Doing Doom Quick - History and Routes
-------------------------------------

This text file is based on the idea of QdQWAV's routes.txt, which gave details
of all the routes used in the various QdQ runs, plus other titbits.

The original Doom Done Quick run was released on the 3rd of May 1998. It was
essentially made almost entirely by Yonatan Donner, with Kai-Uwe Humpert
contributing one run and Thomas "Panter" Pilger contributing two. It was
an incredible achievement for such a solo effort, but by 1999 Adam Hegyi
and a few others had come to believe that it had been outdated both in terms
of technique and, in some cases, routes. Doom Done Quicker is far more of
a team effort, and we've spent a hell of a lot longer making it :). This, plus
the improved routes that have been discovered lately, account for much of the
large difference. In the time between DdQ and DdQr, a run known as TASDdQr -
Tools-Assisted Doom Done Quicker - was released, around June of 1999. For
those not previously aware, tools assisted speedruns (TAS) involve using a
source port to connect, not merely individual level demos into episode runs -
as in Doom Done Quick(er) - but also to run each bit of a level over and
over till virtual perfection is reached. This, again, was by Yonatan Donner.
The running, as expected of a TAS demo, is almost flawless (as shown by the
times achieved in Episode 1). Nevertheless, we felt the poor routes taken in
some places meant we could beat the TAS time, and we managed this (barely).
The following section gives some information on the routes used in each run,
and the times given show the times in each run, in this order:

DdQ / TASDdQr / DdQr

e1m1                                    0:12 / 0:09 / 0:09

DdQ used the standard compet-n episode run route, which allows a shotgun
and 200% armour to be grabbed with the minimum of effort (a shotgun is
essential to completing e1m2 in a reasonable time). In making DdQr, we
decided that we could live without the blue armour, and from TASDdQr we
knew it was possible to make a 0:09 and grab a shotgun. This is an incredibly
hard run due to the timeloss inevitable in getting a shotgun and the fact
that 0:09 is a borderline time here in any case. The COMPET-N record here
uses the same route as DdQr and TASDdQr and stands at 0:09.

e1m2                                    0:24 / 0:22 / 0:22

The route here is pretty much impossible to vary. 0:22 seemed impossible at
first, but since my poor configuration made my initial run unusable and John's
attempt ended with low health, we eventually did it three times between us.
The only trick to note is the way the first trooper is alerted but not killed
so that he opens the door for us on the way down from the key. The COMPET-N
record here is hindered by the lack of a shotgun and stands at 0:23.

e1m3                                    0:44 / 0:37 / 0:40

This is one of the purest speedrunning levels in Doom 1 - the routes for all
three runs are identical. There are no shortcuts and no real tricks here,
simply pure running speed is necessary. John Rimmer made a 0:39 here, but
unfortunately health was too low at the end for it to be used. The COMPET-N
record here is slowed down by the need to take a shotgun at the start and
stands at 0:41.

e1m4                                    0:22 / 0:13 / 0:14

This is perhaps the most interesting level, route-wise, of Episode 1. In DdQ,
Yonatan uses the conventional, "id-intended" route and makes the same
impressive time as he had for the UV record for a long while. His TASDdQr
demo combines two tricks that were by then well-known - a jump across the
slime pit to the yellow key and the far trickier exit-bridge run trick. The
first of these tricks was apparently first performed by Steffen Winterfeldt,
and the second was invented by Yonatan Donner in e1m4-022. The time here
would simply be impossible to recreate in a non-TAS run - before the exit-jump
was known, the COMPET-N record stood at 0:16. Apart from anything, the exit
bridge slide is very hard to combine with the acid jump without using TAS. So
for DdQr we used a newly-discovered trick. In June 1999, Adam Hegyi pioneered
the technique of using a previously-known trick known as SR50 to jump longer
gaps than had ever been jumped before - those up to 192 units in length.
This trick is used in E1M4 and E4M3. The DdQr 0:14 was made very quickly by
Adam when that time was still believed to be optimal. This has since proved
not to be the case, and the COMPET-N record stands at 0:13. It would be fairly
easy to re-record this level as a 0:13, but unlike the QdQ runners, if we
re-run a level early in an episode, all the following levels have to be
redone, and when E1M4-013 was made, E1M5 through E1M8 were in a satisfactory
state and we really did not want to remake them.

