NHL Blades of Steel is a hockey game developed by Climax Studios and serves as the GBC counterpart to NHL Blades of Steel '99 for Nintendo 64. It feels like a slightly more upgraded port of Blades of Steel on the Game Boy, as it has less lag and is a smoother, faster experience overall.

Objectives

  • Wins one match
  • Hardest difficulty
  • Ends input early
  • Emulator: BizHawk 2.11.0

Notes

I lose a few frames selecting my favourite team, the Edmonton Oilers (you know I gotta pick them).
I learned that if you bump into players on the other team in certain ways, they can boost you forward, and I use this in some goals to close my distance to their goalie faster. Some goals look a little weird because I need the goalie to move a certain way so they don't catch the puck.
I score 5 goals before retreating behind my own team's net and end input. This causes the computer player to get stuck on my net for the end of the first period. Since periods 2 and 3 start us off in the centre, my opponent is able to score four goals. Each period, they score 2 goals and then end up getting stuck on the net again.

nymx: Claiming for judging.
nymx: When I first looked at this submission, I was a bit confused because I thought I had seen it before. Then it hit me: #10372: alexheights1's GB Blades of Steel in 01:01.846.
That led me to an important question — do both games actually share the same engine? I’ve seen cases in the past where games were re-released with noticeable gameplay differences. One example was Tetris, where I was able to achieve a much higher score in the re-release than in the original version.
Because of that, I started looking into whether these two games were technically identical. From what I can tell, they are not. While they may appear nearly the same visually, this version has physics that have been described as “late-90s NHL hockey with the Blades of Steel name attached.”
Given those differences, I can’t confidently agree with alexheights1 that this run is not optimized. Different physics would naturally produce different gameplay possibilities, which could lead this submission to take a different approach.
My main concern, in terms of identifying obvious issues, was whether the score remained exactly one point apart when ending input early. That is exactly what happens here. However, I still wanted additional proof that the games behaved differently.
To test this further, I copied the inputs from alexheights1’s run and aligned them with the first scoring sequence in this submission — and the attempt failed. So, the games clearly do not operate the same way.
Accepting to "Standard".

McBobX: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #10428: Walgrey's GBC NHL Blades of Steel in 02:02.002
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Good solution, so I am voting yes. I believe it can be improved, but the optimal solution is difficult to find.
Post subject: Movie published
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [7149] GBC NHL Blades of Steel by Walgrey in 02:02.002
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nymx wrote:
I can’t confidently agree with alexheights1 that this run is not optimized.
My reasoning goes like this: Walgrey is very clever and uses a strategy where we move our own player behind the net. This is a good way to find a setup that forces the opponent to do 0 goals in the first period. This increases our chances of winning, so it is easier to find a winning solution like this. So you will see a result where the opponent does 0 goals in the first period. But the probability that the optimal solution has 0 goals in the first period is less than 50%, so I am somewhat confident that we have not seen the final version. That is because we could also allow the opponent to make 4 goals in the first period and 0 goals in the remaining periods. Or opponent could do 3 goals in first period and 1 goal in the 2nd period, etc. The optimal solution is difficult to find because we can't confidently decide when to stop an attempt. If we use a bruteforce bot, then should we stop an attempt if the opponent is leading by 10 goals? Maybe not because they might suddenly make 11 own goals. Can we stop an attempt 1 second before the final period has ended? Maybe not because there could be a rare glitch that lets us win by making 100 goals during the last second. Perhaps one way to optimize it is to research the whole game and then start the game from all possible starting configurations. Then we would know what is possible in the game. Then find the fastest way to setup one of the winning solutions. This method would be more cost-efficient than blindly bruteforcing it. I don't know how many different unique setups exist. Could be just 10,000. Could be a billion. Fun stuff and definitely not easy to optimize as evidenced by 20 years of no submissions for this game. NES Blades of Steel is even harder to TAS manually. I gave up on that one. Maybe somebody like Walgrey can do that. :)
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alexheights1 wrote:
nymx wrote:
I can’t confidently agree with alexheights1 that this run is not optimized.
I don't know how many different unique setups exist. Could be just 10,000. Could be a billion. Fun stuff and definitely not easy to optimize as evidenced by 20 years of no submissions for this game. NES Blades of Steel is even harder to TAS manually. I gave up on that one. Maybe somebody like Walgrey can do that. :)
I agree . I recognized the difficulty, right at the start of analyzing it.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX