Doom's Oldest World Record Was Finally Beaten!
Summary
TLDRIn a remarkable feat of gaming skill and perseverance, speedrunner 'Shock' achieved a record-breaking 4-second run on the first level of Doom 2, 'Entryway', on April 6, 2024. This accomplishment shattered the previous record of 5 seconds, which had stood for 26 years since Thomas Pilger set it in 1998. The video script narrates the history of speedrunning in Doom, highlighting the strategies, techniques, and the role of luck in achieving such extraordinary times. It details the evolution of speedrunning methods, from the early days of Demon Lord's 6-second run to the modern era, where precise movements and advanced techniques like 'thing running' and 'momentum preservation' were crucial. The summary celebrates the dedication of the speedrunning community and the awe-inspiring achievement of 'Shock', marking a significant milestone in the world of competitive gaming.
Takeaways
- 🎮 In February 2019, a speedrunner named Shock achieved a monumental feat by completing the first level of the original Doom, 'Hanger', in 8 seconds, breaking the previous record of 9 seconds set in 1998.
- 🏆 Thomas Pilger, who set the initial 9-second record, was a legendary Doom speedrunner in the late '90s and also held the world record for the first level of Doom 2, 'Entryway', with a time of 5 seconds.
- 📉 The 'Entryway' level is considered simple and short, consisting of a few turns and a single door, leading to the belief that the 5-second record was unbeatable.
- 🔍 Despite the simplicity, the level requires precise enemy movement and luck to achieve the fastest times, with the first documented completion being 6 seconds by Demon Lord in 1995.
- 🚀 Adam W introduced a new strategy in 2000, which included alerting enemies with a pistol shot to manage their movement, achieving a time of 5.91 seconds.
- 🤸♂️ Deathmatch players like oselot and slasher contributed to speedrunning techniques, with slasher achieving a time of 5.14 seconds in Entryway without using monsters.
- 📉 The progression towards faster times was slow, with it taking 18 years to save three frames, highlighting the difficulty and precision required in speedrunning.
- 🔧 Momentum preservation and wall running are advanced techniques used to save fractions of a second in speedruns, showcasing the depth of strategy involved.
- 🧠 Depravity, a speedrunner, managed to achieve a 4-second run on Entryway without monsters in 2020, using momentum preservation and thing running techniques.
- 👽 'Thing running', a technique where Doom Guy runs against an enemy to build speed, was a key strategy Shock used to potentially break the 4-second barrier with monsters.
- 🏁 On April 6, 2024, Shock Blast achieved a 4-second run on Entryway with monsters, an incredible feat that required over 100,000 attempts and precise execution of advanced speedrunning techniques.
Q & A
What was the previous record for completing the first level of the original Doom before the speedrunner for shock blast achieved 8 seconds?
-The previous record was 9 seconds, set back in 1998.
Who was the original record holder for the first level of Doom with a time of 9 seconds?
-The original record holder was a speedrunner named Thomas Pilger.
In what year did Thomas Pilger set the world record for the first stage of Doom 2, 'Entryway'?
-Thomas Pilger set the world record for Doom 2's 'Entryway' in 1998.
What was the time that Thomas Pilger achieved for completing Doom 2's 'Entryway' level?
-Thomas Pilger completed 'Entryway' in just 5 seconds.
How many years did the record for Doom 2's 'Entryway' level stand before it was broken by shock blast?
-The record stood for 26 years before it was broken by shock blast.
What was the time that shock blast achieved to beat the 26-year-old record for Doom 2's 'Entryway'?
-Shock blast achieved a time of 4 seconds to beat the record.
What is the name of the new product by Displate that features premium print finishes, tactile textures, and 3D Contours?
-The new product is called Textra.
What is the significance of the 'quick start' technique in Doom speedrunning?
-The 'quick start' technique allows a player to begin the level already facing the correct angle, which is faster because turning in Doom results in a loss of speed.
