I'm glad to present you my TAS of Sky Blazer for SNES.
  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors
  • No passwords used
  • Manipulates luck
  • Genre: Platformer
Should work with any version of Snes9x. Check WIP1 timing & Sync samples with sound CPU.
It took me quite a while making this TAS. This is my second submission of Sky Blazer. I cancelled the first one because I found glitches I had missed before. Certainly wasn't easy as this was my first real attempt at a TAS, and there doesn't exist a movie of the game anywhere. Anyway, I'm glad the way this movie turned out to look like.

The Game

Just an ordinary platformer with a Megaman-plot. First you fight a bunch of bosses to steal their weapons, then you fight them again and then, finally, the bad guy himself. You can somewhat choose the order of stages, but there's no need to change the one that is fastest to travel on map.

Gameplay & Glitches

The gameplay in general may look confusing for the viewer, since the fastest way to move is "zipjumping". By chrouching, punching and jumping, the jump starts a few pixels inside floor. Then pressing left for one frame, it zips me a few pixels to the right. This cannot be done always, hence I don't always do as low jump as possible. In later stages I start zipping longer distances too. But longer zipping in this game is possible only to left and up. Can't zip right or down. If it could be done to any direction, this run would get a lot faster, since it's possible to zip through floor, wall or even ceiling.
Also the texts are done as fast as possible, even if it may not look like it.

Stages in details

Intro stage: I've redone this stage numerous times because I kept finding glitches that make me start all over again. I simply zipjump as much as possible, nothing much else to say really.
Faltine's woods: Same as in intro stage. Zipjumping.
Temple Infernus: I obviously take the shortcut since it's faster. But it doesn't feel fast enough so I force another shortcut through the wall. The boss fight is improvable by jumping closer to the center. I tried to hex-edit it but unfortunately it desynced later.
Cliffs of Peril: Autoscroller.
Tower of the Tarolisk: Personally I like this stage a lot, and I spent a lot time TASing it. Every room is done quite fast, and it's more pleasing moving vertically. The moving wall offers a lot of glitchy action, but again it's faster to just zip inside the wall.
Petrolith Castle: This is the black sheep of the run in my opinion. It may not look bad with all the iceblock-riding and moving wall -ownage, but I was very unfortunate with luck manipulation. What enemies drop depends on the frame it's killed, so sometimes it might take like two seconds to get what I want. Panthers and the water thingies didn't co-operate in they I wanted them to.
The Falls of Torment: I just dash through this mini-stage. Had to watch out for the water drops a bit because they cancel the comet flash.
Lair of Kharyon: Usually I dislike water levels, but this one is nice when TASed. I was fortunate with luck manipulation, and yet again I took the shortcut and created yet another one through the wall.
The Sand Rivers of Shirol: Long name for a short stage. I'm supposed to use logs and stuff that come down the waterfall. But I like dashing better.
Gateway of Eternal Storms: Yet another mini-stage. Got a nice knockback boost from the first enemy to reach the top of cube. Other than that, nothing too special. A bit laggy for my taste though.
Storm Fortress of Kh'lar: Winds as platforms, who would've thought of that! Also disables zipjumping (thank god). I tried to catch as much boosting winds as possible. Quite a lot of dashing here. The boss normally disappears before it can be hit, but it's possible to jump in the air the very first frame of gaining control. Thus, ownage is to take place.
Fortress Shirol: Autoscroller.
Mt. Shirol/Caverns of Shirol: I guess this is what happens when the game designers can't come up with a name for the stage. One of the only places where I can properly zip left. Too bad games tend to scroll right more often. Although punching doesnt do much damage, this way I can get the most hits at the boss before it goes invulnerable again.
Dragonhill Forest: Done fast. I didn't know of the shortcut before I accidentally entered it. My old submission went the longer way. :p
The Great Tower: I zip quite a large part of the first room. The room with moving wall is a glitchfest as always. In the elevator room I got a bit unlucky. If I don't kill the enemies fast enough, I can't get whatever they drop since the screen scrolls up. Also I can't enter the wall to reach the door faster, because the floor isn't willing to co-operate with me. The boss is wtfpwned as usually.
Raglan's Citadel: Final stage. Starts with an auto-scroller, follows with refights and ends with the bad guys getting killed. Most of the bosses are beaten quickly as Phoenix, but Tarolisk boss just needs 7 hits from whatever source. I dash through the refill-room when I can. Not much more to say, bosses done fast and easily.
Suggested screenshot: frame 17064
I hope you enjoy the TAS!

