Uploaded July 2023 | Updated September 2026, 3 weeks ago
I’m quite surprised I’ve never seen any of this with these enemies before. I seem to remember going over them years ago, but for sure, nothing like this came up.
Smorks are a very rare enemy type in the game. They only spawn in 5-2, and even then, in only one room, over two spots. It’s actually fairly difficult to describe these guys in meaningful ways, cause there really isn’t much to say about them. They spawn when you cross their radius, homing in on your position. You then grab and throw them back at the background to hit targets. You leave, they stop coming.
Sometimes, a bit randomly, the portal that makes them spawn decides to disappear, despite you being in the radius. And it may take a while before it comes back up too. This quirk can make them a tad annoying to deal with sometimes.
This is what I always thought about them at least. Cool enemies, but with nothing special.
The footage is on JPN, but it seems to work the same on USA.
So, the big twist with these guys, is that in reality, we’re able to continuously make them spawn *even* outside of their spawning radius. To do that, we need to keep their portal open. So long as it is, Smorks will endlessly spawn.
And to have that happen, we simply need to meet one simple rule. Never have two Smorks simultaneously be alive before the game attempts to spawn another one. If both are alive, the portal will disappear.
Because you see, the spawning radius we are talking about is *only* responsible for spawning in the portal. The Smorks themselves rely on it.
Thus, with clever Smork use, you can keep the portal open, and make them come towards you wherever you want… well, some of the time. As it turns out, they decide where to go right before leaping. And they calculate where they should go relative to your plane, and your position within it. Most of the time, they’ll hit bullseye.
...But other times, especially in
tely unintended places… the trajectories are much more unpredictable. See 0:24 or 3:15.
More than being a stunt, the passage at 0:33 highlights the brand new movement capabilities granted by this knowledge. As it turns out, if the Smorks are flying fast enough, they will wander too far and despawn – I presume -. Thus, the portal will remain open.
But this clip also shows our closest attempt yet at returning back to the beginning of the room again. Doing this would allow us to respawn the giant armored Moo, and be able to verify if it drop its gems back. This endeavor has since become quite complex, I cannot go over the details here.
You can however notice how for a brief moment at 0:48, the Smorks stop coming. I went too far to the left… but as I returned back, so they did. While for some reason the portal may still be active, the Smorks are most likely instantly unloading upon spawning. Weird.
And at 1:25 and 2:05, we may have just uncovered never seen before sprites of these guys ! Like what the heck. How else would you see them ?
But the most noteworthy things by far with this knowledge, are 1:44 and 2:56.
For the first time ever, we are able to climb the disappearing platform stairs section without it being eclipse. We are also able to carry an enemy to the top, without grabbing one way ahead and wall-clipping back down.
In these two clips (both are imperfect), I show how to quickly get through the room and skip to the end. I believe the room at 1:44 can be reworked to better resemble the strategy of 2:56. Resulting in two possible time cycles in which you could perform this strategy (not exactly the same but).
The point with this, is that if we could find a way to meet this cycle directly upon entering the room, and finding a fast way of going through the stage that would lead to this cycle, we may achieve an even faster 5-2 than in this strategy : youtube.com/watch?v=kmjmbtylj_o
But it would need a lot of time and work to explore. One that I cannot provide. Plus I don't even know if these would be faster at all. But I would love to see a Smork revolution in this stage.
One thing of note : there is a bit of randomness with the way Smorks decide to move. When they spawn, they do a short animation before they can lunge. However, this animation can be skipped, and they will instantly lunge towards you after coming out of the portal.
I have no idea what causes this. it's not purely random, but I haven't grasped its rule. I know that doing different movement can change it somewhat. If you’re not aware of it, real-time or TAS, it can mess you up.
This change in spawning tempo can also bring an end to the endless respawning cycle of 2:25… but only if you sit far back there on the day cycle. During the eclipse ones, Smorks become cyan eclipses, and they all skip on this small animation completely. So there's less issues.
Probably a bit rushed, but I really wanted to get done with this one soon.
It, along with 5-2 as a whole, are extremely convoluted. I cannot do everything that I would want, but at least you have that.
I’m quite surprised I’ve never seen any of this with these enemies before. I seem to remember going over them years ago, but for sure, nothing like this came up.
Smorks are a very rare enemy type in the game. They only spawn in 5-2, and even then, in only one room, over two spots. It’s actually fairly difficult to describe these guys in meaningful ways, cause there really isn’t much to say about them. They spawn when you cross their radius, homing in on your position. You then grab and throw them back at the background to hit targets. You leave, they stop coming.
Sometimes, a bit randomly, the portal that makes them spawn decides to disappear, despite you being in the radius. And it may take a while before it comes back up too. This quirk can make them a tad annoying to deal with sometimes.