e1m5                                    1:10 / 0:48 / 0:57

Similarly to E1M3, there is no way for this level to be shortened by any
tricks, and the routes used in all three runs are basically the same. Much
of the difference between the DdQr run and Yonatan's DdQ one comes in the
large circular room behind the blue door, where it is possible through very
smooth running to return to the lift where the player first enters just as
it rises for a second time (having been triggered by a monster). This saves
around 6 seconds in total, through time not having to wait for the lift and
the fact that there are far fewer monsters around the door at the top if you
get back faster. The COMPET-N record here uses a identical route (with the
exception that two rockets can be used in the exit room) and stands at the
same time, 0:57.

e1m6                                    1:15 / 0:49 / 1:01                                                    

Again, routes here are fixed by the level design and variety is limited to
weapon choice at certain stages, and distribution of rocket usage. We played
with this a lot and decided eventually that using chaingun in the exit room
allowed us to use rockets just before that point and also left one extra for
E1M7, without necessarily slowing us down at all. The major trick here is
a very clever one reminiscent of some in Quake, and is seen right at the
start. The door which is designed to trap the player in the red key area
can be made to stay open by positioning a sergeant under it as it closes.
This trick is used in all three runs and in the COMPET-N record, which
stands at 1:05.

e1m7                                    1:24 / 1:06 / 1:15

Yet again route is pretty much limited by design and remains constant through
all three runs. Again fiddling with the usage of rockets is the extent of
route-changing that could be used for DdQr. The COMPET-N record here is
limited by the lack of a chaingun or a rocket launcher en route and stands
at an excellent 1:20.

e1m8                                    0:27 / 0:24 / 0:24

The route here, obviously, cannot be varied much, but the devil is in the
detail. By the way, the DdQ run is listed erroneously in the text as 0:25,
giving an erroneous time of 19:41 for the DdQ run, whereas it ought to be
19:43. Adam Hegyi pulled out some incredible running here, refining the
movement and - crucially - working out how to kill the Barons so that the
walls began lowering immediately they were dead rather than after a slight
pause. The firing of a rocket before teleporting, which emerges from the
barrel and inflicts suicidal damage the instant the teleport is made is
also an innovation of his. The jump to the exit platform, which saves a lot
of time, was invented in April 1998 by Matthias Belz. The COMPET-N record
here uses completely different tactics due to the lack of a rocket launcher
and stands at 0:55.

e2m1                                    0:39 / 0:35 / 0:36

Like much of Episode 1, a plain running challenge. The routes used are
identical and improvements come from optimisation of movement. AdamH's time
is an excellent one long thought impossible for non-TAS play and stands as
the COMPET-N record as well as being the DdQr run.

e2m2                                    0:16 / 0:14 / 0:15

An excellent trick makes this run trivial. It was invented in September 1995
by Steffen Winterfeldt, and obviously means the routes are constant for this
level. The trick involves a bug in the Doom engine which means that switches
can be triggered from any height as long as the player is next to them in the
X and Y axes. 0:15 was for a long time considered optimal, and though the 
record has since been optimised to 0:14 by Marijo Sedlic, we believe 0:15 is
the best that can be achieved in a DdQ run. This is due to a technical problem
of ddqstats.exe - the custom source modification that makes DdQ runs possible.
A standard Doom speedrunning trick is to hold down the keys (and make the
mouse movement) to perform the first movements of the run during the game's
initialisation sequence. This removes approximately 0.12 seconds of "idle"
time from the start of the run. This is, however, impossible with ddqstats,
and this minute difference is all-important in such a borderline run.

e2m3                                    0:31 / 0:27 / 0:29

A level that is great fun to run. Again the routes stay essentially the same.
AdamW and AdamH, the principal players of this level, were very frustrated
not to squeeze it down to 0:28. We have a run that times at 0:29.02, although
the one included is slightly slower since it looks better and ends on more
health. We were also slowed down slightly by the fact that, to save on ammo,
we decided not to use the plasma rifle except for the spectre at the end, and
slightly more by the fact that we were very low on health - a problem caused
by the low health on exit in E2M1 and one which persisted until the berserk
pack in E2M6. The COMPET-N record stands at 0:29 using the same route.

e2m4                                    0:42 / 0:40 / 0:40

A pure test of running accuracy, and thus ideally suited to Adam Hegyi's
talents. He recreated his COMPET-N record time here with astonishing speed.
The route was not receptive to any changes.

