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"Out of all the fanmade remakes or sequels to the NES game Crystalis out there, this is the only one that's actually happening."

Presentation
Crystalis was one of my first and favorite games on the NES back in the early 1990s. I decided to make it an RpgMaker project, rewriting many parts of the story while preserving the main storyline, dungeons, events and gameplay. So it could be considered as an oldschool game and fan-made remake of the original game.
Please note that this project is a remake, not a copy. It is to the original Crystalis what Oath in Felghana is to Wanderers from Ys: new story, new art style, new gameplay, etc.

Background storyline
1987: Scientists working under the Velyagun Empire accidentally create thermonuclear weapons. The Empire plans to develop and use these weapons to wage war against the great countries of the continent, all fighting for technological superiority.
1997: Tension climaxes between the most powerful countries and over half of the civilized world is ravaged by thermonuclear war thus resulting in the Earth’s axis shift. The surviving groups of soldiers and scientists struggle savagely for domination. Experiments are run by mad scientists on various animals to create armies of mutants. And yet the population tries to rebuild villages and live as best they can.
2007: A young woman, Misae, alchemist Xevu's pupil, manages to create the first weapon that can rival with post-apocalyptic weaponry: an elemental sword that draws on the magical powers of the spirits. Under the guidance of her master, she'll travel to the four corners of the continent to gather the powers of the other spirits and fight the evil Empire.

Gameplay
-Similar to the original game (itself similar to The Legend of Zelda and the Ys series). You move in 4 directions with the arrow keys and use three other keys to attack, charge your sword's power level, cast spells and bring up the subscreen.
-Action RPG gameplay lets you and your opponents attack at close range or at a distance with various spells and magic attacks.
-You can level up, buy and equip armors and accessories, use various items in the subscreen, find key items to reach new areas and find new spells and new swords throughout the game.
-The game relies mostly on the fun of exploiting your swords' power levels' attacks and solving puzzles inside dungeons. Most enemies also have specific elemental weaknesses you can take advantage of.

Latest Blog

Ditching the world map? ...and other ideas.

While I was working on Halloween Wars I thought about several design decisions I took about Crystalis and questioned them. My first intent about this remake was to make it as close to the original as possible despite trying to enhance it gameplay wise.

And so I'm considering to get rid of the world map.
Right now the world map's purpose is to travel between the main areas and to give you a glimpse at unexplored, nearby locations.
The original game instead features large outdoor enemy-filled areas that link the main areas to each other. I'm leaning towards doing that as it would offer more in terms of exploration, puzzles, enemy variety and it could soften the difficulty curve.

I'd also like to remake most dungeons. Most of them are enemy-filled labyrinths and feature only one or two puzzles. The original game did that, but that is something I'd like to change.
I'd like to make the dungeons shorter but have each room be more significant by having one of the following purposes:
1- battle area (enemy filled).
2- gate (meet the requirements to advance further).
3- challenge (a puzzle of some sort or an exploration segment).
4- loot (a treasure chest).
5- boss.
6- save room.
I believe it would be better for every room to have a distinctive feature and be memorable.

I've also been wondering whether I should add new equipment or not. Instead of each piece being a simple upgrade of the last one, I'd rather have more pieces with unique effects that would be more or less effective depending on the situation. Players would toggle armor and accessory more often, just like they do with swords.

Recoding the battle system to clean it up a little would be nice.
I could also add sword combo attacks that have different speeds and ranges.
And allowing the player to turn without taking a step.

What do you guys think about these changes?

Posts

I don't mind either way. But the more gameplay the better I guess. I wouldn't mind waiting another 2 to 3 weeks.
And there you go folks. The Demo 0.1 is available for your enjoyment.
I'll be very pleased to receive any comment and bug reports from all of you.
I honestly never played the NES version, so I don't understand the hate for the GBC version. Crystalis was one of the first games I got for my GBC when I first got it, and I loved that game. My game is actually heavily influenced by it as well.

I will definitely be downloading and playing this!
The GBC game was widely considered as an inferior version of the NES game. The smaller range of sight and changes to the soundtrack were especially hated, but it wasn't a bad game overall.
Thanks for the download!
I knew it was considered inferior, and the smaller range of sight I can understand. I never actually listen to game music, so the soundtrack isn't an issue for me.

Thanks for the info though, and good luck on your project. I'll definitely be hoping to see a final version!
I got a question, why can't I not open the menu during the boss fight that shoot that cannon? it seem abit odd that I can't.
Fact: We cannot open the menu during boss fights.
I made it so to avoid many glitches such as variable value errors, disabled events, out of place images, etc. that might occur otherwise. I think the pros are that it also adds an extra challenge to the fights and a bit of mandatory preparation. For instance the player should make sure he/she saves MP and equip the Refresh spell before entering the boss' room.
The later Ys games do that too.
Thanks for playing, you two :)
"The file FX-Container-Sack-01 cannot be opened"
I had that problem in my game, where opening the main menu during certain spots would cause problems. Perhaps you could create shortcut keys to change items/equips during battle. Challenge is good, but ease of use can sometimes be better.

I'll be downloading this at some point. I like to see how others handle action-RPGs in 2k3.
Thank you Kazesui! I always fear that that kind of thing might happen.

For all of you who don't want to download the game again and ran into this problem : "The file FX-Container-Sack-01 cannot be opened", the culprit is in the Forest Lab, map no. 4, the basement of Xevu's house. You can open the game under RM2k3 and delete the event on the upper right corner of the pale grey table.

