• Recorded with Snes9X v1.43+ v9
  • Takes damage to save time
  • Uses death as a shortcut
  • Manipulates luck
  • Tries to complete the game as fast as possible

About the game

Soul Blazer is an action RPG made by Enix. It's actually the game that came before the well-known Illusion of Gaia/Time. The player controls the follower of the Master in his quest to free all creatures of each region of the world. Each region starts in the Master's shrine, then the follower walks out into an empty town he must repopulate by freeing creatures from monster lairs.
Swords can be used to poke or swing. The swing does more damage but roots you in place. It can also deal damage twice if the sword is still overlapping the monster after the invulnerability period of 8 frames is over. The poke allows you to remain mobile and makes you crabwalk, i.e. always face the same way no matter what direction you're walking. This is useful for positioning and orienting fireball magic shots. Remaining immobile while in crabwalk mode will pull gems directly in front of you by telekinesis. Swords also have level requirements but that's only to be swinged. They can still be used to poke regardless of the player's level. Swinging is never actually necessary except against the final boss's second form. Special swords are required to kill metal and spirit monsters.
All magic except phoenix is cast by the ball of light rotating around the follower. For much of this run, it is stronger than the sword and can be cast from far away. However it requires gems to be used. Gems are dropped by practically all enemies. Metal monsters, spirit monsters and bosses are immune to magic, except the final boss who is vulnerable to phoenix.
Items only need to be equipped, they are not "used". Medical herbs and strange bottles are automatically used when the player's HP drops to 0. Medical herbs completely refill HP, strange bottles prevent gems from being lost because you died. Both items are consumed when used.
Dying warps you back to the Master's shrine and makes you lose all gems unless a strange bottle is equipped. There are no other consequences.
There are 3 kinds of monster lairs:
  • 'One-by-ones', these lairs will not spawn a new monster until the previous one is killed.
  • 'Multi-spawns', these lairs will spawn new monsters after a certain interval of time.
  • 'Already there', all monsters are already spawned upon entering the area.
When all monsters tied to a lair are destroyed, it explodes and turns green. The follower must step on the green lairs to seal them. Sealing a lair can have one of 2 effects:
  • Free a creature and possibly change the geography of the town (make a house appear, etc.)
  • Change the current area's geography. Make a passage appear, drain a lake, create a shortcut, etc.

About the run

The run was made entirely in frame advance.
All damage taken is on purpose, either because it saves time or I'm planning on dying later.
Dying is almost always the fastest way to go back to town, so it is used frequently. Losing gems is a shame since magic is so useful but it's still faster to die and lose all gems except in 2 places where a strange bottle was used.
Only the necessary creatures to beat the game are freed. The creatures freed in this run are necessary because I need to talk to them to progress, their release triggers a necessary town geography change (bridge/stairs appear, etc.) or their presence is required for a necessary event to occur.
5 out of the 8 swords are required to beat the game. The critical sword is not required but I grab it anyway because it's an extremely small detour and it ends up saving more time than it costs.
Only 2 armors are required. I also get the magic armor because getting it costs very little time (I need the medical herb next to it) and it saves a lot of time by doubling the amount of magic I can use.
I use the fireball magic until I get arrows of light, then I use arrows of light until the end of the game. It's the best magic; it's not too far out of the way to get and it hits multiple enemies and deals damage to them 2 or 3 times. All other magics are inferior or require huge detours.
Beside medical herbs and strange bottles, the only non required item I get is the power bracelet. It doubles the damage dealt by the sword (both poke and swing) and saves a tremendous amount of time.
Luck and monster behavior _ARE_ manipulated quite frequently, but since I don't fully understand the randomness in this game it was done via trial and error. Sometimes the frame on which you do something matters, sometimes not. Sometimes input matters, sometimes not. Sometimes position matters, ... you get the idea. This run could be improved if randomness was fully understood and predictable.
Magic usage was extremely difficult to optimize because you can't control the magician soul's rotation. You can move it in different directions by holding down the appropriate direction on the D-Pad, however this will also move the follower unless you're pressing against an impassable tile.

The movie is shorter than it looks. There's an extra 13 minutes and 11 seconds for 2 frames of necessary input during the ending to finally get "The End".

DeHackEd: 26 yes votes can't all be wrong (can they?)

