to hold certain buttons, to possibly save 3 or 4 seconds in a few different levels. Its why I had started playing with Gameboy Interface, so I could register in real time the buttons I was using to progress the lower times in the route. I would be curious what a TAS without zombie looks like still, but its an obsolete route now for the lowest times like this! Levels with good places to focus on voids for remaining TAS: -Level 10 (E2M2) Orb secret has the fastest crush, using void out of bounds from that area, to reach exit switch, can secure faster time then plasma lift 100%. Even with the plasma lift being used, the void look would drastically save time in actually reaching the button. -Level 13 (E2M5) ending section, and being able to keep on the stairs that wrap around the middle. You can get to the higher stairs, while walking on the edge of the wall you see me inside of in the speedrun. Right before the round stairs. Lets you get on stairs sooner, but slight difficulty for use in human route currently with a wall tight rope. -Level 14 (E2M6), possibly using another route near the button. You can get to the exit without going to the berserk pack area, but it takes longer for human play in having to turn so much. -Level 15 (E2M7). TAS can be insane if the level is done with full void up to the button. The acid room with the pinkies is the only place besides the starting room you have to see in the level, returning to OOB, clicking the exit button after it appears from walking backwards into the exit room. Level 16 (Final E2 Level) TAS can get 1. I have gotten 2. If TAS gets 0, I will cry. Because I will attempt the 1 grind at the very least... lol Level 19 (E3M4) The Invulnerability orb could possibly be picked up, while also void gliding through a few walls, saving having to set up the rocket. Refer to my tutorial for explanation on the older methods. TAS could likely do this without the need to slow down. Theory; you could possibly build speed, tap orb, turn in process of tapping orb, and still keep momentum to go through the wall, saving the rocket. Ending section can also use void look to reach button faster. Level 20 (Swag cathedral strats) This is easily the hardest part of the speedrun now. I have gotten 5, but I still keep a section of the level on screen for visuals. I let the wooden door in the exit room sit on the right side of the screen in my attempts, and position it to an angle I have practiced to the best results. TAS can likely just do it all with 100% void look. Could even be a 3. Level 22 (E3M7) This is where the non-use of a rocket in Level 19 becomes a possibility for time save. More armor starting = One use for OOB at the start. Get OOB, enter yellow door room clipping into teleporter from OOB spot. Grab the health to restock if needed. You might have to go through the portal, and open the red door, but this depends on if you have health higher then 65, and Armor higher then 65. If you cannot sustain 106-112 damage, you need to stock health at the very least. Red door will let you open it from the inside, even without a red key. Return to Yellow door room via portal after using health on the island. Clip out with rockets, click button, void glide through wall in the corner where human route uses rockets. (Human route uses void glide set up as last ditch efforts to save runs with bad health). Look forward to seeing some more TAS, and any route discoveries! Its really helped out in deciphering the best human route also. The sub 8 barrier is closer now with an 8:14 time played just this friday for a full Any%. I'd surmise the final levels have even more potential, I'll be conducting more science. Happy thoughts in E1M1, AKA RESET HEAVEN. :D
  5. 8:17 Tonight! 8:1X has been achieved, and the Time save is in obvious places. Current Segments in 8:17. E1 2:45 E2 2:26 E3 3:06 E1 has potential for 7-10 seconds of time save. E2 has 7 seconds of viable time save. Level 10, 14 E3 has the largest time save potential with level 17, 18, and 22 improvements Best Segments played so far: E1 2:38 (Set same stream as 8:17, different attempt) E2 2:26 (In 8:17) E3 2:48 (Add menu times for 2:53 segment, played this segment 9/07/2020) Total time with best segments: 7:57-7:59 Required for sub 8 E1 Time of 2:40 or better E2 Time of 2:26 or better (5:04-5:06 RTA at end of E2) E3 Time of 2:53 or better (2:48 is record, 5 seconds average is given for menus) Episode 3 is a cruel segment. Hilariously the biggest clutch of the run after its so easy in the beginning... its great to watch though. The run is a lot easier in some parts at the start, but the older strats in the end game are not entirely obsolete.. Yet? (Dreaming likely.. lol) I'm enjoying playing this again, and will be closing into the barrier of under 8 minutes soon enough... I never thought I would be actually saying that. Now averaging a zombie glitch save every 15 minutes. It's getting easier to time watching for single digits and scratches. Have had a 16 IGT with successful glitch happening. Also possibly the first ever instance of this happening, Zombie glitch happened back to back between two speedruns. I got it once in the warm up before the stream tonight, and your 100% right. Human viability is unlikely with how complex it is. This is easily the last thing to attempt RTA when no further time save is left anywhere else. Attempting as a "lottery trick" for even a fraction of time save is how I see this ever being added... lol