What is 'thing running' in the context of Doom speedrunning?
-'Thing running' is a technique where a player uses a solid object, such as an enemy or a barrel, to build speed, similar to wall running, but against a moving or stationary object.
How many attempts did it take for shock blast to achieve the 4-second run on Doom 2's 'Entryway' level?
-It took over 100,000 attempts for shock blast to achieve the 4-second run.
What is the significance of achieving a 4-second run on 'Entryway' with monsters compared to without?
-Achieving a 4-second run with monsters is significantly more difficult because it requires perfect movement, execution of the door trick, and relies on the unpredictable movement of enemies to clear a path.
What year did shock blast first achieve a sub-5-second run on Doom 2's 'Entryway' level?
-Shock blast first achieved a sub-5-second run on 'Entryway' in October 2023.
Outlines
🎮 Speedrunning History and the 8-Second Hanger Record
The first paragraph introduces the topic of speedrunning in the game Doom, highlighting a significant achievement in 2019 when a speedrunner named Shock Blast completed the first level, Hanger, in just 8 seconds, breaking the previous record of 9 seconds set in 1998 by Thomas Pilger. It discusses the importance of such ancient records and how they are considered monumental in the speedrunning community. The paragraph also mentions Thomas Pilger's other record from 1998 for the first level of Doom 2, Entryway, which was unbeaten for 26 years until Shock achieved a 4-second run on April 6, 2024, making it one of the greatest Doom speedruns of all time.
🧐 Strategy and RNG in Doom Speedrunning
The second paragraph delves into the strategy behind speedrunning the Entryway level, emphasizing the role of enemy movement governed by RNG (Random Number Generator) and how it can impede progress. It recounts the initial strategies used by Demon Lord and Thomas Pilger, and how Adam W introduced a new strategy involving shooting to manipulate enemy movement. The paragraph also discusses the influence of Doom Deathmatch players on speedrunning techniques and the significance of their movement skills, as well as the Deathmatch player oselot's 2001 record of 5.26 seconds without monsters.
🚀 Modern Techniques and the Pursuit of Perfection
The third paragraph outlines the evolution of speedrunning techniques into the modern age, focusing on Shock Blast's efforts to improve upon Slasher's 2002 time of 5.14 seconds. It details the use of advanced techniques such as SR50 (a strafing technique), the quick start, and an optimized approach to the exit room door. The paragraph also introduces the concept of momentum preservation, a technique that allows Doom Guy to maintain speed upon hitting a wall at the correct angle, which could potentially save one or two frames in a run.
🕒 The Grind for a Sub-5 Second Run
The fourth paragraph describes the intense effort and precision required to achieve a sub-5 second run on Entryway without monsters. It follows Depreavity's journey in utilizing the momentum preservation technique to achieve a 5.03-second run, which was later improved to 4 seconds. The paragraph also discusses the theoretical possibility of achieving a 4-second run with monsters, which was considered impossible until Shock Blast's return to the level in 2023.
🏆 The 4-Second Barrier and the Thing Running Technique
The fifth and final paragraph narrates Shock Blast's realization of the potential for a 4-second run with monsters, made possible by the unique opportunity provided by the first monsters in Entryway, which are stationary. It explains the technique of 'thing running,' which involves using a solid object or enemy to build speed. The paragraph culminates in Shock Blast's historic achievement of completing Entryway in 4 seconds on April 6, 2024, showcasing the pinnacle of modern Doom speedrunning and the community's decades-long dedication to optimizing the run.
Mindmap
Keywords
💡Speedrunning
💡Doom
💡Record
💡Thomas Pilger
💡Ultraviolence
💡Strafe
💡Momentum Preservation
💡Thing Running
💡RNG (Random Number Generator)
💡Deathmatch
💡Displate
Highlights
In February 2019, a speedrunner for Shock Blast achieved an incredible feat by beating the first level in the original Doom, Hanger, in 8 seconds.
