Jason is back again searching for his frog but on modern console xD
Blaster Master Zero in 40:56.41
Run objectives
- Takes damage to save time
- Restarting the game (to skip backtracking)
- Aims for fastest time
- Luck manipulation
Comments
- Blaster Master Zero is a remake of the original Blaster Master for the NES but with more content and modern look. It features many new weapons and upgrades while also providing a fast paced gameplay generally. The story is now more apparent in the game so the player can easily follow.
- This game was out in many platforms other than 3DS, such as Switch or Steam, however for now, the only TASable verison is the 3DS one. The downside is that this version's frame rate is capped at 30 FPS unfortunately. Greenalink explained well this in this post.
- The movement generally feels fast and more responsive compared to NES version, but still requires precisie manuvering (such as preventing SOPHIA from hitting the wall when moving forward). The gun upgrades are also very useful throughout the run.
Area by area comments
So, similarly to the NES version of the game, this version consists of 8 areas (with a secret Area 9...), pretty much located in same places, except Area 7 is now accessed from Area 3 instead of Area 2, and Area 8 is accessed from Area 7. So the route now becomes Area 1 -> Area 2 -> Area 3 -> Area 2 -> Area 1 -> Area 4 -> Area 5 -> Area 6 -> Area 5 -> Area 4 -> Area 1 -> Area 2 -> Area 3 -> Area 7 -> Area 8. Bolded areas indicate the first visit where we defeat their main boss to get an upgrade or finish the game, and those are going to form the areas we talk about (backtracking does not add much).
Area 1
- This is the beginning of the run. We just go to the lake and then the dungeon to defeat Mother Brain for Hyper Shot. It adds more damage to SOPHIA's main weapon. This allows us to access Area 2.
Area 2
- So, we cross the area as optimally as possible, however here I got surprised by the difference between 3DS and Switch jump height difference, which forced me to slow down a section that could be skipped with just one jump. Fortunately, it's pretty much the only place where it mattered the most so it is not a big deal, but important.
- For the boss fight, I chose to upgrade Jason's Gun Level to level 2 for Penetrator. This is the weakness of Crabullus but the reason for this upgrade is to make it drop big pink capsule to increase Gun Level further. This is needed for Area 5, as we need the highest level which is level 8 for Wave. Nonethless, I made use of Penetrator to finish the fight a bit faster and make up for the time needed to collect the small capsules before the fight.
- After defeating Crabullus, we then get Crusher Shot, another SOPHIA's main weapon upgrade. This allows us to break blocks and access Area 3
Area 3
- This area is all about conveyor belts and industrial presses. The main gimmick is that we need to keep rolling some conveyors to move the presses blocking our way, however they either go back instantly or slowly. There are two type of presses: Green presses, and these return instantly, so we are forced to raise them fully so they don't come back down. Yellow presses, these are friendly enough, they go back slowly, giving us time to move past them, but they are never stuck like green ones. Another cool trick is that we can shoot them to push them up if they're about to crush SOHPIA. We make use of this trick to time all movements and spend the most optimal time needed to raise the presses enough to get past them.
- Unlike NES version, some bosses can be fought using SOPHIA, and Central Gear is one of them. You actually Hover ability before fighting, which is unique a bit :D RNG of this boss seems to depend on how many enemies or blocks destroyed, so I had to test how much should I destroy before heading to the boss for the best pattern.
- After finishing the boss, I reset-warp back to the beginning to skip backtracking. It is not as good as the NES version (I'd love it to go back to Area 1), but at least it's useful here, which is still nice!
- Then I go to Area 2, then Area 1 then hover up to Area 4.
Area 4
- Similarly to NES version, there is a key needed to unlock the barrier to Area 5. Here I can't glitch our way out ahead of the lock, so I must get the key from the boss Ribbiroll
- Before heading to the boss fight, I setup the save point right before the lock to reset-warp back to it, saving a good amount of time, and this is the last time in the run where I use this feature.