This is what I always thought about them at least. Cool enemies, but with nothing special.
The footage is on JPN, but it seems to work the same on USA.
So, the big twist with these guys, is that in reality, we’re able to continuously make them spawn *even* outside of their spawning radius. To do that, we need to keep their portal open. So long as it is, Smorks will endlessly spawn.
And to have that happen, we simply need to meet one simple rule. Never have two Smorks simultaneously be alive before the game attempts to spawn another one. If both are alive, the portal will disappear.
Because you see, the spawning radius we are talking about is *only* responsible for spawning in the portal. The Smorks themselves rely on it.
Thus, with clever Smork use, you can keep the portal open, and make them come towards you wherever you want… well, some of the time. As it turns out, they decide where to go right before leaping. And they calculate where they should go relative to your plane, and your position within it. Most of the time, they’ll hit bullseye.
...But other times, especially in
tely unintended places… the trajectories are much more unpredictable. See 0:24 or 3:15.
More than being a stunt, the passage at 0:33 highlights the brand new movement capabilities granted by this knowledge. As it turns out, if the Smorks are flying fast enough, they will wander too far and despawn – I presume -. Thus, the portal will remain open.
But this clip also shows our closest attempt yet at returning back to the beginning of the room again. Doing this would allow us to respawn the giant armored Moo, and be able to verify if it drop its gems back. This endeavor has since become quite complex, I cannot go over the details here.
You can however notice how for a brief moment at 0:48, the Smorks stop coming. I went too far to the left… but as I returned back, so they did. While for some reason the portal may still be active, the Smorks are most likely instantly unloading upon spawning. Weird.
And at 1:25 and 2:05, we may have just uncovered never seen before sprites of these guys ! Like what the heck. How else would you see them ?
But the most noteworthy things by far with this knowledge, are 1:44 and 2:56.
For the first time ever, we are able to climb the disappearing platform stairs section without it being eclipse. We are also able to carry an enemy to the top, without grabbing one way ahead and wall-clipping back down.
In these two clips (both are imperfect), I show how to quickly get through the room and skip to the end. I believe the room at 1:44 can be reworked to better resemble the strategy of 2:56. Resulting in two possible time cycles in which you could perform this strategy (not exactly the same but).
The point with this, is that if we could find a way to meet this cycle directly upon entering the room, and finding a fast way of going through the stage that would lead to this cycle, we may achieve an even faster 5-2 than in this strategy : youtube.com/watch?v=kmjmbtylj_o
But it would need a lot of time and work to explore. One that I cannot provide. Plus I don't even know if these would be faster at all. But I would love to see a Smork revolution in this stage.
One thing of note : there is a bit of randomness with the way Smorks decide to move. When they spawn, they do a short animation before they can lunge. However, this animation can be skipped, and they will instantly lunge towards you after coming out of the portal.
I have no idea what causes this. it's not purely random, but I haven't grasped its rule. I know that doing different movement can change it somewhat. If you’re not aware of it, real-time or TAS, it can mess you up.
This change in spawning tempo can also bring an end to the endless respawning cycle of 2:25… but only if you sit far back there on the day cycle. During the eclipse ones, Smorks become cyan eclipses, and they all skip on this small animation completely. So there's less issues.
Probably a bit rushed, but I really wanted to get done with this one soon.
It, along with 5-2 as a whole, are extremely convoluted. I cannot do everything that I would want, but at least you have that.
![Nahatomb first phase improved strategies
[See watch?v=pmw7XRE5E1w for update] quickly recorded these three instances, and put them through editing in thirty minutes or so. Played on JPN.
This video saw birth thanks to the retroachievements leaderboards of this game. To make things simple, after following procedures and downloading programs, youre able to emulate a game, play on it, all the while its data is being read by an external program, a bit like x-rays.
With a lot of craftiness, its possible to create a system that based on how the data is running like, yields you achievements based on your actions, or gives you access to time-attack, purely based on how the data is running.
And for this game, among other things, there happens to be a boss time-attack implementation for every single boss, including al individual Nahatomb phases. You can play on it and compete for the lowest time in the leaderboard. As follows : youtube.com/watch?v=jg1NDMNw028 (the timing for these bosses are from when the health bar appears and the final hit is administered)
Since forever - there had to be one top level DtP representative, and I was busy -, amoser was the king of the hill, with a fair surplus of time behind everyone else, for most ILs. And as you could imagine, some of his times would be completely off-limits to people unless they knew about the top level speedrunning strategies.
But today, this is different. Because since the beginning of april of this year, two of his times have fallen.
And the faster times... performed by a unknown figure by the username DaniWoX... appear to make absolutely zero sense.
