Ok, I've decided I should submit this run, my second full pass through the game, since my development on a final version is going slowly. I've been working on it for a few months and am at about 5 minutes out of 40. I'll hopefully finish it someday, but I don't want to be in a big hurry.
The intro sequence of Crystalis reminds you that October 1, 1997 was "The END DAY." It goes on to describe how "An evolution had taken place" and "those surviving vowed not to repeat their mistakes of the past and erected a great tower in the sky ... to oppress evil forever." The actual action is similar to Zelda, you run around and stab with your sword as a main attack. However, all weapons give you a projectile which you can activate by charging up, which you would normally stand still while doing (clearly not acceptable in a timeattack!) By most standards, this game is fairly advanced for the NES. The soundtrack is profoundly catchy.
This run looks quite a bit different from normal play due to a few factors. For starters, I never buy armor (though in dungeons I acquire a Sacred Shield and of course the Psycho Armor.) The aptly named "wild warp" is sometimes comes off as very erratic, and it allows me to skip several sections of the game, including the (normally) most useful magic spells Refresh and Teleport. For this reason, I simply have to avoid taking damage in most cases and use warp boots to teleport when it's better than the wild warp. Charging while moving also changes things a bit.
It's been said this is a poor choice for a timeattack due to the fact that leveling is required. Not only is it necessary to reach a certain level to beat each boss (below that any hit simply whiffs) but all enemies have a minimum "to hit" level. So I'm stuck working my way up the food chain, killing bigger enemies as I can. This becomes a dominant planning factor, especially in the first half of the game. About 30% of the time is spent solely on killing enemies to build levels. The worst part is reaching levels 6-7: I spend 5 minutes slaughtering 100 ice zombies.
However, there are many saving graces. One is the "wild warp" cheat which instantly warps you to different areas of the game. Using this, it is possible to warp close to the very end, but many items and weapons are necessary to reach the final bosses, and it's also necessary to build up levels. The wild warp does allow me to skip several major sections of the game, saving a lot of time. In other cases, it simply allows me to teleport to where I want to go faster.
In two cases, I skip large portions with the wild warp and backtrack to reach the location where a wise man telepathically gives me a necessary magic spell. Specifically, I skip most of Mt Sabre, but step in from the other side to get paralysis and skip most of the Evil Island dungeon but come from Swan to get Barrier.
Another glitch allows me to charge my sword while moving. Powered-up sword shots are useful in combat and necessary to get past certain obstacles. This is done by hitting B in alternating non-lag frames.
A glitch which I found, but didn't use in this run, allows buying items from shops at discounted prices or even free. It's activated simply by moving the cursor and hitting A as quickly as possible. The price paid will be the price of the item the cursor started on, but the item bought will be the one the cursor is moved to. Interestingly, this is quite doable on a real NES console. If I felt like it, I could get armor for free from some shops, but it's just not worth the time it would take. My next run will make use of this glitch to consolidate the little shopping I do need.
Route planning for this game was quite complex. The wild warp iterates between the 16 different warp points, so it may take up to that many warps to get to the last warp spot used. I had to consider not only where I was going to get experience and plot items, but also this warp sequence. In addition, I sometimes use warp boots (teleport is skipped) when they can take me closer to where I want to be (and not break the wild warp sequence.) There are also many instances where it's necessary to talk to the various NPCs to advance the plot. It took some research to figure out exactly what the triggers for each event were. For example, you must talk to Kensu in the hut by the ocean before calling the dolphin.
This run definitely has its share of flaws, though they're mostly non-obvious. The final version will use advanced manipulation of enemy spawns to speed up leveling, tweak movement to reduce lag, move all the shopping (with some shoplifting) to Brynmaer, and include some other general improvements. But this run is still pretty crafty, most bosses die very quickly and the route is pretty well refined.
Some specific spots: --Stom always wins the first two fights, his attack pattern is too fast. There doesn't seem to be any way to manipulate this other than going toe to toe with him. So I let him win quickly to get to the third fight, which is actually winnable. --Telepathy unlocks the quests in Oak, it's useless as a spell. --The medusas in the waterfall cave are immune to fire and wind swords. --The dolphin won't appear in the Portoa sea cave unless I get Recover magic (which is useless in a timeattack.) --The only reason I enter Joel is to talk to the elder, Ralph, which unlocks the Evil Island sea cave. --Near the end HP regeneration is due to the Psycho Armor.
