Uploaded October 2023 | Updated September 2026, 2 weeks ago
This is a documentation video about a version difference that's mostly meant to serve as a source link for my online version difference document of the game.
I would normally unlist it, since it's not big enough to be a video on its own.
Only, I believe this is the very first glitch that's been found about the iconic title screen jingle. So even if it's fairly small, I thought it was relevant to show.
0:28 if you're impatient.
While the glitch itself is hilarious, its trigger is much more mysterious. i couldn't find what you're supposed to do exactly, but I believe this has some truth :
- Have a save-file that has one save leading to 1-1(*), and enter it
- Spam pause, skipping through the cutscene, and stop once the pause menu opens up(**)
- If the vision music hasn't played, or only for a frame or two until you paused
- Quit to the title screen and wait
(*) I've tried doing this when loading the stage on the world map, or by quickly retrying the stage itself. But it doesn't work there. I haven't tried doing it after creating a new save-file.
I didn't test many other stages with this, but I couldn't really seem to do it with 1-2, 2-1 and 6-1.
Additionally, this only seems to work on Namcollection. I couldn't trigger it elsewhere.
(**) You don't strictly need to instantly skip the opening cutscene at the very beginning. But you really want to not allow the music to play. I suspect directly retrying the stage doesn't work, because for some reason the music plays earlier than it does when you load it from a save location in a given save-file. You don't need to haste once you open pause.
There's probably way more to it than what I show here. But at least we have this as a starting point.
This is a documentation video about a version difference that's mostly meant to serve as a source link for my online version difference document of the game.
I would normally unlist it, since it's not big enough to be a video on its own.
Only, I believe this is the very first glitch that's been found about the iconic title screen jingle. So even if it's fairly small, I thought it was relevant to show.
0:28 if you're impatient.
While the glitch itself is hilarious, its trigger is much more mysterious. i couldn't find what you're supposed to do exactly, but I believe this has some truth :
- Have a save-file that has one save leading to 1-1(*), and enter it
- Spam pause, skipping through the cutscene, and stop once the pause menu opens up(**)
- If the vision music hasn't played, or only for a frame or two until you paused
- Quit to the title screen and wait
(*) I've tried doing this when loading the stage on the world map, or by quickly retrying the stage itself. But it doesn't work there. I haven't tried doing it after creating a new save-file.
I didn't test many other stages with this, but I couldn't really seem to do it with 1-2, 2-1 and 6-1.
Additionally, this only seems to work on Namcollection. I couldn't trigger it elsewhere.
(**) You don't strictly need to instantly skip the opening cutscene at the very beginning. But you really want to not allow the music to play. I suspect directly retrying the stage doesn't work, because for some reason the music plays earlier than it does when you load it from a save location in a given save-file. You don't need to haste once you open pause.
There's probably way more to it than what I show here. But at least we have this as a starting point.
![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)