e2m5                                    0:30 / 0:28 / 0:29

This level has a very similar problem to E2M2 for DdQr purposes. It is again
a pure test of accurate running, and AdamH replicated his then COMPET-N
record very quickly. That record has since been refined to 0:28 by Marijo
Sedlic, but the quickstart problem makes us think that 0:28 would be virtually
impossible as a DdQ time. The idea of running through E2M9 was briefly mooted
here. It's a toss-up which would give a slightly faster time, but running
the secret exit route fast would involve using a lot of plasma and so the idea
was turned down.

e2m6                                    1:14 / 1:04 / 1:10

The longest run in the game, and a sharp test of running accuracy and monster
handling technique. The route has been fixed for a long time, and a four
second improvement was very impressive from AdamH, who laboured a long time
to improve a 1:11. The COMPET-N record, hindered by the lack of a plasma,
stands at 1:14.

e2m7                                    0:36 / 0:31 / 0:10

Here we pull out one of the biggest improvements over both TASDdQr and DdQ,
thanks to an excellent rocket jump invented by Andy "Aurikan" Kempling in
June 1999. This allows us to cut out virtually the entire level. The DdQ
and TASDDQ route itself involves a trick which cuts out the first half of
the id-invented route by making a grab for a key from below the platform
on which it stands. To allow us to make this run in 0:10, John Rimmer
perfected the technique of performing the jump off an imp standing on one
side of the bridge - if we had had to wait for it to move out of the way
and then perform the jump off the wall, a vital second or two would have
been lost. The COMPET-N record is slowed by the need to acquire a rocket
launcher and stands at 0:18.

e2m8                                    0:34 / 0:30 / 0:26

This run relies to a large extent on dumb luck, since the damage inflicted
by rockets is random to a certain extent. We were extremely pleased to make
this time after many, many attempts, with 0:28 our previous best. The route,
such as it is, is basically unchanged, but the pitch against the cybie was
changed somewhat, by choice more than anything. The COMPET-N record is
hindered by the lack of plasma and the need to pick up a rocket launcher and
stands at 0:31.

e3m1                                    0:35 / 0:29 / 0:30

Adam Hegyi's excellent run here gains some of its improvement through the
use of a trick invented by Patrick "Baum" Von Massow in May 1998. The sectors
meant to lower when you run onto them to get a shotgun sometimes, in actual
fact, don't, and this fact can be exploited to grab the shotgun and return
without having to get through the imp room and following corridor. This run
is also the COMPET-N record.

e3m2                                    0:17 / 0:15 / 0:13

We decided, here, that it was not necessary to have a plasma rifle for the
rest of the episode, particularly since we intended to take the BFG on e3m3.
So we took a faster route to the exit and saved ourselves four seconds. The
COMPET-N record uses the same route and has the same time, 0:13.

e3m3                                    0:27 / 0:25 / 0:26

We knew at the start that we wanted the BFG here, since that allows us to
save around 20 seconds in E3M8 for the loss of only two here. However, we
also wanted to beat DdQ time for every level, and that was in danger here
due to the extra time to take a BFG. In the end that problem was solved by
this trick designed by me in October 1999 - with very smooth and fast running
it is possible to jump off the elevator to the blue key, grab the key and
get back on the elevator as it rises. This saves about the two seconds lost
at the BFG, and AdamH's smooth running saved us an extra second. Yonatan in
TASDdQr again ignores the BFG, but didn't know of the elevator trick. The
COMPET-N record here now stands at 0:24, since the BFG is unnecessary.

e3m4                                    0:47 / 0:37 / 0:39

A trick invented by Adam Hegyi in August 1998 allowed both TASDdQr and DdQr
to gain substantial time here. The yellow key can be grabbed through the wall
of the room in which it is situated, eliminating the need to go around and
take it in the id-intended manner. This is a hard trick and a hard level to
perform it in, and this is an excellent time to achieve without tool
assistance. The COMPET-N record here uses the same route and stands at 0:39
also.

e3m5                                    0:25 / 0:24 / 0:24

This is a simple and unchanged route, but a hard one to optimise, especially
with the quickstart problem. AdamH worked hard to pull out an improvement
here. The major trick here is the grab of the blue key without lowering the
platform on which it stands, a trick which saves around two seconds. This
trick was invented by Michael Kren in March of 1996. The COMPET-N record
stands at 0:24 also.

