Blaster Master in 4:38:68

This run uses the E rom! It will not run correctly with any other!
  • Uses FCEUX 2.1
  • Takes damage to save time
  • Uses no deaths or continues
  • Heavily abuses programming errors and glitches
  • Manipulates luck

The Game

If you don't know Blaster Master, learn it. It is widely considered one of the greatest action platformers on the NES. The music, controls, graphics and stages provide excellent replay value and backs it up with enough difficulty and depth to keep you coming back over and over until you one day, finally, defeat it.
Blaster Master's published run, made expertly by Namflow, is one of the older ones on this site, dating back to mid-2005. This run, however, will not be obsoleting it.
This run uses extensive glitches discovered recently to exist in only the European version of the rom to beat the game so quickly that Jason's tank never even leaves the beginning room! The rest of the run is a journey of zipping through walls and transporting through wormholes, finding elusive seams that lead directly to the final bosses in record time.

The glitch

Traveling outside the tank but still in the overworld screens, when you reach a door to another room, there is a short time frame where if you suddenly reverse direction, Jason will do his pre-programmed walk-through-door action in the wrong direction--not only vaulting him several tiles across the room, but also dislocating his graphical location from his programmed location by a whole tile.
This disconnect can be stacked up to five or even six times before the game will try to fix itself, leaving unexpected results to follow. This all applies to the other versions of the rom as well.
What makes the Europe version special is that when Jason is stuck inside a solid tile, he zips upward 16 pixels per frame until he is ejected out the top. Crouching or pausing will stop the movement, allowing the game to catch up to you graphically. With enough of a head start, the game can even get so confused that might zip you up through the air as well--ducking or pausing here will let the game catch up and stop the zip, giving you the option to regain control over Jason at opportune times or to keep zipping. Another interesting feature is that if Jason touches a door tile, he can walk through it in a fashion similar to the original disconnecting door glitch. The overall strength of this glitch is clearly immense!
The other Europe specific glitch used here is that when returning from the pause screen, Jason's movement is entirely negated and he is treated like he is standing on solid ground for exactly one frame. Thusly you can jump again to gain infinite air, and thusly negate all falling velocity so that you can land lightly like a feather, avoiding damage.

Area by Area

Area 1
  • Tank? What tank?
  • Pausing in between room transitions saves roughly a dozen frames per use.
  • The first example of the zipping glitch can be used to put us right next to the passageway to Area 2; thanks to Lord Tom for finding this.
Area 2
  • The third pit jump was the first real obstacle to this final work--the worm falls to close to kill without jumping, but the flying monster kept getting in the way. I ended up having to take fall damage (obnoxiously easy to do outside the tank) to continue on without losing time.
  • Disconnecting graphical from programmed locations just once is enough to get Jason close to the boss room door, but since the Crusher item is no longer needed in Area 8, I went right past it all.
  • That last flying eyeball didn't want to get out of my way! I barely snuck past him.
  • A minor glitch you'll notice is that if you pause in the air while touching a door, you can enter it even though you're not on the ground. Nifty for a couple frames of improvement, but just for show otherwise.
  • The movements in the Area 3 passageway room look weird, but they really are the fastest way to get to the door.
Area 3
  • Manipulating the little bomb spitters to drop a small number of bombs was tricky, but necessary to reduce lag.
  • I wanted to try zipping upwards, running to the left, and zipping up again to get to the Area 8 passageway, but neither of the first two doorways are usable for the glitch in either direction, and using the third door ended up so far behind in time that I decided to go the direct way, pause screens be damned.
Area 8
  • Getting to the boss dungeon was the final key to this entire stinking run. Beyond the walls in the second to last room, unlike the rest of the game, is open air. Glitching into this space let me get to the bottom right corner of the room with the boss dungeon. I couldn't carry enough tiles of disconnect to just skip right into the hall, though. Eventually I got the idea that if going through rooms horizontally or vertically in unintended places confused the game this much, how screwed up would it get if I went at a corner and came back up from the bottom? The result gave me a couple tiles of walking while the game desperately reoriented, and I could then walk through the wall after a short zip right to the boss dungeon! One problem though: In the final run, I had little health and a mass of spikes to zip through! By crouching to pause the zipping just long enough for the game to reorient the spikes right out of the room but not so long that the game zips me past the dungeon and upwards into the bottom of an enormous spike pit, I was able to just walk right out of the zipping wall and right into the doorway with confidence!
  • Those rotating lever monsters got in the way of my gun about twice, making it trickier to get through the already awkward destructible solid tiles.
  • I could not use the pause screen to cut frames when entering the final boss room. It glitched me out of existence no matter what I did. I'm not sure if this is Europe specific or a result of glitching.
  • In boss fights, the optimal rate for firing grenades is one every 6 frames. This does the most damage possible (2 every other frame for 6 frames) while causing no lag that may arise from unused explosions during standard turboing.
  • Between bosses, any weapon blasts on screen are carried over to the next fight, and there's also two frames of movement allowed at the very moment between the two fights. I use these facts to start the murdering grenade cycle the very frame the final boss appears fully.