The previous record of 9 seconds for Hanger was set back in 1998, making this achievement a monumental one.
Thomas Pilger, who set the 1998 record, was a legendary Doom speedrunner in the late '90s, known for submitting hundreds of demos.
In 1998, Thomas Pilger also set the world record for the first stage of Doom 2, Entryway, completing it in just 5 seconds.
The 5-second record for Entryway remained unbeaten for 26 years, highlighting the level's simplicity and the perceived limit of the record.
Shock achieved the seemingly impossible 8-second run on Hanger, proving that the once-thought impossible could be achieved.
After more than a year of practice and perfecting his movement, Shock Blast managed to beat Doom 2's Entryway in just 4 seconds on April 6, 2024.
The Entryway level consists of only a few turns and a single door, making it one of the shortest and simplest levels in Doom 2.
Speedruns on Entryway are typically played on the Ultraviolence difficulty, adding an extra layer of challenge.
Demon Lord was the first to beat Entryway in 6 seconds in 1995, expressing doubt that the record could ever be broken.
Thomas Pilger's 5-second run in 1998 was achieved with a precise strategy, including alerting zombies to clear a path.
Adam W improved upon Pilger's strategy in 2000 with a 5.91-second run, introducing new techniques like firing the pistol to alert an Imp.
Deathmatch players like oselot and slasher contributed to speedrunning strategies by removing monsters and focusing on player movement.
Depravity, a speedrunner, managed to replicate and optimize Shock's run in 2020, achieving a 5.06-second time with a perfect quick start.
Momentum preservation, a technique where Doom Guy maintains speed upon hitting a wall at the right angle, was a key strategy for Depavity's 5.03-second run.
In 2021, dasan achieved a 5.14-second run on Entryway, showcasing that with enemy cooperation, a very clean run was possible.
Shock Blast's realization that thing running, using a monster to gain speed, could be consistently done, opened the possibility of a 4-second run.
Shock's 4-second run on Entryway, achieved on April 6, 2024, exemplifies the pinnacle of precision and strategy in modern Doom speedrunning.
The community's decades-long optimization of a 5-second speedrun on a 30-year-old game demonstrates the dedication and passion of speedrunners.
Transcripts
hello you absolute Legends in February
of 2019 the speedrunner for shock blast
did something incredible he beat the
very first level in the original Doom
hanger in 8 seconds this was a
Monumental achievement as the previous
record of 9 seconds was set all the way
back in 1998 more than 20 years earlier
whenever these ancient records are
broken it's a very big deal truthfully
for a long time people weren't even sure
if eight was possible at all let alone
would actually be achieved the man who
originally set the record of 9 seconds
back in '98 was a speedrunner by the
name of Thomas Pilger a Bonafide Doom
legend in the late '90s Thomas was King
and between the years of 97 and 99 he
submitted hundreds of demos including
the infamous hang of n but there was
another record that Thomas also achieved
back in 1998 that is arguably just as
important Thomas didn't just set the
world record for the first stage of Doom
he also set the world record for the
first stage of Doom 2 entryway entryway
is a simple level it consists of only a
few turns in a single door that leads to
the exit switch entryway is shorter than
hanger and in 1998 Thomas beat entryway
in just 5 seconds in fact entryway is so
short and so simple that everyone was
certain that this record would never be
beaten 5 Seconds was the Max and as of
2024 everyone was right it hadn't been
beaten 26 years later a run of 5 Seconds
was still the best anyone had done and
it's entirely possible that this would
have remained the case for a very very
long time if not for the insanity of a
single speedrunner when shock achieved 8
seconds on hanger he had already proven
that the impossible was possible before
so I guess if there was anyone who was
crazy enough to even humor the
possibility of getting a run of 4
seconds it would be him if you were to
have asked any Doom speedrun even just a
year ago if 4 seconds was doable they
would have said no but when for shock
blast decided to try and do the
impossible once again everything changed
and after more than a year of trial and
error and practice and perfecting his
movement The Impossible is exactly what
for shock blast did on the 6th of April
2024 he beat Doom 2's first level
entryway in Just 4 seconds beating a
26-year-old record in what his
undoubtedly one of if not the greatest
Doom speedrun of all time which is very
funny to say given that it's also one of
the shest Doom speeduns ever in today's