Basic info: --FCEU, latest version --Uses a warping cheat code --Abuses programming errors --Takes hits
Well, in conclusion I guess it's time to see if there's interest in this despite the (sometimes long) levelup sequences. Feedback in the forums seems to be positive. Besides, several much longer RPG runs have been published. I'd say when the ice zombie hunt starts, it's a good time to grab a snack and enjoy the thumping soundtrack. In the end it's safe to say that no one expected a clear time near this fast. Someday, I'll finish the (hopefully) final version, cutting out a few more minutes, but until then this one should do.


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This topic is for the purpose of discussing #629: TheAxeMan's NES Crystalis "wild warp" in 43:38.58
Post subject: Re: #629: TheAxeMan's NES Crystalis in 43:39
nesrocks
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TheAxeMan wrote:
Another glitch allows me to charge my sword while moving. Powered-up sword shots are useful in combat and necessary to get past certain obstacles. This is done by hitting B in alternating non-lag frames.
This is very interesting, i never though of using lag as advantage. Technically, this allows a person to make the game interpretate 2 keypresses on a technically sequence of frames without interpretating as a button holding. I wonder what effects this can have on other games, maybe this even has to be added to the site's "common tricks" About the run, I have more interest in seing timeattacks of rpgs i didnt finish. Thats because i'm not planning to play them ever, even though i know its a good game. I will watch this one when i get home, and i will enjoy it to the end, as i couldnt get past the eariler parts of it.
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Actually, it's not really taking advantage of lag. What I meant is that with no lag, the sequence is every other frame, but with lag I have to either hold it down or release it during that lag frame. So with no lag, turbo-B will do a moving charge about 50% of the time, depending on whether or not the "B" frames line up with what the game wants. With lag I had to frame-advance to make sure it's pressed on the right frames. Luckily it's not too much trouble since you can look at the the character's posture to determine whether or not to press it that frame. Sorry if you misunderstood.
nesrocks
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it still is something to test on other games though, if the game will interpret the button being released on the lag frame and pressed again on the next frame, or if it will ignore the lag frame and interpret as a button hold
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It's a bit of a downer to watch this again after seeing your more recent WIP, but it's still a great run.
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You do a nice job of doing the busy level-raising almost as fast as you can, and I like how you jump around the other stuff...good work, and good luck continuing to make it even better.
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The wild warp is activated how exactly? ... It's not a secret button code, is it?
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It's not a secret button code, is it?
Kind of...you hold A+B on first controller then hit A on second. There are a couple other combos, one gives you a quick pause, but nothing else useful.
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>Kind of...you hold A+B on first controller then hit A on second. Unless it's listed in the manual, this sounds like something which could get you in trouble with the rules. I can understand that the run would be a whole lot less interesting without it though. I don't know what to think.
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I don't think this glitch breaks any rules of this site. Certainly no more than a reset code or sequence-breaking exploration glitch, which are included in quite a few runs. It doesn't really buy me all that much, just lets me teleport around faster.
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The cheat code sounds like something we shouldn't accept...
Post subject: Movie published
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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. ---- [348] NES Crystalis by TheAxeMan in 43:38.58
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Man, that music sure brings back a lot of memories.
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Hmm, your character seems to fall into time loops quite often...
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For the record I am voting no. This is an obvious cheat code and therefore breaks the rules of the site. Not that my voting means anything at this point, but still...
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adelikat wrote:
For the record I am voting no. This is an obvious cheat code and therefore breaks the rules of the site. Not that my voting means anything at this point, but still...
Yes, I question what the difference is between doing this and doing the Konami code.
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I can't find anywhere that says this TAS was removed from publication on the actual site, nor does it say so on this thread, but it is no longer on the list of NES TAS videos. Searching the site still pulls up the video, but I just wondered if it was a glitch from the new format of the website or if the movie lost publication status somehow.
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The concept/demo category still exists (to the chagrin of many, I'm sure), but this movie is still listed there, as it has been for as long as I can remember. http://tasvideos.org/Movies-Hacks.html
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By hiding it in concept demos, and then making people post about it when they can't find it (and then smartasses commenting on the process), it's actually getting MORE exposure than most movies in the NES section (though the amount more is probably trivial). On another note, this movie is cool even though it is not legit.
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Well, I'm sorry to hear it isn't legit, but I know the last time I downloaded it I got it from the NES section, not a concept demo section. I wouldn't have looked for it there. I assume that eventually it was decided that the wild warp code was unacceptable. I think it is sad the non-warp version was never published and this version has been relegated to a part of the site no one will ever see it at. Oh well, that's the way things go sometimes. Thanks for clearing it up for me.
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When I try to open the new torrent files it says invalid torrent file for some reason. How did you create them?
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I missed a step. I'll recreate those torrents.