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Oh! I also corrected the ROM name.
  • You indicated Sky_Blazer_(U)(12134).smc
  • I updated it to Sky Blazer (Beta2).smc

mmbossman: Great movie. My only gripe comes from the fact that you didn't use the (U[!] ROM that is available, but the entertainment value of this run far outweighs that fact. However, any attempt at improving this run needs to use the (U[!] version, or risks outright rejection. With that said, accepting this for publication.
DeHackEd: Will publish

TASVideoAgent
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This topic is for the purpose of discussing #2145: Bablo's SNES Sky Blazer in 24:51.33
Joined: 10/3/2005
Posts: 1332
I was surprised the Phoenix couldn't kill that damn spinning eyeball boss any faster, but you obviously would have tried that... All in all, it was easily one of the best TASes I've seen all year. Loaded with moments of astonishing WTFitude. Great job.
Editor, Expert player (2459)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Indeed, there were many entertaining moments and the action felt fresh. Maybe I missed some detail, but couldn't it have been faster to use the Star Fire as the final hit in the "wall boss" refight? Now you used Comet Flash and it seemed that the three targets got hit in sequence as opposed to the possibility of hitting them simultaneously with Star Fire.
Joined: 1/14/2005
Posts: 216
I think I definitely prefer being out of the loop for a content site like this, so I can say stuff like "Hell yeah! I've been waiting years and years for this! What a nice surprise!" Which is in fact what I am saying.
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Player (223)
Joined: 10/17/2005
Posts: 399
Aqfaq wrote:
Maybe I missed some detail, but couldn't it have been faster to use the Star Fire as the final hit in the "wall boss" refight? Now you used Comet Flash and it seemed that the three targets got hit in sequence as opposed to the possibility of hitting them simultaneously with Star Fire.
I'd have to wait for the Star Fire sprites to move out of the screen before the boss fight ends. Also I use comet flash for the first hit simply because star fire takes too long. Unfortunately, the tarolisk boss doesn't seem to have HP. Just takes seven hits. For example, simple punch is enough, although normaly a kick does more damage than punch. Also if people have problems with finding the ROM, some sites may have it as Sky Blazer (U) (without [!]). That should be the same ROM.
<adelikat> I've been quoted with worse
Former player
Joined: 9/1/2005
Posts: 803
Bablo wrote:
Also if people have problems with finding the ROM, some sites may have it as Sky Blazer (U) (without [!]). That should be the same ROM.
The version of the rom that it syncs with for me is labelled "Sky Blazer (Beta2).smc" so that might help some people. I just finished watching it, it wasn't too bad, I liked the glitchyness of the game, but the way of movement used for a fair portion of the run was kind of blah since it was so jerky. Overall, it was quite well planned and executed, good stuff :)
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
I managed to get it to sync, but it crashed SNES9x. What I saw was very cool though. Submission text need descriptions of the glitches!!!
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Which version of snes9x to use? It says it's unsupported (snes9x-1.51-improvement5.2-win32)
Player (223)
Joined: 10/17/2005
Posts: 399
I started the TAS with I can't even remember how old version, and finished with 1.4.0. So maybe try that.
<adelikat> I've been quoted with worse
Joined: 4/30/2007
Posts: 151
ah 2d tas is not dead; this will be entertaining good job mr. toaster
Joined: 11/23/2008
Posts: 4
I've saw your last attempt and this is much better. The new glitches are amazing.
Joined: 7/7/2007
Posts: 161
I missed the last attempt. All I saw was an ancient WIP. Funny, I was just thinking about how much I'd like to see a run of this game and how it'd probably never happen. Sometimes it's great to be wrong. Ha ha ta ftw.
Joined: 9/22/2007
Posts: 56
Location: In UR Famicom
As a follower of your first WIPs(and even those were superb) and a person who's attempted a console speedrun of this game and finally gave up after months of failing (really badly), I have to say I'm really excited about this run! I'm probably going to watch this later today.
Experienced player (538)
Joined: 5/12/2005
Posts: 707
Sorry for commenting this late! I though I didn't watch this run but I've already seen it before you even submitted or a bit after your submission. This run gives some nostalgia also I see that you've putted something into optimizing, nice zippings!
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. ---- [1255] SNES Skyblazer by Bablo in 24:51.33
Editor, Emulator Coder, Expert player (2105)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
DarkKobold wrote:
I managed to get it to sync, but it crashed SNES9x. What I saw was very cool though.
I found it always crashes at the same frames like 826. Fastforward is required to skip them.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 3/11/2008
Posts: 583
Location: USA
Aqfaq wrote:
Maybe I missed some detail, but couldn't it have been faster to use the Star Fire as the final hit in the "wall boss" refight? Now you used Comet Flash and it seemed that the three targets got hit in sequence as opposed to the possibility of hitting them simultaneously with Star Fire.
One, I laughed when the mo'ie hit that point. Two, was Phoenix out of the question against Wallboss? It doesn't seem to ha'e been mentioned...
Joined: 7/2/2007
Posts: 3960
I suspect the problem with Phoenix is one of timing -- the wall boss has lengthy periods of invulnerability that would prevent you from landing the maximum number of hits with Phoenix. You'd probably only get one "pass" with Phoenix, and it costs twice as much as Comet Flash does. I admittedly don't know how the damage ratios work out.
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Joined: 5/30/2007
Posts: 324
Thanks a lot for this; one of my favorite games of all time, and an amazing run that shocked me in numerous parts, even though I can beat the game in under 50 minutes myself. The combination of moves and glitches is surprisingly versatile.