Thanks to

  • Youtube user Joescoma for posting the video of the original major glitch discovery, and Sp00ky for bringing it to the boards's attention.
  • Lord Tom for the discovery of how breakable the Europe rom is, and for his demo run.
  • UraniumAnchor for his excellent maps. They made hunting for places to zip very easy and accessible!
  • Everyone on the forums who helped in the process of figuring out the details of the glitches used.
  • Tasvideos.org itself! I can't believe it's been a year since I last submitted a run, and it was another year before since my prior; unbelievable how fast everything goes.

mmbossman: Accepting this movie as a new "European version" category, as discussed here.

Raiscan: Processing under a new category.


upthorn
He/Him
Emulator Coder, Active player (392)
Joined: 3/24/2006
Posts: 1802
It's almost a shame these glitches are only in the European version. Yes.
How fleeting are all human passions compared with the massive continuity of ducks.
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Talk about most overrated improvement ever. The glitching through the walls is the ONLY interesting thing in the entire movie. Those pauses, while allowing infinite jumps, were annoying because of the frequency of use. The pace is, besides those vertical zips, immensely slow. The music sucks. None of the maneuvers looked impressive. Even the shooting gave me the sense that you were never in danger of getting hit. This is the first time I have watched any run of this game, and I think I do not find this game to be impressive and will henceforth refuse to watch any run that is longer than this one. I'm going to have to go with Meh. It's a substantial improvement and I can't really vote no because that, and those zips were kinda cool, but I find the run to be so incredibly boring.
Homepage ☣ Retired
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Comicalflop wrote:
The music sucks.
Watch out for that angry mob behind you! (Oh, and none of your criticisms would apply to a full length run.)
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Joined: 4/3/2005
Posts: 575
Location: Spain
This movie was awesome, yes vote!
No.
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
Hey, buddy! Ya came a long way since Total Recall! The door glitch on that game is one thing, but these glitches are unbelievable! I throw in a yes-vote! Keep up the good work. ^_^
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I liked it. It was kinda slow, but it had quite a few unexpected things. Also, I couldn't help but like the pausing jump technique you kept using. I was hoping you'd be able to avoid it at some spots though.
Super Mario Bros. console speedrunner - Andrew Gardikis
Experienced player (642)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Like Comicalflop, I am voting Meh. The reasons for this are as follows: although I liked the glitching, and I think it is an impressive feat, yesterday, I questioned how optimal this run was, and my fears were confirmed when I tried to TAS a short segment of this, and within a short period of time, managed to save a number of trivial frames. I'm not going to elaborate, but given the short length of the movie, and the prestige associated with such a remarkable run category, I think that the title should be given to a run which was not so rushed, and possibly more thought out.
Measure once. Cut twice.
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I share my thoughts with comicalflop about the entertainment of this run (I have never played the game or watched a TAS of it), it does look slow and the pause is annoying. However, I do think this should be published because breaking games is what I think makes this site. And someone step forward and improve this even more!
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
It appeared the pause annoyance was part of a glitch which I thought was similar to Samus Aran's "space jump" upgrade. Too bad you won't find Father Brain or Sister Brain on this game. =/
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Ok, so this is a big bag of awesome, and the votes warrant acceptance. So instead perhaps the convo should shift towards obsoletion. One thing I don't like is when there is a glitched run and a non-glitched run that uses glitches. So I'd like to avoid that situation before it happens. Thus, I vote that this obsolete the published movie.
It's hard to look this good. My TAS projects
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
adelikat wrote:
I vote that this obsolete the published movie.
So, if someone manage to improve the US version, without beating this one... then does is it going right into the gruefood or an another category should be created(althought I remember this similar situation about Chrono Trigger)? Some other game witch specific european glitch might help to save time... but since this one is kinda huge, I think that this submission should be published.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Hmm, that's true it is a glitch that is only on the European ROM. We have precedent for that being a separate category. Now I am on the fence :(
It's hard to look this good. My TAS projects
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Maybe obsoleting now and then only accepting runs on the US version if they are truly glitchless.
Banned User
Joined: 12/23/2004
Posts: 1850
adelikat wrote:
Ok, so this is a big bag of awesome, and the votes warrant acceptance. So instead perhaps the convo should shift towards obsoletion. One thing I don't like is when there is a glitched run and a non-glitched run that uses glitches. So I'd like to avoid that situation before it happens. Thus, I vote that this obsolete the published movie.
I was always under the impression there was a category for both "glitched to hell" games and "doesn't really use major glitches to blow up the game". You know, like forbidding zipping or whatever.
andymac wrote:
[...] I tried to TAS a short segment of this, and within a short period of time, managed to save a number of trivial frames. I'm not going to elaborate [...]
Generally when you want to see a movie improved, you elaborate on how it can be improved. Making other people do the same work is redundant and draining. Back it up and help out others instead of saying "spooooooky frames could be saved, but I won't tell you anything about where, so just trust me on that one".
Perma-banned
Joined: 7/2/2007
Posts: 3960
