Introduction

This is my first attempt at a tool-assisted speed run. I started making this mainly for my own amusement, and because Crystalis is one of my favorite games. When I finished my first run, I was surprised that it didn't look like total trash, so I decided to try and clean it up a little bit and submit it at the site. I did several console speed runs for this game about a year ago (although the videos were never online), that finished in approximately 1:22 and 1:14. I did the second one after I found out about the "Ghetto Flight Bug" that enables you to bypass Evil Spirit Island. I came up with the route myself, with some help from a few people at Speed Demos Archive. The leveling up and warping strategies are modified slightly in a tool-assisted run because perfection is now an option (and usually required).
  • This run is 9775 frames (roughly 2 minutes and 43 seconds) faster than my first run
  • This run is not meant to obsolete the already-published Wild Warp run

About the Game

Crystalis is set in 1997, where some people have mutated into monsters, or something. As with any NES adventure game, the plot is largely vague and generally inconsequential (or nonexistent). You play the role of a young man in a fetching purple outfit, who has been cryogenically frozen (or otherwise preserved) for 100 years. He automatically thaws (or otherwise de-preserves) when the "Tower is activated." Apparently the bright idea in 1897 was to build a Tower in the sky to "oppress evil forever," but it didn't work the way it was supposed to. There's also an android named Azteca who means good but succumbs to evil, allowing Draygon, a riteous soldier turned bad news, to feed off of Azteca's evil thoughts and build an empire bent on the devastation of earth. I've always thought the plot was cool, or at least cooler than most NES RPG-ish games, but now that I'm older I can't tell if it's cool or just really cheesy. But I've noticed that those two blend together more often than you'd think.
Some trivia: The game was called "Godslayer" in Japan, but apparently Americans can't handle slaying gods, so it was changed to the slightly wimpier "Crystalis." Also, although this is pure hearsay, I've read that your purple friend Mesia is an allusion to Messiah, making it totally religious and completely unfit for children of any age, color, or sex (but only if they're American). Apparently the Japanese kids can handle vague, 8-bit references to the works of Handel and the obliteration of evil gods better than the Americans. Sometimes I wonder if I would've grown up to be a serial killer had I played Godslayer instead of Crystalis.
  • Used FCEU 0.98.16 (my first run seemed to desync in 0.98.12 but worked fine with 0.98.16, so I'd suggest playing back in something other than .12)
  • Abuses programming errors
  • Uses death as a shortcut
  • Takes damage to save time
  • Aims for fastest time
  • No warps

Glitches/Tricks

Power Up Sword While Moving and the Shop Bug
Getting Through the Petrified People
I may have been the first one to discover this. I figured this out in about 1993 when I first got this game. I thought it was a pretty well known trick, but no one else really seems to know about it. Basically, any stationary NPC who's preventing you from getting somewhere can be bypassed. This includes the petrified people in the waterfall, the guards outside Shyron, the guy guarding the Queen's room in Portoa, the guy guarding the door that leads behind the Queen's throne room in Portoa, and the girl who guards the door to the Amazon leader's room in Amazones. It's difficult to explain, but basically you just keep running into the stationary person, while holding the horizontal direction you want to travel, and the opposite vertical direction you want to travel. So, since I want to go up and the left, I hold down+left to get by the petrified people in the waterfall. This is easily done on a console.
Skipping the Ball of Fire
I've been trying to think of a cool name for this glitch, since I'm the first one to use it publicly, but I have no creativity for this kind of thing. The best I could come up with was the "menu-save-death-skip-the-ball-of-fire-glitch," and that doesn't roll off the tongue very well. So, I'm open to suggestions. I read about this glitch on some easily forgettable site, so I don't know who the credit goes to for discovering this. Basically, this allows you to power up a sword to level two despite not having the associated ball. However, it's not as useful as you might think, since many of the game's triggers are dependent on having a ball (ha ha!). To do it, power up a sword to level two, go to the menu screen and choose a different sword that has no ball. Then save. Then die. Then continue. Now your sword with no ball will have level two capabilities. If you access the menu (i.e. press select or start), your level two capabilities go away. Since the menu cannot be accessed, this makes for some careful planning.
"Ghetto Flight Bug"
This was brought to my attention and named by Dragondarch from Speed Demos Archive. It enables you to abuse some faulty programming involving the dolphin, allowing you to fly over the angry sea long before you should be able to. This allows you to skip Evil Spirit Island entirely, shaving off about six minutes. It's also really cool. When you land the dolphin, immediately jump into the water. If done at the correct time, you will fly over the water, instead of being stopped by the water. I'm not sure why it works, or why you can make the dolphin disappear for a little while, but it's pretty awesome. This is a little trickier to do on a console, but it can be done.