The first time is set on Baladium, with an improvement of roughly 15 seconds over amosers time 28.93, with a 14.56 : retroachievements.org/leaderboardinfo.php?i=9348
To save seconds of time over complex fights would be one thing. To save 15 seconds with Baladium, an incredibly rigid and locked-in-place fight, whose fastest and only strategy that speedrunners have since the dawn of time for that matter, a child could quite literally figure it out, seems not of this world.
If you ask me, the only way to imagine this time-save as possible, and by a second, would be if you do the following two things :
- Loading the fight by letting the cutscene finish, a very small improvement allowing us to hit Baladium faster (see youtu.be/PkuwvC5XVQg?t=33)
- Bringing Baladium down with only two throws... ?????????????????????????????????????
Dont forget the part where you have to make both throws without failing.
The second time, Nahatomb first phase, 9 seconds over amosers 49.61 with a 40.31 :
retroachievements.org/leaderboardinfo.php?i=18751
Yet another completely stiff and cycle based fight. Unlike Baladium, its fastest strategy wasnt as readily known and as obvious, but speedrunners would still have quickly figured it out anyways.
But just like Baladium, it remained the strat every top players were more or less relying upon.
Suffice to say, these times dont sound reasonable. Whats more, this players other times are unremarkable in comparison. Ask me whats the odds of coming up with not just one, but *two* brand new strategies on some of the most immovable bosses, possibly insanely difficult strategies, but not having the slightest clue at how to do the other fights.
Can a three minute time owner of Balues Tower really do this ?
It may be blatant cheating, or more reasonably, a bug with the game data reading that causes the IL to end prematurely, like how it had been in the past of this leaderboard. Unless we contact this player, or find these strats on our own, we may never know for sure if its real or fake.
...But with this said and done, I got thinking.
Staying on imaginary bounds, there was perhaps a way to save this much time on Nahatomb. The only way we know : by skipping an attack. Specifically, my mind fixated on the tongue attack.
I always thought it was completely impossible. Because even with perfect movement and planned positioning of the three remaining death Moos once their armor get broken by Nahatombs fist shockwave, he would initialize the move well before you can fill the fourth cannon. Or at least, trying to abide by the standard approach of the fight, of filling one cannon at the beginning, then three more using the running death Moos, and then a 50/50 normal death Moo spawn with the last cannon.
And thats when I realized it. What if you simply didnt go by this order ? What if you made it so you force the tongue attack to never show up, with strategic enemy handling ? Could we hope that this is faster ?1
Well, on paper, it was hard to gauge, but surely intriguing. I quickly jumped in the game to try it out (displayed on the left).
Trying this one approach, I encountered a variant of it (right), as its still following the spirit of not having the tongue move show up.
I do not have much knowledge with these strategies, nor of their consistency factors. But these are unequivocally faster : 6.8 seconds.
To continue... Nahatomb first phase improved strategies](https://i.ytimg.com/vi/kQH2K7nFKJc/mqdefault.jpg)

![4-1 end room skip new approach + comparisons
Here it is ! New approach where you dont even go to the right side, and only exploit one flying Moo spawn in the process.
Not much editing here as well.
Forgot to record at 60 fps too but no big deal
While making research on the previous video, I wondered how useful bringing a Plown to the large gap section was instead of always tossing it over. And got ridiculously lucky very quickly. This is basically a couple hours old strat.
So, I compared it (bottom) to the two known strats based on the old approach. The safe one (top-left) and reckless (top-right). A whopping 7 s of difference !
This comparison also helped me picture how both strats of the old approach faced one another. To discover they are almost one. Im more justified than ever to never care about anything but the consistent one.
You absolutely have to make the Moo hit the ground for a fast enough respawn, and then its a simple frame-perfect damage + grab. Unfortunately, that, and the fact your height on each attempt will always vary by a tiny bit but big enough to mess with the overall shoot timing of it makes it only really viable for any% IL.
In a parallel world, *this* could have very well been our first 4-1 end room skip strat. What a grim time itd have been
[Edit five days later : I realize you can retry it again using the Burnie, probably still without losing much time. So I guess its still worth considering for top level play.
Ive also tried dropping the flying Moo on the Burnies flames in the hopes of finding something, maybe an easier approach without the f-p input, but was unsuccessful
If you make any mistakes starting from the Plowns, then the incoming Burnies flames will invariably kill them when transported around
And you dont have to jump *from* the ledge] 4-1 end room skip new approach + comparisons](https://i.ytimg.com/vi/lGd8aiDOYNw/mqdefault.jpg)




![Asterix and Cleopatra any% in 48:48 [Obsolete/Former WR]
Its been 4 months since I began learning this game, and my sporadic practice sessions have led me to only be able to route the first three levels.