video we will learn how he did it and
why it was Untouchable for so many years
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great entryway is a basic level if I
remove the monsters and just head to the
exit you can see that it merely consists
of three 90° turns followed by a single
door to the exit switch of course there
are other parts to the level including
some Secrets but today we are only
talking about the speedruns that only
requires you to get to the end of the
level as fast as you can and unless
stated otherwise these speedruns are
always played on the Ultraviolence
difficulty on the 27th of November 1995
the runner known as Demon Lord was the
first documented person to beat the
stage in 6 seconds if you watched my
video on the Doom 2 level Chasm this is
is the very same Demon Lord that
famously expressed his love for those
annoying Ledges after achieving 6
seconds on entryway Demon Lord would
exclaim in his notes this task can
really drive you mad and five isn't
possible if you do it I'll eat a horse
demon Lord's run was as primitive as it
gets but we do already see some
semblance of strategy being implemented
a single shot from the pistol just as he
passes the first zombie you'd think this
was just to shoot the zombie but its
real purpose is to alert the three
zombies in the next hallway if you look
at the layout of these zombies you'll
immediately see that there's no clear
path through them if you want to
speedrun this level you'll need the
enemies to get out of your way if they
don't there is simply nothing you can do
the single pistol shot alerts those
zombies causing them to run in the
direction of Doom guy and hopefully out
of your way so you can run around
unfortunately enemy movement is
determined by RNG so most of the time
they will still not cooperate the first
two zombies in the level are easy they
don't even see you coming after the
first corner you need all three zombies
to run towards the wall on the right and
you need the Imp just behind them to not
walk forward quickly and block the next
Corner in the next hallway there is
another imp and zombie that will need to
move out of the way as well after this
initial Gauntlet of enemies there is one
final boss a single Imp in the exit room
if this imp decides he doesn't feel like
letting you reach the exit switch the
run is dead so despite the level being
so short there is a ton of luck required
if you want to get through smoothly I
assume it's the monsters being major
hurdles that made Demon Lord assume that
5 Seconds wouldn't be possible even
though theoretically it's clearly doable
and that's probably also why it took a
full 2 and 1 half years for a
speedrunner to actually do it on the
30th of March 1998 Thomas Pilger became
the first person to beat entryway in 5
seconds clearly some people were still
skeptical that five was even possible at
the time as in Thomas's notes simply
said yes it is possible pilger's run was
a 5.97 a single frame under 6 seconds
and when you watch the run there doesn't
appear to be any major mistakes no major
stocks no obvious time losses in
February of 2000 Adam W would get a
5.91 this run also looks pretty smooth
Adam did Implement a new strategy
however at the end as he opens the door
he fires his pistol this alerts the Imp
who will run towards the direction of
Doom guy in this case Adam fired while
on the left side of the door and then
used the leftwards movement of the Imp
to run around the right while there
aren't any major errors in Adam's run
it's still clear that some time can be
saved Adam went very wide in the brown
room and he made contact with walls
before the final door which slowed him
down dramatically but how much time
could realistically be saved well if you
were around in the early 2000s and you
wanted to know what was possible in Doom
generally the first group group of
people you'd look to would be the
Deathmatch players in Doom Deathmatch
movement is King the players who had the
best movement would win the most matches
this is obvious and you'd think it would
translate directly to speed running but
there is a big difference between death
match and speed running in speedrunning
you have enemies running around all over
the place and enemy behavior is governed
by luck a lot of people can't stand
grinding for luck and the Deathmatch
Pros weren't any exception if they
wanted to practice or show off their
movement skills and prove how fast they
were they didn't want to have to wait
for enemies to give them permission to
get through levels quickly so instead
they just removed monsters completely
this way there was no luck it was simply
the player's movement versus the level
terrain and this is how a lot of the
Deathmatch players speedran the game in
my video talking about Hangar I brought
