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User movie #74617558706056894

#74617558706056894 - Medievil PSX Any%
medievil any%.bk2 (70.3kB bk2 movie [PSX])
Uploaded 2021-10-04 09:44:55 by Crash41596 (1 file)
For PSX MediEvil (1 file)
In 21:19.35 [76684 frames], 39917 rerecords)
159 views, 18 downloads

(Link to video)

Time: 21:xx? TAS 20:52 RTA

Medievil is a PS1 platforming/hack n slash game based off of a undead medieval knight Sir Daniel Fortesque, and his quest to restore Gallowmere and it's people to normal from the tyranny of Zarok.

Game objectives

  • Emulator used: Bizhawk 2.4.2.1
  • Emulator Settings: No memory card
  • Fastest Completion
  • Damage Abuse
  • Heavy Glitch Abuse
  • Luck Manipulation
  • Movement Tech

Comments

This has been an 8 year project with glitch hunting, retasing, and much research. I did submit a TAS of this category last year thinking that would be the end of the any% category, but boy was I wrong. Days after submitting my first movie a speed glitch that was found 12+ years ago resurficed, along with a new glitch with the club that makes the club the most powerful weapon in the game. For the early stages of the game up until the end of return to the graveyard the fastest form of movement is the speed glitch which caps out at 43 speed, which the normal walking speed is 28. As the run progresses past return to the graveyard the fastest form of movement is the daring dash. 58 seconds of improvement were made possible due to the speed glitch and the knockback dash, and the rest of the time is saved due to the super club glitch, better movement, and rng. Not to mention all the bosses in this game are now food for sir fotesque.

Speed Glitch

By walking then starting the running animation, then repeating after 8 frames Dan is able to combine his walking speed (15) and running speed (28) having the same speed depreciation as the daring dash. You simply repeat the process and you will run faster.

Boost Jump

By speed glitching while you are falling you can chain it into a faster jump. You can not speed glitch while gaining height.

Super Club

The inputs for this is 4 frames with square and 2 frames with X. Essentially what happens is Dan is able to interupt the alternate attack animation of the club with the normal attack making you attack with full damage much quicker than normal. It is absolutely rediculous how much damage it can dish out.

Dagger Quick Shot

You can make your single shots do much more damage by using the same method used with Super Club.

Inventory Glitch

The inventory Glitch allows you to effect Dan's movement while the game is in the inventory for a brief moment, this is very helpful through out the run. While in the inventory, actors and any other sort of triggers are disabled, and Dan cannot take damage.

Level Looping

To simplify this glitch, essentially the inventory glitch is used to make Dan jump into the void while in the inventory, causing him to be immune to death. Once past the death trigger you can exit the inventory to move freely. Once Dan hits the bottom of the world, he gets placed to the top of the level cycling through the z coordinates.

Half Loop

By reaching a area that either warps Dan, or triggers the level to end by the time you hit the bottom of the level during a level loop, will activate that actor. This is only possible in certain areas such as Haunted Ruins, and Enchanted Earth

Knock back Dash / Knock back

Most weapons in this game cause a knock back when it is hit against a wall. In this run the clubs alternate attack (Which is used to solve puzzles including fire) is used to gain speed that is normally not obtainable. To do so you must run at a wall, then use the alt attack for 2 frames, and then either jump or dash jump in the opposing direction. Dan's normal walking speed is 27/28, and 56 whillst daring dashing, the maximum speed that I have personally gotten from this technique is 97 under certain conditions. This is very useful through out the run.

Camera locking

The camera in this game is a huge pain, and can cause sloppy movement everywhere, but there is a way to correct that. By chaining jumps you are able to control movement much better than normally walking. This is used mainly before I get daring dash.

Corner Strafing

By changing your direction 90 degrees you are able to get more speed out of daring dash jumps, this will also help with the speed glitch depreciation when changing direction. You would start your speed glitch in 1 direction then go 90 degrees left or right for the next speed glitch alternating each direction to maintain speed in areas you need to make adjustments beyond d-pad capability.

Comments by Level

Dan's Crypt

I skip the small sword to save a little bit of time, and finish the level normally grabbing the only life bottle I will get for the rest of the run. The small sword is not very useful.