Ambassador, Experienced player (697)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
Back on topic, I have been following this run's development and I personally love this game so it's an easy yes for me. Bisqwit, the first 15 minutes is definitely not the most entertaining part of this run. The first few worlds and the first one in particular requires much more backtracking to and from town than the other worlds. In fact, it looks like as the game progressed the designers skewed more towards action and away from going back and forth between town and dungeon. Indeed, freeing people to build up the town and going back to talk to them is a big part of this game, but Kaz has done the best he can to fix this. The soundtrack to this game is also profound but again, the good tracks don't really come up until the second world. My favorite is the lab in level 5. Something Kaz didn't mention is that he skipped quite a few elements which are normally more or less mandatory to finish the game. For example, you are supposed to obtain the Mermaid's Tears and use them at the top of the volcano to cool the lava. He also skips all of the souls which reveal hidden enemies or passages--they are easily replaced by toggling the emulated background layers.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
It's just that I want it to be published. Next time, it's better to vote YES without saying anything apparently. Now I understand those guys voting without posting anything.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Phil wrote:
It's just that I want it to be published. Next time, it's better to vote YES without saying anything apparently. Now I understand those guys voting without posting anything.
If I'm reading right, you aparrently said "Yes" because it was a good game -- without watching the movie. This is just another reason that I tend to disregard the votes and just read through the posts; this way, wach post/vote can be attributed a certain "weight" (e.g., yes because of game would be 0) as opposed to the fairly anonymous voting system as of now. And Truncated does have a point; the rules clearly state to vote after watching, even if you've seen a WIP -- especially if it wasn't very close to the ending.
Perma-banned
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Ok. I'm back from work and I have watched this run to the end now. :) Great work mate! This game is a big task to complete indeed. I gave the run a YES-vote. However.. I think it won't be very interesting unless you played this game alot and know the game more or less. I'd love to see it published as there are very little published RPG's on this site though. :) Cheers on this! Now.. GET WORKING ON SECRET OF MANA! :D
Tub
Joined: 6/25/2005
Posts: 1377
warning, long pointless drivel ahead, if you don't care, just skip to the last paragraph ;) I played the game for the first time yesterday, and by todays standards I couldn't help but hate it. The floating blue ball doesn't only irritate me, it also prevents magic from being useful. The RPG-system doesn't have anything like character development, actually leveling or anything. A first-time-player that has to free every spawn-point has an almost fixed number of enemys, so they might as well have placed a new sword & a heart container at certain intervals. The storyline differs from the usual "save the world from destruction". It's "You fucked up, world is destroyed already. Now save the world by rebuilding it!". Still, the storyline is as shallow as a dried-up puddle. Then there's the fighting. Two attack modes, reducing tactics to spawn-camping and exploiting AI weaknesses. No diagonal walking either, not even in crab mode. So after all, I hated the magic system, the fighting system, the storyline, pretty much the whole game. Then I watched the speedrun, and suddenly this game amazed me. Seeing the magic being used in an intelligent way was fun, and I enjoyed the fighting tactics I found so limited being used to their full potential. Well done, Kaz! It still has one flaw: the first town is pretty boring, and the last towns get repetitive. If the game was shorter, just two or three of the later towns, I would have finished watching without forcing myself to. All in all, a meh. The run is well done, but the game lacks entertainment value. This may be lots of fun for fans of the game, but for the casual viewer, it just hasn't enough variety for 1h46m. Let the fans vote yes to see if the fanbase is big enough to warrant a publication ;)
m00
Player (101)
Joined: 3/25/2004
Posts: 189
Location: Austin
I vote a weak "yes". This game didn't seem all that speed-runnable to me. It's an action-adventure, but a lot more slow-paced than the likes of Zelda since a lot of the enemies come at you one at a time. However, I really liked all the boss fights and and seeing the strategy of beating the game without leveling up was pretty interesting. Sure, it's not as fun as the runs of Super Mario Bros. and Sonic, but it's a lot more interesting than the runs of FF Mystic Quest and Dragon Warrior, and if those got published, I don't see why this shouldn't.
http://girlyyy.com/ The El Viento TAS is the only decent thing I submitted here.
billybobfred
Other
Joined: 12/2/2005
Posts: 76
I liked this run. However, I think it would have been more entertaining to use the L/R thrust move less and the swing move more, unless of course that slows down the movie a lot. Voted 'yes'.
I'm just a spectator. There was a time when I tried to participate, but I'm really lazy, so. she/her/hers
Joined: 10/3/2005
Posts: 1332