up the fact that in 2001 Deathmatch
Legend oselot beat hanger in 8 seconds
without monsters showing that 8 seconds
was at least theoretically possible also
in 2001 ocelot would play entryway and
achieve a time of
5.26 this run is extremely precise but
the interesting thing about this run
that definitely needs to be pointed out
is that oselot didn't use sr50 at all
sr50 is a much harder version of
strafing that is slightly faster but
when you use it you can't turn I'm sure
oselot could have implemented a bit of
sr50 if he wanted to to get a faster
time but even if he did it wouldn't have
mattered much entryways so short it's
legitimately hard to find good
opportunities to use it you're not
strafing for any more than a second
before you have to turn oselot run of
5.26 does seem rather close to four
though maybe sr50 would make the
difference well in 2002 another
Deathmatch Legend known as slasher would
incorporate sr50 to achieve a 5.14
clearly sr50 had some impact but only
around 810th of a second or so slashers
run is honestly incred rible especially
for the time just looking at it visually
you can tell it's extremely optimized
however in saying that just because it
looks really good that doesn't mean that
it's perfect for example while slasher
did use sr50 throughout the Run he
didn't use it as much as he could there
were still several frames where he was
only using standard strafing including
the very beginning and very end of the
run this didn't have a massive impact
though at most he probably only lost a
single frame by not maximizing s 50 on
top of this slasher could have also
opened the door to the exit room one
frame earlier he was close enough to
open it but he pressed the use button a
bit slow but it does bear repeating that
for 2002 this run is incredible in fact
it was so good that it would take 15
years before anyone could do any
better the year is now 2017 and we're
really starting to enter the Modern Age
of Doom speed running and none other
than for shock blast decided to play
entryway just to try and beat slasher
run without monsters this time of course
he would maximize his use of sr50 as
much as possible including at the very
end and he would also change the
technique for approaching the exit room
door by using left strafe instead of
right strafe this doesn't seem to make
sense intuitively because you're facing
away from the final door so you have to
spin around further to open it but it's
actually a bit more optimal in practice
because of how momentum Works in Doom we
can directly test this by using tools by
taking slashers run and splicing on
shock's exit room door technique and it
works out to be a fullframe faster shock
would be able to use this optimized door
technique to get a 5.09 but still this
run wasn't perfect in fact there was a
glaring error right at the beginning
that you would never notice unless I
told you about it if we pause shock's
demo on the very first frame we can see
that he is facing directly forwards this
seems normal as this is how Doom Guy
starts any level but any Doom
speedrunner will tell you that this is a
big mistake in Doom speedr running there
is something called a quick start if we
look at the first frame of slashes run
we can see that he is already turned
even on frame one by timing your inputs
perfectly as the level loads you can
load into the level already facing the
correct angle this is considerably
faster because when you turn in Doom you
actually lose speed and also your speed
Vector is already perfect from frame one
so that's a benefit too because shock
was not able to execute the quick start
in this run he had to turn after he
loaded into the level which made him run
slightly slower at the very beginning
and when I say a quick start is
considerably faster I mean somewhere
between 1 to two frames which is 0.03 or
0.06 seconds in any other context this
wouldn't be a big deal but in entryway
where the run is already so optimized
this was a massive time loss despite
this imperfection shock decided not to
press the level any further this task
would be entrusted to the speedrunner
depravity in January of 2020 depravity
managed to replicate shock's run however
this time correctly implementing the
quick start this allowed him to achieve
a
5.06 at this time it now occurred to
depravity that he was awfully close to a
4sec run at least in theory since
Slash's run of 5.14 in 2002 it had taken
18 years to save three frames so the
timeline wasn't looking very promising
if you just looked at the progression
however depravity did have an ace up his
sleeve that gave him just enough hope to
dig a Little Deeper there was a
theoretical technique that could save
one or maybe even two frames on previous
runs the technique is called momentum
preservation and it's one of the most
