Tool-assisted game movies
When human skills are just not enough

Submission #6120: DungeonFacts's DOS Crystal Caves: Volume 2 - Sluggin' It Out in 23:40.57

Console: DOS
Game name: Crystal Caves: Volume 2 - Sluggin' It Out
Game version: USA
ROM filename: CC2.EXE
Emulator: jpcrr-r11.7
Movie length: 23:40.57
FrameCount: 85234
Re-record count: 971
Author's real name: Jarrod Hammond
Author's nickname: DungeonFacts
Submitter: DungeonFacts
Submitted at: 2018-10-04 15:49:36
Text last edited at: 2018-10-04 16:29:43
Text last edited by: fsvgm777
Download: Download (48982 bytes)
Status: new
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Author's comments and explanations:
Mylo Steamwitz is back with another get-rich-quick scheme after the failure of his twibble ranch in volume 1, and must return to the Crystal Caves to scrape up the capital to start a medicinal slug farm.


Game objectives

  • Emulator used: JPC-RR r11.7
  • Aims for fastest time
  • Takes damage to save time
  • No cheats or out-of-bounds glitch


You can see my submission of the first volume for a summary of game mechanics. This video uses the same HDD image, BIOS, and FreeDOS image as that video.

Run Commentary

Like the first volume, this is a platformer where quality of execution and efficient routing are your only tools for saving time. The few scenes that I think are noteworthy:
  • The first stage in the recording is the craziest; there's tons of monster dodging, falling stalactites, and tight jumps in weird spaces.
  • The jump around 6:17-6:18 is trickier than it looks. I spent an entire day testing the jump from different pixels before discovering that I had to stutter-step and start running from a new position before the jump could work.
  • I love the dinosaur chase sequence at 9:00
  • Room 12 (using the games internal numbering system), which runs from 17:35-19:34, caused me to abandon this run in frustration for a while. The platforms are out of sync, the gravity reverse lasts way too long, and it's literally impossible to jump out from the upper left or right platforms if you enter them using reverse gravity.

Potential Improvements

I have put my best effort into using the most efficient routing, but JPC makes it incredibly difficult to make improvements once you've moved past a particular timestamp. It may be the case that a faster route is possible by using a different level order on the overworld map, but it would essentially require multiple complete TAS recordings to compare. There may be opportunities for individual level routing improvement, especially in room 12 (17:35-19:34), and if the overworld routing changes the RNG seeds for enemy positioning, falling boulder timing, etc.


My thanks to the forums for support and feedback during the WIP stage, and to the Crystal Caves Speedrun discord channel for routing assistance and encouragement.

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