  6. I clapped out loud watching this, I have waited years to see a proper attempt at a TAS. I know it will take time, but your efforts are showing great progress thus far. I was made aware a few days ago you made D64 TAS in the past, so I have faith your TASing for prior games have brought this crazy one to your workstation. Great stuff so far. That toxic pit area has another instance where I was actually able to clip under the door that opens going up to the stairs. Very similar fashion to what you have just found, getting trapped between 2 linedefs seems to be whats happening. Looking at proper angle, strafing and moving into proper direction, getting trapped on the Linedef to have this happen. I use a method similar to this in level 7 to complete in in RTA currently, walking inside the edge of a wall to reach the ending faster. Corners/intersecting linedefs on walls in this game tend to "hook" the player onto them easily. I wouldn't have guessed after all this time, the hooks could be useful with zombie, but it is welcoming to see these developments. If I can figure out this E1M5 route you have just discovered, we are looking at 8:1X territory for RTA in the next attempts... but it will require science for RTA. Even finding a set up to get it could be worth the trouble, since I currently walk back to the spawning section to exit out of the level at the decorative door at the start. I will be doing some attempts and science tomorrow night on stream, ETA 18 hours from this post. Great stuff Dimon!
  7. Ah yes, Map 4 is difficult with zombie active. If you get crushed on that map, it is not viable. With the crush, the game assumes you are always "lowering" towards the ground. When you die, he falls into the ground. The gravity from the game assuming this, makes the player heavier as a result if you are in crushed state. If you have zombie active, without the crush state, it is possible, but just difficult to have happen. Jumps without zombie I would say is a 1 in 3 chance. Jumps with Zombie I would say decreases odds to a 1 in 6. With crushed zombie, its probably not possible (human wise). I haven't had a successful jump with the crushed state active yet, the player always seems to reach the edge, but clips into the edge as a result of zombie crushed state letting you into the wall/edge you are meeting when you cross the gap.
  8. Level 7 is shorter now, yes! Nightmare is showing positive signs for better routes with more enemies added to enable OOB. Also found a new route with level 12, also possible in any%. "Walking the tightrope" of OOB near the walls. Half inside, half outside.. Very easy to mess this up walking back into the level ruining the attempt. It allows you to get to the teleporter near the ending faster, without having to go around the area to the Plasma secret. Unfortunately, and I mentioned it in my 1st post, Level 17(Hell Keep), 22(Limbo), and 23(E2M9 from PC) are not viable with zombie.. there is no door or lift that you can be crushed with. You can't pick up keys with zombie state. None of the Doors or lifts can be used. In theory- if you could get the "crushed state" to remain level to level OR Find another way to activate "crushed state" another way besides being crushed. ^^Finding a way for these theories, would allow for the glitch being used in the entire run. This would also make pacifist possible every completion on all difficulties. This is the 3rd session I've had since the 23rd of June. 1st session post 8:32 Any%, 2 hours long a few days after. 2nd session was 1 hour earlier this week. 3rd session, with 12:02 NM was 2 hours long. But I'm trying not to get worn out on the game again, have been doing other runs and returning to this every few weeks. At 15,000 resets in the any% category, it brings pain trying to optimize that category specifically, even with the zombie improvements. Nightmare has a lot more potential to go lower, so I'm starting to play those runs at a higher capacity. I imagine a 10 minute territory completion is possible. Maybe not under 10 without better E3 NM strategies and ammo management. Preventing time loss in early E3 or ending of E3 will be the key in optimizing the run for a 10, but viable.