precise tricks in Doom speed running
usually when Doom guy hits a wall his
momentum is destroyed however in certain
circumstances if you are running into a
corner at the perfect angle Doom guy can
can keep his momentum fully even though
he's not moving historically this trick
was only attempted on lifts for example
in this clip here lifts are good places
to try this because there is plenty of
time to line up Doom guy and also try
several times before the lift reaches
the top or bottom then because Doom guy
has full momentum the instant he can
exit the lift he will and at full speed
there are also very rare instances where
this was attempted on the corners
between a wall and a door but again this
example is is rather special because
there is so much time to line up the
angle before you reach the door and the
movement is so simple trying to do
something like this without a setup is
almost impossible it's certainly too
precise to do intentionally with any
consistency without a setup without a
way to give yourself time to line Doom
guy up in just the right way you would
literally be hitting your head into the
corner of a wall over and over and over
again and more or less hoping for the
best which is exactly what depravity was
insane enough to do entryway has a
single door and on that door momentum
preservation is possible if you run into
the corner of the door with the perfect
angle Doom guy can keep full speed and
get through the door the instant it will
allow him to do so on top of that
because of the direction Doom guys is
running through the door he can even get
one or two frames of wall run from the
wall wall running is where you can get
extra speed by running at the correct
angle against a wall but it's only
possible in certain directions in this
case this is going North which does make
it possible all in all a perfectly
executed momentum preservation with wall
run on the exit door can save up to two
frames or 0.06 seconds it would take
depravity almost a month to get a half
decent run with a successful door trick
which would net him a time of 5.03 but
both the movement and the end were ever
so slightly suboptimal depravity would
continue to press forward and after
three more months of grinding in May of
201 20 he would achieve this
run depravity run of 4 seconds on
entryway was undoubtedly one of if not
the most precise Doom speedruns ever
performed in history and it was a huge
Milestone but let's not forget for the
past 10 minutes I've been talking about
how perfect and how difficult it is to
get a run of 4 seconds without monsters
this took 26 years to do with no enemies
to worry about without monsters you can
take the perfect line you don't have to
worry about enemies blocking your path
or back boosting you if four is so hard
without monsters how on Earth is it
supposed to be possible with so many of
them standing in your way
if you asked any Doom speedrunner back
in 2020 when depravity got 4 seconds
with no monsters if a run of 4 seconds
with monsters was possible they would
have said No in fact the fastest
recorded run at that time was still a
5.49 achieved by sedo in 2012 after his
run of 4 seconds de previty did go back
and play entryway in the Ultraviolence
category and managed to get a time of
5.29 a couple of weeks later however he
figured that even if four was
theoretically possible in some way the
grind would be far far too long so he
left it there in September of 2021 a
speedrunner known as dasan would be able
to beat depravity Mark with a
5.14 this run is really good and it
shows that if the enemies cooperate you
can run a very similar line to the runs
without monsters in his notes dustan
proclaimed potentially one of the
cleanest runs I have ever done I think
that maybe 5.0x is doable with wall run
or door boost but I think that will
remain to be tested by someone else who
isn't afraid to lose what is left of
their sanity while you definitely can
get a similar line to the no monster
runs the fact remains that needing to
avoid the monsters does lose time you
will lose at least a couple of frames
because no matter how Cooperative the
monsters are it's impossible for them to
completely get out of the way so the
lines you can run in the no monster runs
are different and are more optimal than
those on Ultraviolence therefore even
though 5.14 seems really close to a
4-second run still at this point in time
even theoretically people didn't think
it was humanly possible in early 2023
for shock blast would return to the
level his goal was just to beat D 5.14
and to test how low the record could
reasonably go to be clear 4 seconds
wasn't on his mind at all or anyone's
mind for that matter but after playing
the level for a while something did
change shock realized that even though
