• 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 (710)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
In a highly optimized run with lots of competition maybe it's a good idea to get every second, but when it's over an hour I don't think it's such a big deal. When the text scrolls by line instead of by character and the only advantage is how fast you can enter your name then putting in a good name should be done. It also depends on the game and what kind of style you are going for. I used one char for DW2 because it is displayed one char/frame many times, but I made an inside joke by giving him the same name as the DW1 run. In Final Fantasy, you must enter four characters per name. They are displayed throughout every battle, so it would be very annoying to stare at AAAA/BBBB/CCCC/DDDD for an hour. So again I made a joke out of it which FF fans should appreciate. My upcoming test run of Final Fantasy Legend will have the most interesting names yet, I'll keep it a surprise until I'm done.
Post subject: Another "yes" vote
Joined: 8/1/2004
Posts: 91
This run is excellent... for a rather tedious game. Unfortunately, I found myself unable to resist fast-forwarding through almost everything but the "action scenes" after the water world. There seems to be a clear goal for each world after that, and Kaz does well to minimize the downtime in the movie. I vote for it to be published. Also, the name being "A" was entirely a non-issue for me.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15643
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [535] SNES Soul Blazer by Kaz in 1:46:55.73
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
It reminds me of Actraiser 1 for more than one reason...
Maybe it's the life bars and text font?
Taking over the world, one game at a time. Currently TASing: Nothing
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Congratulations on having this run published! Awesome work mate. :D
Joined: 8/7/2004
Posts: 51
Sir VG wrote:
It reminds me of Actraiser 1 for more than one reason...
Maybe it's the life bars and text font?
Also the same sound effect when A gets hurt.
mew.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
Spriteless wrote:
Sir VG wrote:
It reminds me of Actraiser 1 for more than one reason...
Maybe it's the life bars and text font?
Also the same sound effect when A gets hurt.
I noticed that too now that I got a chance to see the video itself. And it's more than just that...there's a LOT of SFX that are pulled from ActRaiser (sword slashing, fireballs, things blowing up...). But I shouldn't be surprised, as ActRaiser and Soul Blazer were both done by Quintet/Enix.
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 6/4/2005
Posts: 130
Location: Ontario, Canada
Not a bad run at all. While it's a very linear game, and the visuals leave something to be desired, the strategies that are visible are pretty cool most of the time. Not one I'd recommend, but glad I saw it. And there were some moments in there that were really hot.
Former player
Joined: 9/1/2005
Posts: 803
Less Ashamed Of Self wrote:
Not a bad run at all. While it's a very linear game, and the visuals leave something to be desired, the strategies that are visible are pretty cool most of the time. Not one I'd recommend, but glad I saw it. And there were some moments in there that were really hot.
Like when he walked over the lava/hot stone panels?
Banned User
Joined: 12/23/2004
Posts: 1850
Atma wrote:
Less Ashamed Of Self wrote:
And there were some moments in there that were really hot.
Like when he walked over the lava/hot stone panels?
That was just bad.
Perma-banned
Kaz
Former player
Joined: 12/2/2005
Posts: 149
Hey I just noticed the linked youtube video is only 1:12 long when the movie is 1:46.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
I guess the upload to TASVideosChannel trimmed the movie without notifying me (YouTube has a bad habit of doing this). Oh well. I linked the original stream on my channel back to the page, so until I can be bothered to try re-uploading the encode to TVC (Will be a while considering it's stored on a mostly corrupted external harddrive), that's where it'll remain.
All the best, Brandon Evans
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
I got around to re-uploading this encode to TVC, and this time around, it processed fully. I linked the publication to this encode instead and unlisted the bad one. Enjoy!
All the best, Brandon Evans