I voted yes. It's a very "relaxing" run, which I tend to enjoy. Nothing really exciting or off-putting happens. If it were any more tedious (what with all the back-tracking) it would have been unwatchable. Kaz had to kill a lot of monsters, and he seems to have done it with as much finesse as the game can allow. Reasonably entertaining + sufficiently well played = non-ecstatic yes vote.
Joined: 1/23/2006
Posts: 352
Location: Germany
The poking is faster for enemies that take only one point of damage from your attacks (e.g. bosses) and he often used swords that required a higher level, he could poke with those but not swing.
Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Death as a shortcut was well-integrated into your routes. The only time I found questionable was after the forest boss (the three statues) when it *might* have been faster to use one of the orange balls to die, but I'm sure you already tested that.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Kaz
Former player
Joined: 12/2/2005
Posts: 149
IdeaMagnate wrote:
Death as a shortcut was well-integrated into your routes. The only time I found questionable was after the forest boss (the three statues) when it *might* have been faster to use one of the orange balls to die, but I'm sure you already tested that.
Sure it would have been faster, but I would have lost even more time on the first island of world 3. Without gems, killing those rock monsters would have taken entirely too long. They have a lot of HP and the sword only does 1 damage per swing, plus they're kinda out of the way.
Ambassador, Experienced player (697)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
Also, you needed to open up the teleport pad so you could go back later.
billybobfred
Other
Joined: 12/2/2005
Posts: 76
KDR_11k wrote:
The poking is faster for enemies that take only one point of damage from your attacks (e.g. bosses)
That's fine though, because that's how most people play it normally. Or me, anyway.
I'm just a spectator. There was a time when I tried to participate, but I'm really lazy, so. she/her/hers
Joined: 8/7/2004
Posts: 51
Man, after watching runs of games I loved and beat I always feel like I don't know how to play them after all. :)
mew.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I watched half of this WIP before falling asleep, but that wasn't because it was boring but because I was tired at the moment ;) Anyway, I'm very glad to see that you made this run! It's a great game and it brought back many memories from when I played this several years ago. Awesome! I have one thing to complain about though. I'm sure it's been debated before but I think it needs some more attention. It's the choice of the characters name! The name "A" is indeed the fastest way to pick a name for most games (same for Mystic Quest to Game Boy where both characters were named "A") but it's so boring to watch! To give each character a somewhat personal name gives the run/movie a much more appealing look and it could also help the watchers to follow the story. Are we so desperate to save a few frames, which doesn't matter for the run itself, that this is the best solution? I vote no to that. And if someone beats a run with a few frames because of a shorter name decision I think something is wrong anyway. With that said I'd like to thank you again for making this run! Awesome!
/Walker Boh
Active player (278)
Joined: 5/29/2004
Posts: 5712
I think it's more entertaining when the name is so short and stupid that it makes you laugh.
put yourself in my rocketpack if that poochie is one outrageous dude
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
If a name is changed for more readability and for getting more into the plot, then the pace of the text should be readable in realtime. I don't know how fast text scrolls in this game, but if it's too fast to read when spamming the advance button (like in many RPGs), then what's the point of actually naming a character?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
In this case (game) the text is readable. I still vote for choosing more exciting names than "A" though ;)
/Walker Boh
Active player (278)
Joined: 5/29/2004
Posts: 5712
Like B! Or Z! Or !! Or BLUE.
put yourself in my rocketpack if that poochie is one outrageous dude
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Wonder how many extra frames the run would be if he choose a longer name?
Kaz
Former player
Joined: 12/2/2005
Posts: 149
At least several seconds. Text is displayed at 3 frames per character everywhere except in Dr. Leo's plea before his suicide where it's 4 frames per character. I briefly considered naming the follower "Kaz" when starting the run, but since I really really wanted to kill Deathtoll before the 1:30 mark I made every frame count.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
That actually totally slipped my mind, that it also takes extra time to write out the name every time someone mentions it. But I still think it would make runs have a more appealing look ;)
/Walker Boh
Former player
Joined: 5/22/2004
Posts: 462
This comes down to the entertainment vs. speed debate. Since I believe that these movies should be focused on entertainment, I would have chosen a personal name. But that's just my opinion. However you do it is fine with me. Oh, and this is a really well-made movie, regardless of what name the character has. :P
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
On the other hand Kaz would probably get flamed with questions like "Why didn't you just name your character A instead? You could have saved many seconds you know! N00b" We've seen it before guys! Atleast in those lines right? And to me it didn't matter much that he named the character A. Thats not the whole point of the game.
Joined: 1/23/2006
Posts: 352
Location: Germany
Never mind that it's difficult to compare run times if each runner causes different delays with his name.