  9. Nightmare 12:02 Previous WR 14:31 GBA Nightmare = UV Settings, no respawns. Have finally taken on Zombie Glitch runs on the highest difficulty. Lots of Pro's and Con's compared to any% Pro's: -Have enemies near walls to enable clipping out of bounds when crushed zombie state is active. Saves time in a few different spots, more discoveries left in this regard. -E1M1 death exit is consistent to reset. You don't have to lure the imp into the exit room, or pray the fireball hits you. -Final imp scratches, player watches for single digit health, time exiting the same frame as damage/death. Averaging 21 seconds or less RTA, can go lower with more optimizations like barrels example from Dimon's TAS. -Faster routes discovered in Level 3, 7, 12, 13. -You actually pick up the BFG for the first time in years. -16 levels in under 7 minutes is hilarious. Con's -Zombie save is harder to get on nightmare. Doom GBA on the highest difficulty has more enemies. More enemies, more lag. Enemies = Lag = Slow game = timing enemy scratch pattern is different. Its very slight, but very noticeable after getting used to getting the glitch on the lower difficulty. -I have only gotten the glitch 4-5 times on nightmare in 4 hours of attempts. Averaged 2-3 times an hour on the lower difficulty. -Episode 3, just like any%, has to be done from a fresh spawn. I found taking E3M1 (Level 17) Slow, helped prepare for level 18. -Level 18 is a freaking nightmare. Have to exit level with proper health for the rest of the run. This level lost 2 minutes with deaths in previous attempts. -Level 17, 18, and 22 are run enders now. -BFG is required for level 22. -Conservation of plasma in E3 needs improvements. Sub 11 Nightmare is a strong possibility. Sub 10 arguably less likely.. but I have learned to stop saying never with this game.
  10. It used to be a really difficult speedrun, and only recently became more inviting. lol I played 14,000+ attempts, and found an even better glitch, so nobody else had to ever put themselves through that again. :)
  11. Theorietical TAS route: Get OOB with zombie, use void looking to reach spot OOB to mess with level internal data (Geometry placements). Return to level exit that is wide open. Void looking: Clearing your view of level geometry while out of bounds. Allows for uncapped framerate, lets Doom guy run very quickly. So void looking can get you somewhere that a distance of 10 seconds travel time in level, would be under 2 seconds OOB. You could TAS the game with Void looking to get very low times in all the levels you get OOB with. I was starting to experiment with void looking to save time before Zombie was discovered. But you literally have to teach yourself how long to hold buttons for if you are using void looking strats to judge where you are OOB. Crazy hard stuff to learn, but very useful in TAS for certain. I dunno if I mentioned, but I did finally get to making a full tutorial with all of the strategies that were considered fastest before the zombie discovery. This tutorial was made after the 8:59 was played. Includes in bounds and OOB explanations. Mentions void looking just after 39:30.
  12. https://clips.twitch.tv/BlushingAthleticChinchillaRlyTho https://clips.twitch.tv/GiantHotTubersTriHard You exit E1M7 from the spawning room. Walking into a correct area out of bounds, and returning into the map, gives results like above. Making it possible to finish the level this way, prior to zombie discoveries. Sorry it took some time to share, the clips were from almost a year ago, had to hunt them down.
  13. Another fresh PB/WR! 8:32 E1 2:52 E2 2:35 E3 3:03 GOOD NEWS! 7 IS CONFIRMED POSSIBLE! Times required for 7 Minutes Episode 1 in 2:40 (Current record, but time can be improved still in 10 second range. Especially E1M1 set up for zombie glitch) Episode 2 in 2:35 (The current record has pistol start, cannot be compared directly... This is still a great segment, but can be improved slightly) Episode 3 in 2:40 (Current E3 record is 2:48... but sum of best in past runs was under 2:40 range, so it is possible to improve) Even a time like 2:30 E1, 2:30 E2, and 2:59 or less in E3 can get the time to under 8 minutes! We will be seeing this run in the next weeks/months. Another barrier milestone is confirmed, and on its way. :o
  14. By not having the text appear each time an item is picked up, the game doesn't require displaying the text, ergo, adding more events for the game to run back. Its actually the direct reason 8 E1M1 was possible. I played E1M1 over 4,000 attempts without a single 8. Depr4vity suggested turning messages off. The first 8 IGT was played within 10 minutes of that change. So its a very slight increase on overall speed. All of the corners that you can leave the level from, are actually the same exact corners the rockets can push you out of without the zombie glitch active. So luckily, the years of optimization with the older strategies, actually helped in science for finding exact places for the new glitches use. Lag reduction was a big part of sub 9 being possible prior to this discovery. It may still be useful for many places in E3, but not absolutely required as badly as it once was for 2-16. Can likely still shave a few seconds over the course of those levels with Lag reduction improvements, or looking into the void to get around outside the level at faster speeds. When I get a new PB in the next while, I will post it in this thread once again. :)
  15. Thats great! If you want the fastest options for a TAS though, play with game messages off, and static lighting 👍 Hope to see a full TAS from you someday, but it is definitely not an easy task. I attempted to learn the tools for it, and it just became to much.