CRYSTAL CASTLES Board Information Explanation

 

  The pages that follow contain a wealth of information about all 37 screens in Crystal Castles. In general, everything is self-explanatory, but a few things still need to be gone over.

  First, the level and screen are listed in the form x/y, for level x, screen y. The board name is given next. I have named 1/1 since the game really doesn't give a title. The 'gemeater wave' boards are properly named "Staircase", though you won't see this unless the machine is set so as to not give any bonus lives. When giving extra lives, a message indicating this appears, instead of the "Staircase" screen title.

  Next, the number of enemies on each screen is shown. Note that in level 9, because the hat can turn into a ball, I have two possibilities in this spot.

  Something else that can vary is the number of gems on each screen. Because certain boards can have different layouts, the gem count can vary, so there are two possibilities listed on these screens.

  The tunnels category lists the number of tunnel OPENINGS on each screen. So, one tunnel will (usually) have two openings. The count varies only on 1/1, because of the warp tunnel, which can appear or not, depending on the previous game.

  The points possible category lists all points possible on each screen. Even though it's impossible to get points for all gems, and all gemeaters, (because, to get a gemeater, it must get at least one gem), the numbers are easy to work with when calculating real-life scores. Simply subtract what your pattern misses from the total shown.

  The points on each screen give the board total; each board total in one level adds to the level total; and each board total throughout the game adds to the game total. The board, level, and game totals in the theoretical maximum possible points category work in exactly the same way. But, the board totals in this category differ from the other category in that they show a more realistic expected maximum score for each screen. For the most part, each screen's total reflects the expected loss of a few gems to the enemies on each screen, with, in a few cases, the loss of a gemeater or two also figured in. It is this category that is most significant, since these scores can be realistically realized, though it is, in some cases, quite hard.

  Let me emphasize that some of the board totals in this section are NOT at the 'absolute, absolute' maximum, BUT, it would be futile to list these absolute maximum scores, for one or both of two reasons: one, the score would be possible on only 1 in 50 games, or less; and/or two (this only applies to games starting at level 8); the score would only be possible by sacrificing time bonus points, which would result in a net total below that of the listed score/expected time bonus combination. So, what I am stressing is a REALISTIC maximum total.

  There are two things to note about the second through the tenth board information pages: first, when there are two possible gem counts for a screen, I use the higher of the two when figuring totals. Second - and this is very important to note - since the only board (realistically) that you can start on, and realize a net gain over starting at level 8, is level 2, I have calculated starting scores for this level based on warping to level 2 from 1/1. The scores I have used for the start of 2/1 are: 72,079 points for the "Points possible" section, and 71,881 points for the "Theoretical Maximum Possible points" section.  Therefore, this accounts for the discrepancy between the scores on the level 1 page, and the continuation on the level 2 page.

  The last page in this section gives board information for games starting at level 8. Since most good scoring games begin there, this is a highly useful page. It shows totals only, and they are arrived at just like on the previous pages.




 


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