CRYSTAL CASTLES BUGS, ETC...
As the title
indicates, this section will reveal a number of bugs, and other
similar occurrences, that Crystal Castles contains. Of course,
all games of any complexity have bugs - it's just a matter of
Let me start by defining the terms I'll be using. I've broken this section of the booklet into four categories: bugs, glitches, logic errors, and Easter eggs. Most people know that a bug is a mistake in a computer program that causes a problem. A glitch is also a problem that can be as serious as a bug, but it cannot be helped in most cases because it is the result of a program being correctly carried out, but with unexpected, or unwanted, results.
A logic error is a mistake in logic, in the program. What is meant to happen, or what should happen, doesn't actually happen. Finally, an Easter egg is a 'hidden' message, or object, in the game that has been purposely put there by the programmer so that the player might uncover it.
Let's start with the more serious category, and work our way down to the least. If you still don't understand the definitions above, perhaps you will after reading a few examples.
1. This bug, and the following one, have been eliminated from conversion kit games, as previously mentioned. So, if they don't work, try them on another machine.
On the hidden ramp screen, it is possible to generate a 'false gem', false meaning that the gem is not really there. It is easy to see this, as part of the gem is cut off. The only maze I've seen this bug on is "Hidden Ramp". To generate it, go to the top section of this maze, to the part that's closest to the elevator nearest the honey. On the left stairway leading to the platform with the elevator, go up towards the top, and then cut a hard right in such a way that you miss the gem on the platform in front of the top step of the stairway. Any gems you touch immediately thereafter, that lay above the tunnel, will become false gems. The most I've ever generated on one platform is 5.
2. This is the most serious bug, but FXL said all he had to do to correct it was to change one line of code in the program. Start by playing a two player game. Have one player (either one) complete level 10 AFTER the other player has had at least one turn (i.e., both games must be in progress).
After the first player has finished level 10, and entered their initials on the "Hall of Fame" scoreboard, the normal block painting display will NOT appear (this, I think, is the key that causes the bug). Instead, the "GET READY PLAYER " screen will appear, and the other player's game will appear to resume as normal. However, as the maze play progresses, you may notice that the bees don't land. They never will land on that maze, even if there's a honey pot, or if you're killed and the maze play resets.
Next, you'll notice that getting the last gem will not cause you to advance to the next maze as normal, in most cases. Simply put, you'll never advance unless ALL maze objects (i.e., enemies, honey pot, hat, gems) are gone. If any enemies remain that can't be eliminated, you'll never advance beyond the screen, and the game will be ended only by losing all of your lives.
If only the hat and/or honey pot remain, you can collect them in the usual manner (after the last gem), and when the point number disappears, you will advance to the next maze, just as if you had collected the last gem.
Still, whether or not you get the last gem is accurately kept track of. Normally, you'll always get the last gem in this situation. But, if you eliminate the last gemeater as it gets the last gem, and advance, the game shows that "THEY GOT THE LAST GEM".
Boards that you can
get off of include "Staircase", "Berthilda's Castle", and the 3/4
"Berthilda's Dungeon". After you advance, by the way, the game goes
on completely normally.
When you come back on a 'warp board', the warps will not work. This includes the tunnel (if there is one) on 1/1. Also, the Easter egg on 6/4 doesn't work.
3. Sometimes when you try to warp in the tunnel on 1/1, and then come out to pick up a few gems, you'll find you didn't warp, even though jump was pressed in the tunnel. This is because the 'proper' warp spot is in the 'back' of the tunnel.
4. An unusual but annoying occurrence is when a gemeater doesn't eat his gem when landing on the maze. Many times I've gone to eat a line of gemeaters, only to get killed on the first one, which has the gem it landed on still under it.
5. Something somewhat related to the above is when I go to eliminate a gemeater, but get killed on it, yet I see the gem going up its gullet as Bentley is dying! This is a problem with the order of the lines in the program. The line that asks if Bentley hit a gemeater comes before the line that says the gemeater is eating a gem. The lines simply need to be reversed.
6. A bug I discovered recently is quite interesting. If you eliminate an enemy or object from the screen, then the spot where the object originally landed on the screen causes collision detector problems at that spot. If one enemy is on the 'eliminated' spot (say, the tree), then other enemies (such as gemeaters) will pass right through, as if nothing were there!
The best screen to do this is on Cross Maze. Eliminate one or two gemeaters from the board, and then move Bentley such that the tree will be on top of the eliminated gemeater's spot. Now, when another enemy or object (like the hat) approaches, it will freely move through the tree.
7. This next bug is sometimes helpful, though most bugs are more trouble than they are a help. If you turn a corner at the same time an enemy is at the corner, you can sometimes miss being hit. This is simply a problem with the collision detector and/or position indicator.