I thought about doing a beta speedrun so Id have something to show for it if I ever lose interest in this in the future.
Unfortunately you wont get to see much of my cool routing and strats because I failed most of it in this first ever attempt of mine. Level 1 and 2 are garbage and level 3 is probably the best thing in the run (read = alright). I had to grab a bunch of health when I wasnt supposed to need them.
I didnt practice the later levels either, so I played according to what my guts told me. Things worked out okay in some places, and pretty bad in others. I died a bunch of times, lost my way a bunch of times, hit enemies slowly a bunch of times.
Not feeling like explaining the strats, sorri.
Actually theres one thing Ill say. Obelix is the best character for this game and its not close. He may be slower than Asterix, but the difference is small and that doesnt matter when fighting. Obelix just outshines him everywhere else. That and he can do stuff Asterix straight up cant.
I was expecting to beat first place, Contoss 56:40 run. And I did, by nearly 8 minutes. But thats not really a statement.
My run and his are completely different, his run was like doing a blind speedrun after you beat the game the first time. Its bound to be massively unoptimized.
He was also the only other runner of the game - the beat-em-up side of it. Its understandable that he didnt push further than that. The game in general seems completely forgotten today.
This runs technically the third ever recorded speedrun of this game on whole earth - the very second one for any%. (fourth if you count the full Bash Them All cartridge speedrun)
Im suspecting sub 45 is achievable in this game. Probably wont go for it if its too hard though. Im not planning on staying with this game, simply contributing with specialized footage of it is all.
Well, you definitely can go sub 40 by playing on the USA/NTSC version. But I dont consider that the intended way to experience the game and I wont ever touch it so...
My ultimate stop would probably be a speedrun with no deaths. Asterix and Cleopatra any% in 48:48 [Obsolete/Former WR]](https://i.ytimg.com/vi/nZ6KYK6bsDU/mqdefault.jpg)
![Every firework pattern in Balues Tower (correction)
[Re-upload because of counting mistakes related to the the bubble patterns, and removal of pattern types that were later found out to belong to already existing ones (pink crystal to small health pickup, and golden crystal to extra life). The normal description as a whole was slightly altered as a result.
The old, now unlisted version can be found here : https://youtu.be/J0gJKVme3GE]
I decided to make this video after hearing from one of the google translated japanese guidebook (courtesy of StarryScarab on Discord), about how there’s apparently a special pattern with a one in a thousand chance, when watching the firework explode in Balue’s Tower. I decided to check that, and while at it, test other things about this very small game section. Naturally, I tested it on JAP since the statement is based on this version, and to avoid potential falsifications from version differences. And now here are the results.
I’ve counted 3715 patterns throughout the span of nearly 4 hours of recorded footage. Based on these numbers are my estimates about each pattern appearance chance. Along with the numbers, they are presented here in descending order.
As added information to this section of the game, each “pattern” appear with a chosen sprite from a pool (of the size of the amount of sprite the thing behind the pattern has). I decided to omit them, they would take way too much time and patience to give justice. The patterns also have a random orientation around the vertical axis applied to them (but restricted in such a way that the pattern is always noticeable), as well as their overall position being slightly different each time. This can on occasion create confusion depending on the sprite, like what happened to me with the crystals from the previous version.
Here are the time stamps. Some of them have been figured out since, thanks to the help of Meltywax and amoser, but there are still a couple odd ones lying here and there. If you have better propositions or ideas for them, I’m all ears.
0:09 Lephise
0:13 Balue
0:15 Normal Moo
0:18 Flying Moo
0:21 Teepa
0:25 Hyupow
0:27 Extra life
0:30 Small heart
0:33 Alarm clock
0:36 Green Dreamstone
0:39 Large heart
0:42 Mirror fairy
0:45 Blue switch
0:48 Red switch
0:51 Blue Dreamstone
0:54 Record player
0:57 Weird minecraft glass block like bubble ???
1:00 x2
1:03 Wind village symbol
1:06 Normal bubble
1:09 Key
1:12 Red light ? (Nothing in common with the red shooting star in 6-2)
1:15 Green light ?
1:18 Blue light ?
1:21 Balues hammer (as seen along with three other tools, when Balue jumps back to the top during the beginning cutscene)
In conclusion, the hammer pattern was unmistakably the one referred to by the employee.
Before starting this all, I was sorta expecting something surprising, or else a reference to something. Definitely wasnt expecting such a mundane thing to be the special item. But maybe, the randomness of it all is what makes this funny, so Ill take it. Every firework pattern in Balues Tower (correction)](https://i.ytimg.com/vi/o5Zxwf6amzU/mqdefault.jpg)