It's been awhile since I watched the old Blaster Master TAS (and I can't right now due to time constraints), but would it be reasonable to say "doesn't use the pause trick / doesn't use the backwards screen transition trick" for the old movie? Together those mean that a) you can fly, and b) you can bypass barriers that normally require beating earlier bosses That seems to me like a fairly "objective" set of criteria to meet that would result in a movie like the old Blaster Master TAS (though I hear that apparently without either of those you can still skip most of stage 4 now). So I say we just slap those two labels onto the old one, and put the new one up as a movie that does use those glitches.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 4/2/2008
Posts: 70
You still have to do the 'backwards door' glitch to skip level 4, but 29 minutes (estimate) vs 4 is still a pretty big jump. Treat it like the Pulseman videos? Heavy glitch vs moderate glitch?
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
UraniumAnchor wrote:
Treat it like the Pulseman videos? Heavy glitch vs moderate glitch?
Super Metroid has the same situation. However, I'm not a fan of this situation. I'd like to avoid it when possible. To me it sounds really lame to have try to make distinctions between which glitches are ok and which are too glitchy to be in a (low)non-glitched run.
It's hard to look this good. My TAS projects
Joined: 4/2/2008
Posts: 70
Well, in this case it not only significantly changes the movie's length but I don't think you could reasonably pull off the pause-jump glitch in real time, where the other glitches are quite possible (I've done the backwards door glitch on console), so maybe that could be an additional metric?
Twisted_Eye
He/Him
Active player (410)
Joined: 10/17/2005
Posts: 636
Location: Seattle, WA
Why not just separate them using the old any% vs. 100% distinctions? This run skips so much of the game that it makes sense to me to make another category for a run that does the entire game sans zipping. I'd say the backwards door glitch could still be used to save a couple dozen frames here or there, since the only thing you can break with it in the U game is skipping Area 4, and we wouldn't want to do that. As far as improving this run is concerned, if you're meaning the first room, I think I realize what you're talking about and feel like a doofus for rushing through it. Heck, maybe improving that part will fix the randomness in the first room of Area 2, allowing me to save a couple bars of health so that I don't have to worry about the spikes at the end of Area 8, saving a couple more frames, for example. As far as the entertainment value of the boss fights, they're both so incredibly difficult to fight in realtime that seeing them made to look pitiful felt like a fun way to go. See how much of the time I get to just stand still? That's not normal, har har I'm strong. Makes sense that it seems less fun to watch, though, especially to someone who hasn't played through the game.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Really nice TAS you produced there. Cheers!
Joined: 4/2/2008
Posts: 70
Twisted Eye wrote:
As far as the entertainment value of the boss fights, they're both so incredibly difficult to fight in realtime that seeing them made to look pitiful felt like a fun way to go. See how much of the time I get to just stand still? That's not normal, har har I'm strong. Makes sense that it seems less fun to watch, though, especially to someone who hasn't played through the game.
Having actually done real time speed runs of this game, it's surprising how much the boss fights are a non-issue once you pass a certain skill threshold. Except 5, that one is always a pain in the dick. I haven't discovered a reliable way to do that one quickly, short of bringing in full gun power.
Joined: 7/2/2007
Posts: 3960
Ehh, full gun power for 5 makes it easy, but not necessarily fast. I don't know what the damage is for the max-power gun, but I'm almost certain it's still a lot lower than grenades.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
Great run. At first I didn't know what to expect and then after the first zip the rest of the run was very zippy! Although it seems some small optimizations could be made, awesome TAS. Voting "Yes".
Joined: 4/2/2008
Posts: 70
Derakon wrote:
Ehh, full gun power for 5 makes it easy, but not necessarily fast. I don't know what the damage is for the max-power gun, but I'm almost certain it's still a lot lower than grenades.
It's exactly the same (2hp per tick), it just makes the game lag to hell most of the time. Fun fact: the game has a fractional multiplication routine that it uses for anything involving a sine wave, including the two highest levels of gun power. It's about as slow as you might imagine, even though it's actually a pretty clever routine. Full power gun is faster for realtime, the other option is grenade spam in the eye like the TAS which I have never once gotten to work once he starts moving around, I always get killed by bubbles. And if you're doing a speed run you're already going to be low health when you get to the boss.
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
I found this greatly entertaining, a bag full of awesome if you will, and I have never played Blaster Master. I think I saw the currently published movie once, but damn, this left me with a constant 'WTF just happened' feeling throughout the entire thing. As for possible improvements brought up by andymac... if there's a few frames to be saved here and there, so be it. No run is perfect, and this run is short enough and glitchy enough that I guarantee we'll see several revisions soon enough. Unless there's a major mistake present, I don't think small flaws should prevent publication. As for obsoletion vs. not, I vote to not obsolete the currently published version. 4:34 compared to 33:17 is a huge difference, and although the current movie apparently has 'some' glitches, it plays through the game nearly as intended, for all intents and purposes. I believe that the most simple solution is to label this movie "European version", and to relabel the current movie as "USA version", and then explain the differences in each description. It takes away the very fuzzy line of major vs. minor glitches, is easy enough to understand, and given that the major glitch in this movie is only possible on the European release, it provides uniqueness. Plus it adds new content to the site without removing anything.
Living Well Is The Best Revenge My Personal Page