The Graveyard

This level is normal for the most part. I end up using a skip to climb over a tree to save a few seconds, and a chest boost, which follows the same rules as a knock back dash.

Cemetery Hill

I am able to skip the witch talisman, since I will not be getting the dragon armor. This allows me to climb up the mountain to the exit right away. I use a clip, and a chest boost to climb the mountain a little faster. It was also found that you can skip the cutscene at the top of the mountain.

Hilltop Mausoleum

I grab the club in this level which is faster to get than the previous level. You can use the speed glitch to make pushing objects faster. With the new Quick Shot glitch you can manage to get a 2 cycle boss battle, which is not normally possible. The major issue with this stage is the unavoidable lag that you get in the basement, the goal with the movement there is to stop the lag as soon as possible.

Return to the Graveyard

This level has 2 new skips and the first instance of the Super Club glitch. You can now skip the skull door with a knock back. You can also use a boost jump to jump over the river skipping the tomb, this glitch is the most precise glitch in the game to my knowledge.

Enchanted Earth

I manipulate the frogs to gain some speed from their attacks. The goal of the level is to pretty much reach the lifts as soon as possible. The level loop that is used is a half loop.

Pools of the Ancient Dead

The goal of this level is to use the fat armored enemies to get to the exit trigger. When you knock back off of them they give you massive speed due to a certain attack they do. The main challenge is getting the enemy over to the correct spot. The distance they're moved is dependent on their animation, which was a bit of a challenge to tas.

The Lake

I recently found a jump off of a pillar that utilizes the stafe mechanic skipping a little bit of the bridge section. Then I clip right to the exit trigger.

Crystal Caves

What dragon? I will not be getting the dragon armor for unknown reasons, so I just jump over the pit to the exit.

The Gallows Gauntlet

This is where the run takes a huge left turn. It has been known for more than a decade that you can clip inside of the dragon fire gate, but it has never be known on how to get out. This glitch saves well over 10 minutes, and is this games version of Spyro 2's Gulp Skip. Being able to complete this level without dragon armor means you do not have to visit the entire right side of the map, thus skipping all of those levels, and any key items those levels require. The problem that I encountered while tasing this trick was the enemies. When you use the alternate attack on the club it tends to aim at near by enemies, so I had to manipulate the enemies to be away from where I do the knock back dash. After you escape the gate, you grab the yellow rune and finish the level.

Haunted Ruins

I use 2 level loops in this level. The first loop is a half loop to hit the trigger for a room that leads to a key item (the crown) which you need to make the exit trigger active. The 2nd loop is a new loop that was discovered recently. After giving the crown to king peregrin the exit trigger, which is the catapult will become active. This loop saves us from having to fight the rock golems.

Ghost Skip

Just a normal level loop to the exit trigger. This skips the pirate captain boss fight

Entrance Hall

Just the normal path to the end, nothing too fancy

The Time Device

Just like Ghost Ship you can immediately level loop to the end of the level.

Zarok's Lair

This was definitely the hardest level of them all to tas. The amount of rng manipulation is crazy. I use this glitch called the soldier despawn glitch, which allows you to fight a certain amount of zarok's men at a time. You may be wondering why I do it differently then the other tas. That's because if you do it with this method the game crashes. It crashes on console and mednafan, but works fine on inaccurate emulators. The method I came up with to still use the glitch is to spawn in the extra soldiers and kill them. The best method that I have found is to leave 2 of your men alive to maximize their dps, and this time around I spawn all of zarok's soldiers in after the initial wave of soldiers, keeping some of my men alive to get more damage in in a quicker amount of time. I also manipulate how my men split off into groups to maximize dps, it was much trial and error to have all of my men attacking because they tend to stand still and do nothing sometimes.

Kardok

I use the inventory glitch to get Kardok stuck behind the gate. He does automatically clip through, but for some reason his shield is disabled for his first wave of attacks. This saves time and skips having him deploy his shield so you can then use the super club to dispose of him.

Zarok

I manipulate him so he becomes vulnerable for most of the fight. It's completely luck dependent. The Super Club glitch absolutely destroys him.

Other comments

Improvements

  • Way to do half loops for more level loops if it is possible.

  • Better rng in Zarok's Lair

  • More knock back dashes?

  • A way to skip the gate at the start of Hilltop Mausoleum.
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