A dependable first crystal route
Learn the original controls, protect checkpoints and finish the first chamber.
Original 1998 PlayStation release, with NTSC and PAL time-trial targets varying by region. This guide excludes the 2017 N. Sane Trilogy, its changed controls and its later Future Tense stage.
Practice movement before adding combinations

X jumps and Square spins. Circle or R1 crouches; use that input while moving to slide. Practice a short slide followed by a jump on an open stretch of ground, then return to ordinary jumps when a narrow landing demands precision. Hold the jump button longer for a higher jump. A new move is useful when you understand where it stops, so avoid testing combinations beside the first pit.
Protect the route with checkpoints
Break a crate marked C to establish a restart position. After passing one, identify the next hazard before charging into it. On a first visit, let the crystal objective determine the route and treat distant or awkward crates as information for a later gem attempt. A bonus path can also teach you crate arrangements without spending ordinary lives when you fail inside the bonus.
Save the adventure from the hub
A checkpoint helps inside the current level, while the Time Twister's Load/Save area preserves campaign progress on a memory card. Save after a useful session, especially after a boss or difficult collectible. Before stopping, make sure the intended slot has been updated. When returning later, check the inventory so you start with the correct objective instead of repeating a crystal you already secured.
Finish an ordinary route before combining an unfamiliar level with an all-crate objective.
Picture details
Game artwork belongs to its respective rights holders.
