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Bombliss, also known as Tetris Blast in the US, is a Tetris variant where some blocks have bombs in them, and clearing a row containing a bomb causes it to explode, erasing blocks in the explosion and causing any connected components in midair to cascade down, potentially creating a chain reaction. The objective is to clear all the blocks on the screen.
Contest Mode consists of 30 levels, each of which starts with a preset board. The objective is to clear all the blocks on the board.
Note that there is already a published movie for the sequel ( https://tasvideos.org/2241M ), but it has completely different levels, so I believe this is worthy of a separate movie.
The power of the explosion is (number of lines formed simultaneously) + (number of previous hits in the chain reaction). The higher the power, the bigger the explosion, with high powers giving a score bonus:
PowerRowsColumnsScore
1170
2370
3570
477+2
599+4
699+10
71111+20
81111+30
91313+50
101313+100
Explosions are always centered at the bomb.
Putting 4 bombs in a 2x2 square causes them to fuse together into a big bomb, which always explodes in a 10x10 square. However, the game checks for fusions after checking for detonation, so creating a 2x2 square while simultaneously completing either of the lines it occupies won't get you a big bomb before it blows up. If there are multiple possibilities for a 2x2 big bomb (e.g. a 3x2 rectangle of small bombs) then the game fuses the highest 2x2 possible, with ties within the same rows broken in favor of the leftmost square. Creating a big bomb also adds 1 point to your score for the level.
The results screen at the end of each level takes 2 frame per point -- 1 frame per point to tally up your score for the level, then another 1 frame per point to add it to your total score. This is the source of several speed/entertainment tradeoffs throughout the run, where I use a more impressive-looking strat that scores higher due to the score bonus for high-power explosions, losing time at the results screen.
Note that beating the game unlocks a new set of levels, numbered 31-60, but these are identical to 1-30 except all bombs on the intial boards are replaced with regular blocks, the blocks seem to fall faster, and the RNG appears to be more biased towards pentominoes. Since the strats to clear these boards would be mostly identical to 1-30, and the ending appears to be identical, there is probably not much entertainment value in TASing the second set of levels.

Luck Manipulation

The RNG appears to pick up entropy through controller input on every non-lag frame, so extraneous button pushes that do nothing or cause a failed rotation are used to manipulate luck, as well as holding buttons longer than necessary.

Level-by-Level Comments

I'll only write comments for levels that were particularly cool, fun, or frustrating to optimize behind the scenes, or levels that have some non-obvious things going on.
The first speed/entertainment trade-off here is inputting "TAS" as the initials instead of "A" or "AAA". The menu has an 11-frame cooldown after each processed input before it'll accept another input, so this loses about 2 seconds.

Level 2

It's possible to clear this level in 3 pieces with a score of 97 by putting an O in the center with the bomb on the bottom, and an L or J on each side to clear row 4, causing the O to cascade down and make a power 2 explosion that hits the big bomb. But the cascade animation is slower than the bomb fusion animation, so I went with the faster strat.

Level 7

The probably dev-intended strat is to complete the big bomb, then put a bomb in row 5 column 5, detonate it, and let the 3 blocks on the left cascade down to detonate the big bomb. But the cascade animation is slower than just creating our own big bomb above it.
Unfortunately I lose 70 frames by accident at the results screen due to a mistake I made while trying to manipulate luck for the first piece of level 8, but I didn't notice the error until I had finished the entire run, and my attempts to fix this error led to massive RNG desyncs for the rest of the run.

Level 10

This is the first speed/entertainment trade-off in the actual gameplay itself, menus notwithstanding. It's possible to do this level a couple seconds faster by leaving holes in the rectangle I build in the top center, but this strat is much more impressive, despite losing a couple seconds.

Level 11

This was a royal pain to luck-manipulate, since there are exactly 2 pieces that allow this 2-drop strat, and they both need a pentomino with the bomb in a specific spot. I had to delay pressing A by 1 frame on the level 10 results screen to find a way to luck-manipulate the piece I need.

Level 15

Speed/entertainment trade-off #2: This level also has some leeway for holes, but the perfect 9-by-10 rectangle looks so much cooler.

Level 18

Speed/entertainment trade-off #3: Filling in row 8 is slower by about a second but looks more impressive.

Level 25

Speed/entertainment trade-off #4: Pre-building the second explosion isn't necessary, but looks cooler. It finishes the level only a couple frames slower, but it scores 50 points higher and thus loses 100 frames at the results screen.


TASVideoAgent
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This topic is for the purpose of discussing #9176: PoochyEXE's NES Tetris 2 + BomBliss "Contest Mode" in 08:43.49
TakuikaNinja
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I've been looking forward to the Famicom version of Bombliss contest mode being TASed. I enjoyed the 30 levels you played in this run, especially with some unusual solves like in level 20. However, you missed the extra 30 levels that are unlocked after the credits sequence you ended the run at. They are especially hard for a human to beat (source: I struggled to complete them on an original cart), and would be an excellent showcase of TAS abilities. The game has a soft reset button combination (A+B+Select+Start, just like in Nintendo's version). You can input this at any time, even during the BPS logo/legal info and credits sequences. I'm certain it saves time to input the combination in the former scenario. (The puzzle mode TAS missed this, which honestly baffles me) Yes vote based on the 30 levels that were completed here, but it needs to be expanded to a full 60-level run.
Don't mind me, I was born on Friday the 13th. (I'm not TASing that NES game, okay?)
PoochyEXE
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I did mention levels 31-60 in my comments -- they're just the same 30 levels with all the preset bombs removed from the initial boards, higher gravity, and an RNG that's heavily biased towards pentominoes and the S and Z tetriminoes. I was going to do a full 60-level run until I realized this, which meant that for a TAS, levels 31`60 would mostly be just the same 30 solves, aside from a select few where I used the preset bombs to my advantage. I had actually forgotten that the soft reset button combo can be used to skip the start-up logo and legal info though. Thanks, I'll have to keep this in mind if I make a V2.
TakuikaNinja
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Ah, I must've missed that line in the submission notes. My bad. I know this would ultimately be up to the judges but maybe levels 31-60 could be a separate branch/goal? I think there is still some merit in showcasing the harder levels.
Don't mind me, I was born on Friday the 13th. (I'm not TASing that NES game, okay?)
TASVideosGrue
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om, nom, nom... want more!
PoochyEXE
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I ended up redoing the whole TAS over the weekend -- first I tried to figure out if I could resync the RNG after adding the soft reset button combo, then I noticed a better strat for level 1, and next thing I knew I was redoing the whole run. Sort of, I mainly redid the luck manipulation to get similar pieces as V1, sometimes spending a bit more time brute-forcing to get a piece that I can move into place a frame or two faster, and largely kept the piece movement inputs from V1 and adjusted slightly for the better pieces, at least for levels where I kept the same strat. In any case, I've submitted V2 here: https://tasvideos.org/9186S -- I'm canceling this submission in favor of that one.