BlobQuest is a 2021 NES homebrew in which a blob must collect 8 mystic rubies scattered throughout a dangerous cave to break free of the cave and the evil wizard's curse to regain its true form. This TAS aims to do this as quickly as possible by taking the fastest route through the cave and maybe flying across the screen at high speeds only a couple of times.

Game objectives

  • Emulator used: BizHawk 2.8
  • Aims for fastest completion
  • Major glitch abuse

Comments

Well, the development of this movie was quite something; new improvements being made left, right and centre and new developments being made regarding zipping and double jumping being discovered, not to mention an entire overhaul of the route. I'd really like to thank the co-authors of the TAS for getting it to the crazy stage it got to, being a total of 2882 frames (47.96 seconds) faster than the original submission and for dr1ox1 for informing me of the existence of zipping in the first place, allowing this all to happen.

Route

As I said, the route has been completely changed and this is it in its current form:
springy < bouncy < slurpy < squishy < spinny < ruby < ruby < sticky < ruby < ruby < ruby < ruby < ruby < ruby
Ideally, we need to get squishy and sticky as soon as possible as these allow zipping, the main glitch to happen. Unfortunately, all the previous abilities are required to even reach it. Same goes for spinny, the only other way to speed up travel.

Tricks

Zipping

If you're wondering what the glitch that's mainly in the latter half of the TAS where the blob goes flying at the speed of light across the screen, that's this. By activating sticky while squishy then attempting to stick to the underside of a platform, the blob ends up flying horizontally until it hits a wall. Vertical zipping is possible, but only if it catches the edge of a platform while already zipping. The opposite is also possible. This is possible likely because the sticky ability sets RAM address $038B to 0 which means it is grounded and the squishy ability prevents the blob from immediately attaching onto a ceiling, allowing it to fly without losing any height.
Another variation of zipping is fast dropping which is where select is pressed two times, one frame apart, and it sends the blob hurling down to the ground very quickly. It isn't possible to just do it after jumping, I think the blob is required to have recently been in the sticky state to activate it midair, I'm not too sure.

Double jumping

More grounded or not shenanigans. This time it's a little less complicated (I hope). By catching the edge of a platform while jumping, $038B isn't set to 1 which is what it is set to when it is in the air and so it remains at 0, allowing for it to jump once more. This is used a few times to skip over a couple of sections but it isn't quite as useful as zipping.
If there's something I haven't explained or you want a better explanation, check out either this submissions' forums or the game's forum.

Potential improvements

This is a bit of a dangerous paragraph to write. Most improvements that will ever be made will likely come from improving platforming and minor route changes. If we're lucky, there may be another glitch that saves time in a couple of places but I can't really see many spots that can be improved by an awful lot, even with new tech (this is going to age well). Who knows? A 200+ frame improvement wouldn't even be surprising at this point.

arkiandruski: Claiming for judging.
arkiandruski: Looks like a really cool game and fun TAS. Accepting for publication.

despoa: Processing...


TASVideoAgent
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Samsara
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I forgot that the original submission was cancelled once the time had been cut down to 3:13.91, and here we are with over 30 more seconds of time cuts. The game's a lovely combination of having a lot to play with while having no RNG or global timers to speak of, meaning all improvements are kept and require only slight amounts of effort to resync. If you're a huge fan of people posting userfiles, the game thread is a perfect showcase of just how much was found and how fast it was all able to be implemented and optimized.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Patashu
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The Sticky movement is hilarious. Late content for speedy TAS of the year! What happened at 1:09 where you transition left and end up on the left side of a room, pick up a powerup then leave instantly?
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Memory
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Patashu wrote:
The Sticky movement is hilarious. Late content for speedy TAS of the year!
...we aren't doing that award anymore right?
[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
Samsara
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Patashu wrote:
What happened at 1:09 where you transition left and end up on the left side of a room, pick up a powerup then leave instantly?
I think it has to do with when the game updates your position on screen transitions. There's a blink-and-you-miss-it moment slightly earlier on where we die on a bullet, and then die again on the same bullet as the screen fades out, because the position of the bullet happens to line up perfectly with the position of the checkpoint we respawn at: Worth noting that the pickup doesn't get collected unless you leave the room instantly, as well. ...also um i'm sorry it happened again User movie #638058834567883521
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
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https://tasvideos.org/7809S wrote:
The route we are forced to go goes: jump < pipe < ruby < ruby < bounce < dash < squish < sticky < ruby < ruby < ruby < ruby < ruby There really isn't flexibility when it comes to routing for this game.
This submission text wrote:
As I said, the route has been completely changed and this is it in its current form: springy < bouncy < slurpy < squishy < spinny < ruby < ruby < sticky < ruby < ruby < ruby < ruby < ruby < ruby
Things really do change, I guess. I found it amusing that, because of glitches, the blob resembles Sonic the Hedgehog at times (both in speed and in glitchiness).
Alyosha
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Link to video Console verification of Samsara's most recent improvement. Note that this game's use of NROM + CHR RAM is technically not officially supported, but nothing is physically preventing it from being implemented.
LoganTheTASer
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incredible work on squeezing out every improvement possible. definite yes vote.
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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. ---- [5051] NES BlobQuest by Cephla, Samsara, ThunderAxe31 & Alyosha in 02:42.98