Triggers

Much of speed running this game is figuring out what triggers what. Here's a semi-complete list of all the non-obvious triggers as I understand them.
  • Talking to Zebu triggers the sleepy Windmill guard
  • Talking to anyone in Oak triggers Stom
  • Defeating Stom triggers the lost kid in the Poison Forest
  • Using "your power to open the way" (breaking the ice wall) behind Zebu in Mt. Sabre South triggers the people of Leaf to be captured
  • Talking to the rabbit (or whatever that thing is) in Leaf triggers Mt. Sabre North [there are two triggers to enter Mt. Sabre North]
  • Showing Tornel the Tornado Bracelet triggers Mt. Sabre North
  • Getting the Ball of Water triggers Asina and the sick dolphin behind the throne room in Portoa, and also triggers the Fog Lamp owner to reappear in his house
  • Talking to Kensu in the hut enables you to use the Shell Flute
  • Activating Joel (the town) as a warp point triggers the entrance to Evil Spirit Island
  • Talking to Stom in Swan triggers Kensu's various disguises
  • Approaching the iron wall at the entrance to Goa Fortress triggers the Shyron massacre

Other Information

Much of this game is spent leveling up, which is pretty boring. I tried to make it as interesting as possible, but that's not always a realistic goal when it conflicts with speed. The fast-forward button is your friend, particularly when I kill those blue spiny things in Mt. Sabre North for several minutes. However, I think this run is pretty entertaining, especially if you're at all familiar with this game, at least moreso than the Wild Warp run. The Wild Warp gives you access to the end of the game nearly immediately, so you spend 35 minutes finishing arbitrary sidequests and furiously leveling up. I liked watching it, but I like watching this one better (although I'm a little sick of both of them right now).
To the best of my knowledge, I chose the fastest possible places to level up. Sometimes I was hindered by respawning issues, but overall, I think the leveling up went particularly well. It even gets less boring to watch near the end of the game (or at least takes less time). My boss fights were optimal to the best of my knowledge, save two. Let me first say that Stom is a little bastard. I beat him in approximately 380 frames in my first run, and could not replicate that to save my life on this run. I spent about 6 hours and over 300 rerecords trying to manipulate that pumpkin-pie haircutted freak, but to no avail. I tried dodging his attacks, pressing different buttons, waiting before entering, but nothing seemed to change his attack. I even wrote down exactly the interval between my sword strikes from my first run, and copied it exactly on this one, but it did no good. So the Stom fight in the submitted version is about 3 seconds slower than the one in my first run.
Also, Mado the first time around gave me some serious problems. It appears that his attack pattern is determined as soon as you enter Shyron, and even after I figured that out, I had to wait about 10-15 frames just to manipulate his attack pattern, and it didn't seem to manipulate into something that was considerably better than his original pattern. So I stuck with his original pattern. That battle is about 100 frames slower than the one done by TheAxeMan in the wild warp run. Otherwise, all the bosses went down nice and easy.
I equipped the Sacred Shield only because it makes the sprite look cooler. I figured it was worth 3 frames to do that.

Fun Facts

Because I never really understood how these things were made until I started making one, I thought it might interest some people to know a few things about the making of this movie.
  • My keyboard was setup as follows: HOME was up, END was down, PAGE DOWN was right, and DELETE was left. INSERT was select, PAGE UP was start, . [period] was B, / [next to period] was A, and 4 on the numpad was frame advance.
  • I made the entire movie, save maybe 10 seconds, using frame advance. Those 10 seconds were usually long, boring walks, which I played in real time.
  • I still don't really understand all the features on the emulator, like the save slots, so I just went to Save State As... and Load State From... every time I saved or loaded a savestate (I'm assuming there's a more efficient way to do it). My first run used 1277 savestates and my final run used 1240 savestates.
  • Interesting screenshots: 1316, 181429, 188790
Suggested Screenshots: 105602, 123114, 164185, 189029
Enjoy.

adelikat: I'd like some more opinions on this one.

adelikat: I have decided to reject this run.
  1. boring if you haven't played the game, and few people have.
  2. there is luck manipulation but no where near the ammount present in many of the published rpg's. Compare the 2500 re-record count to say that of ff1 (25k), dw2 (21k), dw4 (110k). The ridiculous luck manipulation is the life blood of an entertaining rpg TAS. This isn't exactly an RPG but fits mostly into the category.
  3. While controversial, we have a "wild warps" run to satisfy the craving of the few who love & want to see a run of this game
  4. Even most of the yes voters mentioned it being boring but either wanted it to replace the current run or should be published anyway.

mmbossman: This submission has been given another chance at publication. If you feel it should be published, instead of returning to the grue, please post WHY in the thread. Similarly, if you do NOT think this movie should be published, post WHY.

mmbossman: After taking a look at the Crystalis manual, I have confirmed that it does not mention the "wild warps" glitch, which is utilized in the current run. Every other run which uses button input from the second controller has made mention of this functionality in the manual, and I don't believe this guideline should have been broken originally. Because of this, I am accepting this run to obsolete the currently published run, to better conform to site rules.

ccfreak2k: Publification underway.