e3m6                                    0:28 / 0:25 / 0:24

A particularly noteworthy run here. Despite lacking a plasma rifle and the
benefits of tool assistance, AdamH ran a slightly different way around the
main building to the exit and used his superhuman powers of optimisation to
pull out a one second improvement on the TAS time. The COMPET-N record here
is severely hindered due to lack of sufficient weaponry and stands at 0:28.

e3m7                                    1:01 / 0:55 / 0:55

This map uses a tricky series of jumps, all but one of which were invented
as a sequence by Uwe Girlich in September 1995. An innovation introduced to
DdQr to enable us to finally pull this map under 1 minute is the final exit
bridge jump, a tricky one at the best of times, let alone after nearly a
minute of flawless running. The trick was invented in June 1999 by Andy
"Aurikan" Kempling. This run was actually re-recorded by AdamH very late in
proceedings, simply because the first cut had ended with a shotgun selected,
making e3m8 in 0:07 impossible. The COMPET-N record here stands at 0:58, the
most recent Doom level to be pushed under the 1 minute barrier.

e3m8                                    0:23 / 0:18 / 0:07

This is where the BFG grab in e3m3 pays off, because we save 16 seconds on
DdQ simply by killing the spiderdemon with it instead of plasma (plus remember
the four seconds we saved not picking up a plasma rifle in E3M2). We thought
0:07 impossible for a long long time, until very recently AdamH reran e3m7
to finish with a pistol and proved us all wrong. The COMPET-N record uses
a totally different route and stands at 0:32.

e4m1                                    0:34 / 0:23 / 0:25

Vincent Catalaa's sole contribution to the pack, but a blinding one. He skips
through possibly the toughest speedrun in Doom, smashing the COMPET-N record
by two seconds despite having to introduce a very difficult trick to pick up
a rocket launcher, for use later. This trick is a very subtle one which
involves the triggering of the secret elevator behind which the rocket
launcher is concealed from "the wrong side", just as the player makes the
window jump to the first switch. The running then has to be fast and smooth
to get back down and collect the launcher before the lift raises again, and
as far as we know it was introduced by Vince in this pack. It is followed by
an older trick, the red key grab, notable for the unusual way in which it is
performed - since it relies on the slight vagueness of Doom's positioning
system, the key to performing it is to rub along the window where the key is
as slowly as possible. Once you have the knack of it, you can gradually speed
the trick up, but if you attempt it too fast you'll almost never come away
with the key. The trick was invented by Istvan Pataki in September 1996. This
run now stands as the COMPET-N record.

e4m2                                    0:20 / 0:15 / 0:17

This level uses one of the most spectacular looking tricks in Doom 1, although
it is in fact quite simple to perform. The secret room containing the blue
armour is ideally placed to allowe the player to jump to the staircase behind
the blue barrier, thus removing the need for a blue key. This trick was
invented Steffen Winterfeldt in October 1995. It is combined here with the
BFG grab, a vital trick to arm ourselves up for later encounters. This was
invented by George Bell in September 1997 and is quite easy to perform...
unless you're trying to do it quickly while surrounded by cacodemons. The
whole team tried for a long time to make a 0:16 by managing the jump without
having to fire a BFG shot to clear the cacos first, but we never quite
managed it. The COMPET-N record is sped up by the fact that the BFG is not
required but also slowed down by the lack of weapons at the start of the run,
and stands at 0:18.

e4m3                                    0:36 / 0:27 / 0:09

This makes up the pair of dramatic improvements over DdQ and TASDdQr, along
with E2M7. The long-jumping technique discussed in the E1M4 section is used
again here, allowing much of the level to be cut out. The trick was invented
in June 1999 by Ralf Schrievogel, inspired by Adam Hegyi's introduction of
the technique in E1M4. The COMPET-N record is almost identical and also stands
at 0:09.

e4m4                                    0:38 / 0:35 / 0:35

This is another level whose route could hardly be improved. 0:36 was our
original goal; however, Adam Hegyi invented the jumps at the end, which save
around 1/2 a second each, in June 1999 (busy month, that) and reached 0:35.
The COMPET-N record follows the same route and also stands at 0:35.