- After unlocking Area 5 gate, I enter the area (obviously, lol)
Area 5
- As expected, SOPHIA can't move freely underwater with Dive Gear, but needed to unlock the way down. This version adds a nice gimmick where there are currents that will push you away or grab you in, depending on the direction, so I tried to use them to my advantage when needed
- Inside the dungeon, the moving platforms are following a local timer, and due to that I can't reach the first platform in the second room earlier. To compensate, I decided to go grab some items (for fun) then exit the room. Not necessary but felt like why not!
- Before fighting Hard Shell, I maxed out Gun Level for the Wave weapon, as it's very effective against this boss mainly due to its ability to penetrate the shell and deal good damage repeateadly.
- From here, I obtained Dive Gear for SOPHIA, and headed back to the first room to call SOPHIA from the first save point. Going upwards to Area 6, one would go against the current because SOPHIA can do it (seems the intended way), however, it's incredibly slow, and alternatively, there is a faster route on top that also lead to Area 6
Area 6
- I'm not a fan of this area, whether it's NES or 3DS!
- Hover management is necessary in this area, as we go up frequently, but also needed to skip the rooms that freezes the area.
- At 24:43 in the above encode, there is that place upwards that should, normally, be frozen to progress, however, it seemed to me that it can be skipped with good hovering. I spent large amount of time to make that work but unfortunately, it requires a very rare RNG (probably impossible?) to force the floating enemies there to drop big energy capsule. If it works, it can potentially save over 20 seconds but sadly I couldn't find it. It's also very mysterious how RNG works in this game, so that makes it even more difficult.
- The Ancient Freeze fight is gimmicky. I use Striker, as it's the best suited weapon for this boss, thanks to it's ability to all enemies at once as soon as it connects with just one enemy. This weapon takes out pretty much all orbs. The best scenario for this fight is always going to be a two cycle fight (first cycle to destroy all blue orbs and damage red orbs, and second cycle to finish off remaining red orbs). I kept searching for the best pattern to make it happen as it seems also a bit tough to find.
- I then head back all the way to Area 3 to go to Area 7
Area 7
- This is a straightforward area. The main gimmick here is that you need to position SOPHIA in those blue platforms and trigger the switch to it go down, but nothing too special
- There are some sensors that lock your way when you're detected and drop red worms, but with precise missile shooting, they're taken out instantly.
- Skeleton Boss is the freeist boss, however only if it throws rocks at you! The other pattern where it shoots big blue orbs at you is basically impossible. RNG manipulation is needed but it should inside the dungeon before the fight.
Area 8
- Strightforward area as well. Here we need to fight the Antibody Cell boss for the second key. Striker is still the best way here
- The final dungeon is a puzzle but you can just take the first four left doors and fifth right door to find the final boss.
- The first boss fight is scripted and never changes. Second and final boss fight requires RNG manipulation to get the Yellow pattern where it's weak to Striker, as it's around 64 frames faster compared to other patterns.
Closing
- This was a fun project! I initially started this run back in May 2025, but did not finish it as I was blocked by the fact that the jumping height was lower for 3DS compared to Switch (seems unfair, right? xD). Though, I figured that it didn't really matter aside from that one spot in Area 2.
- I would really consider 100% run for this game, or at least an all bosses run, as this game has a lot to offer.
Special thanks
- Greenalink: For the explanations and information he provided to me to make this run and not get lost.
- Deogin: For his world record run
- Everyone for watching this run!
Jason found his frog, wondering what he will do next?...
McBobX: To anyone judging this run, please verify (and replace this movie) with this one that's 2760 frames faster, mainly due to a faster route in Area 5 when heading to Area 6.
McBobX: To publisher, please use this extended input file that plays past the credits to skip the final Eve monologue.
Tegron: Claiming for judging.
Tegron: I'll say it now, this is a really optimized TAS, so many techniques and optimizations to beat the game faster, nearly 40 seconds faster than that RTA on the Switch. Even though the 3DS's 30 FPS may have caused some time loss, it's still particularly good despite that. Nice work!
Accepting to Standard. For publishers, I managed to sync this TAS on 2.11.1 instead of 2.10, it looks like UTC was used as the time zone in windows settings.
Tegron: Replacing movie file with this improvement posted by the author, it sync with 2.11.1.
r3gamerz: Processing...