I have also updated the download link to include the missing charset.

Link_2112
Perhaps you could create shortcut keys to change items/equips during battle
That's a great idea :) Number keys from 1 to 4 could be used to toggle between swords, armors, relics and spells. However I think I shouldn't allow the players to use items during boss battles. These aren't that hard anyway.
Is there some trick to the first boss? I charged up my attack and then stabbed him twice more in between each of his attacks. I managed to not get hit for ten minutes but he still didn't die. Is there something I am missing?
I think he may have too much HP for a first boss... (Also, is there a way to at least use some of the items from the menu during bosses? Maybe a "boss only" item HUD that uses items from the menu?
Charging the first sword "Steelblade" doesn't change its attack power. I know players might think so. Sorry for that. Only the elemental swords shoot projectiles when charged.
Now I don't think you were striking Mortarmech at the right spot on his body. Did it make any striking sound when you were hitting him?
Mortarmech has 60 HP and zero defense power. A LV1 Misae will deal 1 point of damage to him every strike, while being on LV2 will deal 2 points of damage and cut the battle's length by half. Even at LV1 I can beat him under a minute so you probably weren't striking at the right spot.
Please try again ^^

Oh and once you get a little bit more used to the gameplay I don't think you'll ever need to use Medical Herbs during boss fights.
I was hitting the head, it made a sound and flashed red. I'll give it another go at level 2.
Well then let me know if you still can't beat him.
author=Avee
That's a great idea :) Number keys from 1 to 4 could be used to toggle between swords, armors, relics and spells. However I think I shouldn't allow the players to use items during boss battles. These aren't that hard anyway.
yes then it would feel more like Crystalis if we're able to chance what we're using. but the whole no items during boss feels silly to me. I mean then whats the point in having items then if we can't use them when we need them? I mean I'm sure you made some bosses and enemies that can't be killed unless you have the right sword like in crystalis. just saying I do like the game so far, was able beat the boss (so how,) and now running around. though It does feel weird that it has a world map, that took me for a loop. but over all I'm looking forward to seeing whats next.
Ok, I beat the boss. I was charging every hit three times before hitting him and sense you said that it only does 1 damage, that is why it took forever.
I'm really enjoy this so far! It's got some issues, but it is so charming and you can feel the love behind it.
I've never played (or even heard of) Crystalis before, but this makes me very curious about the NES version.
This is a demo, right? I think I may do a review for it.
Just got to the second town. Is there a reason that my charged wind sword doesn't damage the slimes? If they are resistant to wind, you might want to have the Master tell you that when you get the sword.
@Rolandknight: Yeah I wasn't sure about the world map idea. Making all of the outdoor areas such as the Wind Valley north of Leaf/Reave would have been too time-consuming, and I wanted the players to have quick access to the areas they would typically go in and out of a few times, such as the towns and dungeons. So I came up with that world map and added a few outdoor areas where you can fight, such as the Forest Lab.

@Demicrusaius: I believe I put some quick info about the charged attacks on the booklet sample images in the image section of this page. Your sword slash damage is governed by Misae's ATP (Attack Power) while the charged attacks's damage are governed by MND (Mind). You can look at these values in the upper left area of the menu. So if your wind shots don't damage the slimes, it means that their RST (Resistance) is too high and your Level is too low. So stick to the normal attacks for now.
This is a demo yet I'd be pleased to get reviews. Feel free to do so.

I'm glad you guys enjoy the game so far. Please keep these comments coming :D
You'll reach the Frozen Grotto next. I especially hope you'll enjoy the second Boss fight.

EDIT: Oh yeah, I was wondering if anyone so far had lag issues. I know I have a few myself when I play on my dinosaur computer.
author=Avee
I believe I put some quick info about the charged attacks on the booklet sample images in the image section of this page.


But did you put this in the game as well? Don't expect people to read ANYTHING before they play the game >.> Assume the worst and put all relevant information in the game. (I ran into this problem, too) It's very important when you have stuff like that going on behind the scenes.
Ha ha... Alright. At least I already did for the controls :P
Finished the demo. Some stuff I noticed:

Bugs:
- When using a charged attack, the projectile animation will show in the top left corner. You should move the event before activating it's graphics.
- On some occasions (which I can't systematically reproduce), the enemy sprite will remain even though having been killed. Has happened with several enemies I've killed so it doesn't seem to be enemy specific, though rare.
- Sometime upon collecting gems, the gem counter won't update (for whatever reason).
Same happened when I gave Alex money.
- Sometimes when I release the charge at level 1 or 2, it won't generate any projectiles.

I also think that you should find a way to allow for items to be used during boss battles. The way it is now you're basically telling the player to use items in the field to save mp for the potential boss battle looming since the only way to restore mp seems to be at the inn (apart from the single save crystal which happened to restore mp as well).
This is bad considering it's very easy to lose mp by accidently charging for too long (which also makes the charging process more difficult since you generally want to save mp for heals).

There are several times where a brief moment of invincibility would also have helped a lot. If you happen to stand under the last boss while it's moving to it's stationary position on the bridge, it's quickly going to cost you around 30 to 50 hp since you can't move away while being hurt. Also for narrow spaces you can quickly end up dying through the typical "corner of death" found in several rm2k3 abs games.

It would also be good if you simply disabled the charge up meter for the default sword, since it doesn't do anything anyway except causing confusion.