e4m5                                    0:31 / 0:28 / 0:25

The route here changed only slightly, with the invention in June 1999 (yet
again) of the double-jump across the plasma rifle room by Adam Hegyi. This,
combined with slightly tighter running, made us our three second saving. The
COMPET-N record also stands at 0:25.

e4m6                                    0:39 / 0:27 / 0:31

We originally hoped for a 0:33 or 0:32 on this map, until we discovered the
technique which allows us to reliably perform the red-key corridor section
with only three BFG shots and thus saved time both there and in allowing me
to leave the plasma rifle at the start behind. This is still an extremely
tough run due mainly to the difficulty in getting the cyberdemon to die with
two BFG shots - this requires a rather hefty dose of luck, since you can't
hit him directly with the first ball. AdamW unfortunately neglected in his
end-of-level excitement to gather any cells, which meant AdamH rather had
to juggle his BFG shots on E4M8. The last teleporter jump was invented by
Yonatan Donner especially for the first DdQ. The COMPET-N route here is
entirely different due to the need to collect a BFG, and the record stands
at 1:38.

e4m7                                    0:11 / 0:10 / 0:10

This also seemed to be an impediment in our aim to beat every single DdQ
time, since 0:11 seemed optimal - until John Rimmer amazed us all with this
awesome run. The exit jump trick cuts out a huge chunk of the level, and
was invented by Daniel "Demonlord" Lindgren in November 1996. The COMPET-N
record stands at 0:11.

e4m8                                    0:51 / 0:42 / 0:38

This was a particularly tough run (and one which has been holding the project
up for a few months), due both to its inherent hardness and a few technical
problems which we won't bore you with. Our original route involved using
the secret teleport directly behind the yellow key, but this was leading to
needless health loss and heartache, so AdamH came up with this neat
modification. The rocket-jump here saves considerable time otherwise used in
getting the red key, and was invented by Andy "Aurikan" Kempling in (it's
that month again) June 1999. The exit jump trick (jumping from a pillar to
reduce the waiting time for the wall around the exit to drop) was invented by
Steffen "Rini" Udluft. The COMPET-N record is slowed by the need to grab a
rocket launcher, and stands at 0:49.

Possible Improvements
---------------------

It is in the nature of speedrunning that it is virtually impossible to prove
that any of these runs is optimal. Nevertheless we feel some points could be
made. First of all, it is our opinion that these runs are optimal and cannot
possibly be improved without TAS assistance (or built runs):

E1M1
E1M2
E1M8
E2M7
E3M2
E3M5
E3M6
E3M8
E4M3
E4M7

Runs worthy of note:

All of E1 except those mentioned above, by their nature as long, long runs
with many monsters to avoid, could be improved. E1M4 is a special case and it
is clear that it could be done in 0:13 (see its comments above), but for the
other levels it was simply a case of choosing when the diminishing returns
had become too small :).

E2M2, E2M5 - see E2M2 entry.
E2M3: 0:28 definitely possible.
E2M4: 0:39 is, according to AdamH, definitely possible here.
E2M6: again, a very long level that could probably never be completely
      optimised.
E2M8: with the wide, random variety of rocket damage, some incredibly fast
      times are theoretically possible here, so again it can probably never
      be optimised.
E3M7: similar to EP1 and E2M6.
E4M2: 0:16 definitely possible, this is one we're annoyed about missing.
E4M6: 0:29/0:30 definitely possible. Damn that trooper.
E4M8: we hoped for about 0:36 here.

Miscellaneous Technical Info
----------------------------

Doom Done Quicker was created using DdQstats.exe, a custom Doom source code
port (based on DosDoom 0.47) which allows single-level runs to be started
with the correct stats and patched together to form a seemingly continuous
episode run. This means, for those of you wanting to watch in hi-res, that
if you can get hold of a sufficiently old version of DosDoom, you'll be able
to see our exploits at any resolution you choose. DdQstats.exe, available
from the QdQ website, should also be OK.