the monster did force him to take wider
lines and thus lose time the monsters
also provided him an opportunity to use
a technique that isn't possible without
them and this technique is called thing
running thing running is essentially the
same as wall running but instead of
using a wall to run against to build
speed you can use a thing things are
solid objects that Doom guy can run up
against like barrels but things can also
be enemies usually thing running is done
on barrels because barrels don't move
and on the Doom two mat barrels of fun
players will brush up against the
barrels to build speed this extra speed
even lets them jump over a gap that
otherwise is too large to cross trying
to do it on a monster is a pretty crazy
idea you'd have to hit the monster at
the perfect angle and because monsters
are always moving around the odds of it
all coming together are extremely low
and even if you did brush up against a
monster in the right way as an object
they are so small that you'd only get
one or two frames of thing running which
is a tiny amount and generally not worth
the risk the beginning of the fan-made
map nuts does show how it works though
but entryway provides us a unique
situation because the very first
monsters in the level aren't moving they
don't see us coming we are running North
which is a direction that is compatible
with wall running and thing running and
thus if we were consistent with our
movement and were able to hit the
perfect angle we could reliably use one
of them to get some extra speed in
theory we may be able to save one or
even two from fres shock was about a
month into playing entryway when he
realized that thing running on the first
zombie is something he could
consistently do obviously this does
increase the difficulty because you
really have to be perfect with your
movement to hit the zombie at the
necessary angle and distance but shock
was good enough to do it with this extra
frame or two gained from thing running
on the first zombie this offsets some of
the time lost due to having to go around
other monsters later in the level it was
at this point that the unthinkable
started creeping into shock's mind maybe
just maybe 4 seconds is humanly viable I
can't overstate just how much more
difficult four would be with monsters
than without without monsters all we
needed was perfect movement and then a
good execution of the door trick with
monsters we need to also worry about
thing running off the first zombie and
we needed all of the zombies to move
perfectly out of the way in order to
help with enemy movement shock did three
specific shots one at the very beginning
the same one that had been around since
1995 he then did a second shot again
very soon after this is to alert the
zombie in the third hallway to make him
move closer to the wall on the right and
then at the end he did a shot while on
the right side of the exit door to lure
the Imp away so he could do the exit
room door trick on the left side similar
to what Adam W did back in 2000 Shar
would work on entryway throughout 2023
and by October he was close really
really close in fact on the 20th of
October 2023 shock achieved this
[Applause]
run this was a run of 5 Seconds flat
shock's first ever clearly 4 seconds was
on the horizon but despite being only
one frame away when we are talking about
requiring the most precise Doom speedrun
of all time that's a long long way it
was around this time that I personally
found out the shock was going for 4
seconds I was elated because ever since
2019 I have been making jokes in the
Doom speedrunning Discord asking when
someone was going to do it so that I
could make a video and it was never
supposed to actually happen but now
incredibly it seemed inevitable all
shock needed was a perfect run and after
6 more months and over 100,000 attempts
26 years is after Thomas Pilger first
achieved 5 seconds in the late '90s on
the 6th of April 2024 four shock blast
achieved this
run this run exemplifies modern Doom
speed running if you showed the ancient
Doom players this demo they would have
never believed this was a human actually
playing it's more or less a perfect run
implementing the hardest strategies for
the second time in history for shock
blast had beaten a classic Thomas Pilger
demo and both times for the very first
level of the game you couldn't ask for a
better storyline this ladies and
gentlemen is what speed running is all
about a community spending decades
optimizing a 5-second speedrun on a game
that is now 30 years old and personally
I'm all for it a huge congratulations to
shock for this achievement thank you so
much for watching you Legends I hope
you're having a fantastic day and I will
see you in the next video
5.0 / 5 (0 votes)
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