Crusader of Centy

A Zelda III clone that is far more worthy of the title "A Link to the Past", since it involves time travel. Gameplay revolves around throwing swords which have elemental powers depending on your equipped animal sidekick(s). Its story is surprisingly deep.

Sound Effect Test


Programming for a sound effect test begins at address. Use Action Replay code or Game Genie code  to access it after pressing Start on the title screen.

Save Data Menus




A debug menu meant for quick access to the save data? The programming for it starts at. Use the following set of experimental Action Replay codes to access it on bootup:

000352:0000 CRC bypass

0003B0:4EB9 0003B2:0003 0003B4:38BE 0003B6:4E71

A plus sign next to the entry means data exists in the save slot.

Beyond Oasis Crossovers
In the NA version, located at address is a block,  in size, of code and data from a Japanese version of Beyond Oasis (range ) which includes the top scores screen and sound test, among other things. The data is almost identical between the two but there's slight shifts in the addresses. Both the JP prototype and the KR final also have similar findings. Beyond Oasis was initially released in Japan more than six months after the initial Japanese release of Crusader of Centy and was developed by a different company (Ancient), so exactly what is going on here is unknown.

Beyond Oasis Graphic tiles


Beyond Oasis tiles were accidentally found by analyzing graphic data from Crusader of Centy. The games were released 6 months apart and by two completely different companies. Crusader of Centy being the first one to be released - yet, Prince Ali's sprites was already a part of a Crusader of Centy. This is indeed an odd find.

Regional Differences
The North American Crusader of Centy and European Soleil featured two almost entirely different translations. The North American version was picked up by Atlus and was a little more loose, while the European version had a bit more accurate translation and ended up less censored (usually in the religious context, ie. the intro's "Let there be light", "DOG = GOD", etc.). While the EU version appears to have less overall typos and scripting errors (such as awkwardly placed line breaks in the middle of words), it is considered by some people too literal compared to the "warmer" translation of the NA version.

Text boxes in the Japanese and Korean versions have a transparent background; text boxes in the US and European versions have a black background.

Some layout differences exist as a result of the differing translations as well; there's an area in Camellia Desert where breakable blocks spell out the words "ART TEC" in the JP/EU versions, this is changed to spell out "ATLUS" in the NA version. Also, later on in the game, the invisible platforms in the Heaven dungeon (right before the mid-game boss battle with the fortune teller) form "DOG" in the JP/EU versions, but they were changed to "MAC" in the US release, which was your dog's name. They were supposed to hint which animal to bring to open the boss gate.

Many of the Japanese animal names are based on what the animal in question is or what it does, usually with some emphasis added to various vowels and consonants. The European versions, likewise, name the animals after what they are (though some liberties are taken). Atlus gave the animals much more creative names in the US version.