Shadow Blasters was realeased in 1990 in Japan and North America.
The evil god Ashura has unleashed hordes of monsters and demons onto Earth.
The good god Hyprion arrives to earth and shares his powers with four humans to defeat Ashura.
Movie features:
  • Emulator used: BizHawk 2.2
  • Takes damage to save time
  • Hardest difficulty
  • Genre: Platform
Memory addresses:
1B15 - Boss hp
0CAA - power
0C04 - speed
0C08 - jump
0BFE - health
123E - last boss hp
1 or 2 players?
There's no more power-ups in two-player mode so it takes a lot more time to get characters as fast as in 1-player mode.
Characters
There are four different characters to choose from, but in this run only Horatio is used because his attack is the strongest.
Moving
Jumping saves a little time over walking. Being at the apex of jump when "awakening" a boss saves 349 frames compared to just walking.
Power-ups
Killing an enemy always gives a certain power-up. Making enemies spawn is only slightly manipulatable.
Power-ups are:
-power (0-9)
-speed (1-4)
-jump (1-4)
-health (0-9)
Upgrading power shortens the charge time of more powerful attacks.
JUMP GLITCH:
Used in Future level, if you are under a platform and jump into it and press left and right you get a push forward.
At first I only used it in the heaven level as a shortcut to go though the wall.
STAGES:
You can choose the order but it isn't trivial.
Mountain has to be first since you can max your power and thus kill the boss faster.
There you can also get two speed-ups.
Then it gets trickier. Boss of Harbor stage has an estimate of 300 frame cycle when it can't be harmed.
So you have to do other stages first to minimize the waiting time at Harbor boss.
Glen is the second choice for the fastest speed-up. After that speed is maxed and the order doesn't matter anymore.
After the first six stages you have to go through hell and heaven stages.
01,160 - First speed-up.
02,140 - I intentionally miss the power-up because I can get the last one faster just before the boss.
03,000 - I have to sacrifice a few frames killing enemies and getting two power-ups (power and speed) without actually collecting them.
05,475 - A lot of enemies on screen creates lag, so you have to throw a few frames to keep the screen clear enough.
06,500 - Golem boss is the first one where you shorten the wait time by jumping at the right time.
11,955 - The beast boss has to be manipulated by slowing down a frame.
14,550 - The waiting time in Slime boss is very close to minimal.
17,060 - Jump glitch pushed me forward to save about 20 frames.
17,880 - Same as above.
18,300 - You can damage the Brain boss through it's force field.
21,200 - Improving the previous run by 81 the Demon boss now is very cooperative to come down to play earlier.
23,800 - Jumping through the wall saves about 40 seconds of walking around.
24,300 - The boss can't be damaged when it is attacking so an awkwardly looking 28 frame wait.
Thanks for Memory! Questoning my strategy made me look for improvements. Also the mentioning the character position addresses made looking for improvements faster.

Memory: Judging
Memory: Replacing with 275 frame improvement.
Memory: With the improvements, optimization seems fairly solid.
While the beginning parts of this run can be fairly repetitive, there are some fairly cool glitches towards the end, especially after the improvements. Audience response was almost non-existent, but I think this is solid enough.
Accepting to Moons.
fsvgm777: Processing.

TASVideoAgent
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This topic is for the purpose of discussing #6174: maTO's Genesis Shadow Blasters in 07:11.05
Dimon12321
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Posts: 1126
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Temporary encode has been done. No desyncs for Biz 2.3.0. I still doubt about your route, especially when you go back to kill enemies with your charge attack on the stage 1. Ground bosses seem to be weak enough and you would lose less time if you killed one of them with 2-3 more flames rather than turning back to get rid of the tail. Anyway, these are just my thoughts and you might have done everything correctly. The game is not that funny, just a regular sidescroller. Nevertheless, I haven't got bored. Yes vote. Link to video
TASing is like making a film: only the best takes are shown in the final movie.
Memory
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Joined: 3/20/2014
Posts: 1762
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Does "Jump" increase the height of your jumps? I question whether you'd even want to pick those up, you seem to spend a lot of time waiting to land on the ground after jumps in order to jump again like at the steps around frame 6150 and the platforms at around frame 13550. EDIT: I just checked and Jump does increase your jump height. I really question whether or not grabbing it is a good idea early on.
0BD4 - 2 Byte - unsigned - Y-Position
0BD6 - 2 Byte - unsigned - Y-Subpixel
0BD8 - 2 Byte - unsigned - Relative X-Position
0BDA - 2 Byte - unsigned - X-Subpixel
0282 - 2 Byte - Signed - X-Camera
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Skilled player (1484)
Joined: 4/28/2005
Posts: 240
Location: Finland
Good observation. I'll try to look at this in a few days. I thought about this in the harbor stage. The boss in that stage could still be the obstacle that prevents small improvements as I tried to explain in the submission text.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Memory
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I just realized one of the places where your high jump felt really slow was the Future level, which was done after the Harbor Level. Even if you break even up through Harbor, you should be able to save time on future easily.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Skilled player (1484)
Joined: 4/28/2005
Posts: 240
Location: Finland
I did some testing and while you save a lot of time for example in the Future level jumping up the stairs you will also lose even more time waiting the boss when your jump height isn't maxed. With jump power at 2/4 compared to 4/4 I lost 18 frames in Glen and 22 frames in Future. In harbor jump power at 3/4 compared to 4/4 saves only 11 frames but you probably had to max your jump before that because Harbor has to be one the last stages (boss cycle). However, in the Future level I tried the lower route and it seems to be faster. Hope this helps with the Demon boss. I'm sorry this has almost turned to a WIP rather than a finished product.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Memory
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So there is an improvement in the Future stage unrelated to jump height? Am I understanding correctly?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Skilled player (1484)
Joined: 4/28/2005
Posts: 240
Location: Finland
Yes, and I just finished Future level 81 frames faster and the Demon is descending a whole cycle earlier. If the fight goes according to plan the run will be improved by 254 frames. When I'm done should I post a userfile to replace the current run or is this submission a failure and I'm creating a new one?
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Memory
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I doubt it would affect entertainment too much so just post it as a userfile.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Skilled player (1484)
Joined: 4/28/2005
Posts: 240
Location: Finland
http://tasvideos.org/userfiles/info/51868193191962806 All of the improvements are from Future level (frames 15800 onwards): The lower route was 40 frames faster. Don't ask me why I initially took the upper route. To save health in test-run maybe, The jump glitches at 17,060 and 17,880 saved 20ish frames. Just alternating facing left and right pushes you forward. 81 frames saved before Demon boss was enough to get it come down a lot faster. I tested it and at least 17 frames improvement was needed to shorten the wait time by 214 frames. Saving at least 54 frames cuts the waiting for another 40 frames. 254 frames saved at this point. But because Demon's trajectory was different the same strategy would have been 59 frames slower so I had to try a different one, the simplest one: I take damage and then I can just spam attacks. 18 frames more gained. The Lizard boss in Heaven level was in different part of cycle, so I would have lost 32 frames unless I gained one frame to get a hit in before it's first attack. Luckily it was found in the wall glitch by pressing one more time left and right to get another push forward. So, in total 275 frames was saved.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Memory
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Joined: 3/20/2014
Posts: 1762
Location: Dumpster
Loved the glitches used in the Future stage now, nice work.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Post subject: Movie published
TASVideoAgent
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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. ---- [3856] Genesis Shadow Blasters by maTO in 07:11.05