Twisted_Eye
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I played this game a lot when I was younger, so the run didn't get old for me. I actually enjoy watching the wild warps run more and kinda wish the Concept Demoes section was used more, like say for a 'Final Race' concept run for Genesis' Road Rash--some games work best when arbitrarily shortened, and have enough potential for good entertainment that they deserve some kind of love. I digress. The full version Crystalis run here is pretty well done, but it does show age. I believe it earns publishing though, for a number of reasons, like in the case of nobody ever trying to beat it since it's long and improvements are probably relatively low. I say put the run up and keep the other run where it is.
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TheAxeMan wrote:
If it obsoletes that one there will need to be a comment anyway because it is going to look funny to have a longer run obsoleting a shorter one.
That happened more than once, and in all cases there were such comments, iirc.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Joined: 11/15/2004
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I also agree with this obsoleting the wild warp version.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Player (52)
Joined: 10/6/2005
Posts: 138
Location: Oregon
Whoa! I thought it a strange coincidence that someone else named "tmont" would do a run of Crystalis in approximately the same time. Apparently I've been resurrected. Interestingly, this run is slightly more boring than I remember, but then, I've watched it several thousand times. I was actually surprised the times where I killed myself because I haven't played this game in years and I forgot about the kill-yourself-and-then-you-can-use-the-ball-of-fire glitch. Also, after rereading much of this thread, I was a little nerdy about "justice" and "fair play". What a whiny douchebag I was. It's just a video game. But then, I was just a young man, then...
TheAxeMan wrote:
Unfortunately, because of lag and very strange random factors in enemy spawning and movement, you can spend A LOT of time tweaking fights. It's also not something where a bot works very well.
Ditto.
TheAxeMan wrote:
So yes from me until some day when I get the nerve to obsolete it myself!
Ditto.
IST
Joined: 8/26/2008
Posts: 103
Nice run. Leveling took a bit too long, but the rest of the run is fine. Off-topic, but I noticed something odd with the FM2 conversion in FCEUX. I converted the fcm to an fm2 file on the latest official FCEUX(2.1.0a), and the FM2 file was almost 4.20 megabytes big. Is this normal?
Joined: 10/3/2005
Posts: 1332
IST wrote:
Nice run. Leveling took a bit too long, but the rest of the run is fine. Off-topic, but I noticed something odd with the FM2 conversion in FCEUX. I converted the fcm to an fm2 file on the latest official FCEUX(2.1.0a), and the FM2 file was almost 4.20 megabytes big. Is this normal?
Mine is 4.36. Weird, but I think the devs are already aware of this issue. Edit: That is, assuming that this is actually an issue rather than your figure being caused by Windows' rounding, compression and general bogotification of data. Assuming you're on Windows. The FM2 format is plaintext, whereas FCM was binary and often compressed, so it's naturally going to be quite a bit bigger.
Joined: 7/29/2004
Posts: 136
Location: Temple City, CA
I'm quite glad to see this run get a second shot at life. It really is an amazing run if you know the game. Several glitches are displayed, he uses a great leveling path, and he comes within 9 minutes of the Wild Warp run. I'm not a big fan of disallowing debug codes, I feel they are just one more way to exploit the game system, so I never agreed with taking AxeMan's WW run off the main page. I realize that's not the majority opinion around here though, so if this movie obsoletes it then that's fine. Additionally, seeing this run published is probably the only way to get anyone to ever attempt the game again. With the WW stuck in concept and such a strong technical run of the normal game in grue-food, the game had no chance of getting a published movie.
"How can you prove you exist? Maybe we don't exist..." -Vivi Ornitier (Final Fantasy IX)
Joined: 7/10/2008
Posts: 56
As everyone else has stated, the leveling can get tiresome. Leveling up was one of the worst parts in this game back when I played it on the NES. As someone mentioned before, this is not your typical Turn-Based RPG style of gameplay, and seems more closely related to Secret of Mana if anything. I feel the leveling does not hinder the run too much mostly because of the change of scenery every time the author chose a good spot to gain EXP. These sequences are certainly much easier to watch than a typical RPG battle intro, selecting menu options, the "you win!" message, and then repetitive messaging after each battle. I think that the boring parts are easily outweighed by the many glitches and tricks used in this movie (I kept asking myself why he didnt kill the bug boss in the swamp and had to go read the description to finally understand). I would like to see this movie published but should deffinately come with a warning in the description that explains that "Leveling up is required to advance through the game and can be slow. Fast forwarding or skipping these sections while watching the movie is suggested."
i see...