1. I thought this up one morning, and when I tried it out, it worked. When you see the bouncing hat below you in a tunnel, and you are directly above it, simply press jump to capture it. Remember, you always get the hat when you jump over it, so it's logical. Unfortunately, when it's above you, you can't jump, since you're in the tunnel (though you can jump into the tunnel, and get it).
2. Similar to the above, place yourself in a tunnel with an enemy that's positioned above you, or you above an enemy that's in a tunnel. The tree is the easiest one to try this with, since it holds firm in its position. In the tunnel example, the tree exudes a vertical 'cylinder of protection' that won't allow (for the most part) any other enemy to touch you, since they think the tree is in your position. Because of this, they go around you. The best screen to do this on, as with the above, is "Hidden Ramp".
3. If you reach the last gem at the same time as another enemy, and one of you picks it up at the same time that you collide, Bentley will start to die, but then come back to life, and the game will progress normally. You won't even lose an extra life. The best way to do this is to set up the last gem in a corner, and wait for the bees to land on the maze. When they close in on Bentley, jump for the gem.
4. While in the warp tunnel on 1/1, let a ball kill Bentley, and then press jump once. When the screen starts over, don't move. Simply press jump to accomplish the warp.
5. The full details of this appear in the Fun Facts section of the booklet, but I will tell some info on this glitch. Right before the bees start to descend on top of Bentley, go into a tunnel, and they will land on the front corner of the maze, instead of on Bentley. After varying times, their buzzing sound, and their landing cycle, will 'turn over' to 0, and both will start over again.
6. This is a neat way to puzzle your friends. Play a two player game where a warp tunnel appears on 1/1. Have both players kill off their lives on this screen. When player 1's game is over, player 2 will have 1/1 complete with the warp tunnel, but pressing jump inside won't warp you. Remember, to determine where you will warp, the program looks at the highest level completed in the last game played. Since player 1 didn't get off 1/1, this is the highest level completed.
7. This warp tunnel glitch is similar to the above, but the game must be set to give 4 or 5 lives at the start, and the warp tunnel must NOT appear on 1/1. Have player 1 complete at least 2/1 or higher, and then kill off their game. Have player 2 also kill off their game, on 1/1. Now, when player 1's game ends, player 2's 1/1 screen will say to enter the tunnel and press jump to warp to level . But, there is no warp tunnel, because the maze was originally constructed without one! So, of course, player 2 cannot use the tunnel warp, in spite of what the game says!
1. This particular error is easily the most severe, as it can ruin a great game, mainly on the 9/2 board. On all of level 9, after the hat lands on the maze, it turns into a ball on the 6th bounce. Normally, this is no problem, as you just get the hat before it changes. However, since many of my patterns involve eating gemeaters at the start of the board, I don't let the hat land on Bentley. Therefore, it sometimes moves around, and you have to jump for it, or chase it. Now, while you are doing either of these, there's always the possibility of getting killed. If Bentley dies, the hat will continue to bounce as Bentley shrivels. And, even tho the game is not in progress, it can still turn into a ball if it reaches the 6th bounce before Bentley flies offscreen. This serious logic error has made me really mad on more than one occasion!
2. In contrast to the above, this error is very minor, and, as a matter of fact, is quite hard to do. Unbelievably enough, there is a way that your score can go DOWN in the game! All you have to do is point-press starting at level 2, and play to the 5/3 warp. Now, make sure your score is over 420,000 when you warp. Whatever your score is, it will always be put down to the 420,000 points awarded for warping.
1. I discovered this myself, by accident. To generate the game designer's initials, FXL, simply go to the back corner of 6/4, and press jump. They will appear on the lower right portion of the screen.
2. If you jump at least 128 times in the front right corner of any maze, the next maze that is fully drawn from the beginning will have a string of the words ATARI stretched across the middle of the screen. It disappears on the next maze, unless you are playing a two-player game, in which case it can appear on two screens.
How did I figure this out? I didn't! FXL told me.
3. This Easter egg is free. When the machine is in its demo mode, wait until 1/1 appears. When Bentley gets killed, hold down BOTH jump buttons, and the accounting screen, which shows customer play information, will appear. Mike Quarles in California told me this one.
4. This is not really an Easter egg, but it is an unusual message. Depending on how you play your game in the middle levels, a message telling you how to accomplish one of the three secret warps may appear at the end of your game.
5. Like the above, this is not really a hidden message that you can generate, but not many players know the 'proper' name for 8/1. As you've seen in this booklet, it's "Staircase". Normally, this name doesn't appear, because most machines are set to give a bonus life every 70,000 points, and the message window on this board indicates the bonus life setting. But, when the bonus option is turned off, the name of the board appears in the window instead.