So what just happened here? I'll try to explain as quick as possible: Doom 64's engine can only run one script at a time. Despite this version of Doom being done by Nightdive Studios, they decided to avoid modifying as much as possible from the original engine, and carried away this gem. When one script is running, anything else you do in a level that also involves a script, either cannot be done, or the script simply doesn't execute until the other one ends, which brings us to the Supercharge, since almost every trap in this level is a script, by grabbing the Supercharge in a very precise way and not falling on the little pit, you can grab the Red and Blue skull keys without activating their respective traps (scripts), once the Supercharge crusher stops, the other scripts kick in all at once, and the doors in the other rooms close, the enemies spawn, and of course you cannot open the doors because you have to beat the demons inside for them to open. One important thing to note here is that the Yellow Skull Key room is the only one not affected by the Supercharge glitch, it's not bound to a queue in the game's engine. Also, the green armor is another independent trap and the crusher above it will still do it's thing. Something I forgot to include here as a bonus footage is what happens when you grab the blue armor while the Supercharge script is running, well, you can grab it and still move, however, once the Supercharge script ends, you'll be immediately teleported to the mega armor spot, but won't be telefragged, instead you'll get stuck in a third person view in some sort invisible wall preventing you from leaving, softlocking the level.