Crusader of Centy is a Zelda knock-off, in which you solve puzzles by throwing your sword as a boomerang, and recruit animal companions with special abilities. Despite being an action-RPG, very little killing of monsters is actually required other than bosses.
The 2009 TAS for Crusader of Centy, 157210 frames (43:40.17), was smashed in 2015 by the RTA community using a variety of new major skips and glitches. After 11 years of inactivity, the new TAS record sits at 29:10.77.
99% of this run was composed in BizHawk 1.13.2, due to a bug in the newer emulators that added 40 seconds of lag to the intro screen. This bug was patched in 2.4.1, which released only a day prior, on May 2nd. Only a few frames had to be tweaked due to changes in how loading transitions are handled.
Soleil Park
By using slight OOB to enter the Fortuneteller's tent early, I skip the Wolf fight and recruit Mac prior to leaving Soleil.
Dahlia
I use the regrowing hazard to go OOB, and collect the money bag on the lower-left end before learning to jump. Going up the right side would be moderately quicker, but this is the only money bag we have access to at the moment, and is faster than farming coins in Rafflesia.
Anemone Beach
I use hazard OOB rapidly on the collapsing sand to zip to the north fence, and then clip through it. DarkToonLink discovered a quick route through the windy screen, which I improved on.
Hot Daisy
A hazard OOB on the lower bridge allows me to reach the door, warping to the right section.
Burn Daisy
No major improvements in this area besides skipping the money bag. We tested OOB routes to circumvent Shuffler, but the trigger for its fight extends into the cliffs on both the right and bottom. The jittery movement after hit 2 was generated by randomizing a list of paired opposite inputs in Excel.
Iris
Instead of walking through the trees, I build up speed on the lower slopes and use hazard OOB to briefly run inside the cliffs and jump again. It is used again to skip the entire third screen, and the entire Slime Forest sequence.
Kart Race
Near the finish line, the game checks four X coordinates, one 1 tile left of the line, two on it, and one 1 tile right of the line. To prevent a lap from rolling back, you need to be between points 1 and 2, reverse to point 3, then continue past point 1. This is about 45 seconds faster than completing the race normally.
Camellia Desert
Slide boosting was thoroughly tested and optimized this time around. A well-placed Cecil throw was used in the second screen instead of block pushing, and it was discovered in the third screen that a Cecil throw can slip between two sandy blocks.
Tower of Babel
RNG was controlled in this section to force Roxie to use the discharge move twice in a row.
Castle Freesia
Several routes through Freesia were discovered, but the quickest required using menu sword to hit an ice block on the far end, then slight/hazard OOB on the lower side of the freezing pond. Standing on Georama's loading trigger while it is defeated warps you back to Freesia instead of Root Temple, skipping it entirely and preventing the Babel elevator from being sealed. Theoretically, if you reached the loading trigger 1 frame after picking up the seeds, Georama would be skipped as well. Although its death speech is short enough to not warrant a text skip, I do so to equip Mac for the next chapter.
Place of Peace
Hazard OOBs transform every wall in Heaven into platforms. It is unfortunately impossible to OOB into the "Jump!" wall from the top (because you are zipped onto a legal tile right away) or from the right (can't slight OOB far enough in). Respawn abuse was used to warp to the top of the fourth screen, and menu sword was used with Cecil to hit the release switch in Babel without the Monarch cutscene.
Past Iris
Going back to the left side of screen 3 required either a slide boost along the bottom, hitting the lava switches from the top, or finding another hazard OOB. The latter was the quickest option.
Camellia Temple
Another hazard OOB on screen 4 to clip into the vertical wall. Interestingly, if the Y position is not pixel-perfect, you will be zipped either below the wall or directly through the wall. Chameleon's camouflage phase is 371 frames of intangibility; to avoid this, I element switch five times to rack up damage quickly.
Past Burn Daisy
Experiments with Dodo+Inferno confirm that it is slower than Moa+Inferno in all fights except for Spirit Energy. The fireballs tend to generate a good deal of lag.
Past Anemone Beach
The animal shop ram does not need to be spoken to. I managed to manipulate Baron's position and the Moa+Inferno fireballs such that the second fireball hits twice, and the third fireball takes out one of the purple blobs by itself.
Past Dahlia Valley
Slightly faster skip using a Rio Hazard OOB instead of clipping through the bottom of the tall section.
Black Night
Three hazard OOBs and one diagonal OOB used on this screen.
Smell Sense
Smell Sense takes damage when it is on spikes, and becomes vulnerable again when it leaves them. When a spike tile is created, 129 frames later it will check its neighbors for spike tiles and vanish them. This means that several 1x1 spike tiles can be set up ahead of time, then later connected to spikes intended to damage the boss, causing them to disappear quicker.
Taste Sense
RNG was manipulated as much as possible to keep the lips out of my path.
Touch Sense
RNG cannot be manipulated during the fight as neither Flash nor Chilly are equipped. I focused damage on one of the hands, since the 3-second death animation applies to both as long as they are both killed before it finishes.
Sound Sense
Slide tiles can be used to interrupt your sword swing, allowing for faster charging.
Spirit Energy
Due to how far away the boss is, Dodo+Inferno is faster in this fight, compared to Moa+Inferno or element switching.