More information on technical tricks:

First, the basic stuff. The two most widely used tricks to increase running
speed in Doom are straferunning and wallrunning. Straferunning is a technique
that exploits a Doom coding bug to produce an increase in speed of roughly
40%, and is easily effected: simply turn to roughly a 40 degree angle to
the direction in which you want to move (either to the left or the right),
then hold down the forward key and the appropriate strafe key - that is, if
you're facing 40 degrees right, hold down strafe left, and vice versa.
Wallrunning is more tricky, and basically involves straferunning along a
wall that is exactly orthogonal - that is, if you look at it on the overhead
map, it is either exactly vertical or exactly horizontal. This seems to work
better going in some directions than others, but is theoretically possible
going in any direction. To carry it out, simply position yourself next to
such a wall. If the wall is on your left hand side, turn right about 35
degrees and perform a left-hand strafe straferun, and vice versa if the wall
is on your right hand side. This leads to an incredible burst of speed, but
is only useful in a very few situations - notably E2M3 and E3M8.

Next, the quickstart trick. When a game of Doom is started, there is usually
a short period between the playstate beginning (and the demo recording
starting) and the time when the environment actually becomes visible. When
playing with Doom.exe, the player can hold down movement keys and make mouse
movements as the game initialises which will happen during this short period,
effectively increasing the speed of their start - hence the name "quickstart".
This shows itself, in many demos, by the way the player's viewpoint is
already shifted to the 40 degree angle used for straferunning when the screen
clears. However, for whatever reason of porting logic, this useful bug has
not carried over to any of the source ports - which includes DosDoom 0.47,
on which ddqstats.exe is based, and so this quickstart ability is lost -
effectively making all our demos 0.12 seconds longer. This became something
of an irritant in E2M2, E2M3 and E3M5.

Finally, "SR50". This is a trick referred to somewhat cryptically earlier,
and needs some detailed explanation. It has do to with the speed of movement
when strafing. The speed one moves at when walking forward or backward in
Doom is 25 (I don't know the units of this, unfortunately). Running doubles
speeds exactly, so running forwards or backwards gives 50. The complication
arises with strafing. As you know from the above, in speedrunning the player
is generally straferunning throughout almost the entire run, and obviously,
when straferunning, the speed at which the player strafes has consequences for
the overall speed of the straferun. But the speed of strafing in Doom is a
little idiosyncratic. In almost all cases it is 20 when walking and 40 when
running - this applies if you have a dedicated key for each strafe direction,
like most speedrunners, or if you use a key like ALT to make your turn left/
right movements into strafe left/right. However, if you modify your config
somehow, a strafing speed of 50 can be extracted. To achieve this, you have
to have both a dedicated strafe key for one direction activated, and ALSO
have a strafe-toggling key and turning key for that direction activated too.
If this is confusing, use this config as an example. In normal play, "A" is
the strafe-left key, and holding this down when in run mode gives a movement
at speed 40 to the left. To activate the sr50 trick, modify the configuration
so that A is also assigned to strafe on and turn left - so when A is held down
a dedicated strafe-left key, a strafe-toggle key and a turn-left key are being
activated. The disadvantage of this setup is that it means the player can't
turn while strafing left, so in most cases SR50 is achieved by using another
key, such as shift, as strafe-on and turn-left, allowing SR50 to be activated
by holding down both shift and A together, while allowing for a normal
40-speed strafe with just the A key held down.

Due to the fact that the player can't turn while in SR50 mode, it is rarely
useful in normal play. However, it does have one important effect - that of
allowing slightly longer jumps than usual to be possible. The jumps we make
in DdQr in E1M4 and E4M3 are possibly only with the SR50 trick. Apart from
these two places and for the jumps in E3M7, it is not used anywhere else in
the run.

Other resources
---------------

If you want even more information about all these things, check out the
following URLs:

Quake done Quick's website where you can download the old Doom Done Quick,
plus all the excellent QdQ runs:         <http://www.planetquake.com/QdQ>

COMPET-N, the premier Doom speedrunning site, where you can get non-assisted
episode and single level runs:           <http://competn.tsx.org>

Public DANG, the Doom speedrunning site for everyone, plus some categories
and contests not available at COMPET-N:  <http://www.doomworld.com/publicdang>

The Tools Assisted Speedrun site, where you can download TASDdQr plus many
other TAS Doom runs:                     <http://www.doomworld.com/tas>

Acknowledgements
----------------

The team would like to thank the QdQWAV team for their routes.txt file,
on which this file is based. We would also like to thank Adam Hegyi for the
"nostalgic" section at COMPET-N from which we drew the information on the
sources of all the tricks used in DdQr.

Enjoy Doom Done Quicker!