Joined: 9/29/2005
Posts: 46
Location: Denver, CO
Highly refined run of the game, and it was personally more interesting than the WW run of this game. Having played this game after seeing the WW run, I feel that the full run does it more justice. Also, I don't understand why you wouldn't approve a run just because it only has a few viewers. If it's a quality run, then it should be published, shouldn't it?
"If any man is not free, then I too, am a small pie made of chicken"
mklip2001
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Posts: 2227
Location: Georgia, USA
I wanted to make sure I had some comment in favor of this run, and then I recheck the forum thread and there are more people who were also voicing their approval. I am happy. Basically, I don't have anything more to add to what Aitamen and zrflbr said. I've played the game a lot, and this does make the run look much more impressive when you consider how much tmont can get in the bosses' faces and kill them fast. The glitches threw me for a loop, too, and they really help the movie. The leveling is more tiresome, but the music is generally great and helps pass the time. I especially liked how, in the route planning, tmont stopped a few enemies short of his needed level to take on the boss, only to kill a few convenient enemies on the way and reach the needed level.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
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. ---- [1322] NES Crystalis by tmont in 52:44.47
Joined: 11/1/2007
Posts: 100
I'm not sure how, but publication got screwed up. The torrent file is added, but I am unable to download it from the movie page, and the tracker is not accepting it.
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Joined: 12/5/2007
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The torrent's fixed.
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Location: The FLOATING CASTLE
In the description, I don't think "far better optimized" is a good choice of words. As far as general combat and movement, this is a step backwards. For example, the tower area is about 100 frames slower. Several of the grinding spots are suboptimal compared to previous run as well. Perhaps it might be better to say something like "this run has some tricks not seen in the previous movie". Specifically, there are three glitches that aren't in the ww run. -The death glitch (even though it doesn't save time) -Ghetto flight (wasn't useful in the ww run.) -Walk through stone people (this one is pretty nice.)
Player (36)
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Well, edit it! :) I just threw that text together because it was wanting some text.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Player (52)
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TheAxeMan wrote:
-The death glitch (even though it doesn't save time)
What? Proof? All of my tests from like 4 years ago said differently, which is why I used it.
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Here's my breakdown: -Beating the bug takes about 40-45 seconds -Each time you use the death glitch it takes about 14 seconds -The bug gives 50xp. At this point it takes about 14 seconds of grinding to replace this. -Since you can't switch swords on Mt Hydra you can't kill some enemies enroute. This means more time spent grinding. This is hard to quantify but it probably makes up the remaining time easily - at least 5-10 sec. The guards on Mt Hydra North are worth a lot of xp and you have to walk by quite a few of them. Ok, so it's not 100% clear that it loses time. But I think it's at least very close. I should have said "may not save time". Of course there's some issues with the route. If you skip the bug you can warp straight to Brynmaer and go to Mt Hydra. But if you reach level 4 before entering the swamp then you can fight the swamp enemies as you go about your business there. So there's some more stuff to figure out. Definitely something I am looking at in my research phase.
Joined: 7/7/2007
Posts: 161
I'm stunned at the improvements, from smoother grinding to totally unexpected glitches, all culminating in a new route. I'm surprised this game is still beatable under an hour without the warps. Great to see the "pass through dialog" glitch used this time; I wondered why it wasn't last time and didn't realize it wasn't well known. Like tmont, I came across the bug pretty easily when the game was new. Typical with SNK, Crystalis is lag-tastic; even the flashing red alert in the ending causes lag. The effort was impressive for only 2500 re-records. I was not bored (but fast-forwarded through the long grinds). I played this game to death in my youth, however, so I am biased. I'm quite late to the party, but the biggest reason to avoid the "wild warps" is that a certain sequence break can render progress impossible without the use of the code, making the player dependent on wild warps whether he wishes it or not. The specific instance is at the west gate of Swan, which normally requires the player to transform into a guard to pass. However, one of the warp points is the next screen to the west. If the player walks east to the other side of the gate without the guards opening the door, the guards' flag clears and they disappear, but the door remains closed--forever! The error is subtle and the hapless player will have saved many times before he realizes his mistake.