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Time: 24:14 TAS 23:30 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
  • Fastest Completion
  • Damage Abuse
  • Heavy Glitch Abuse
  • Luck Manipulation
  • Movement Tech

Comments

When I first started speedrunning medievil the game was 50 minutes long. it's been 7 long years, and that time has been pretty much cut in half. Several new glitches were found, methods of doing things better were discovered, and new movement tech was found/utilized.

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.

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

Return to the Graveyard

I combined the yellow rune skip, with a knock back to gain massive speed.

Enchanted Earth

I manipulate the frogs to gain some speed from their attacks, and this is the first major showcase of the knock back dash of the run. 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 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.

The Lake

I clip into the exit at the yellow rune. Level Looping here is slower.

Crystal Caves

What dragon? I will not be getting the dragon armor for unknown reasons, so I just knock back dash 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. The exact method that I used was actually tested by the previous taser of this category, but it was overlooked, and called not possible. I personally have been trying to find a way out since I started running this game, and while I was tasing the game with the old any% route I decided to try this method, and it worked. This meant I had to restart the tas. 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 xD

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 goal that I had in mind for this was to have 1 of my men remain in the end so the cutscene where they give you health is very short. The amount of time it took me to actually do this was crazy. Each soldier is luck dependent and can either dodge or attack, it's very random, so this was a huge pain in the rear. I end up spawning the soldiers in 2 seperate waves, 2 soldiers, and then 2 more once those have died. This skips having to heal any of your men.

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 his first shield phase.

Zarok

I manipulate him so he becomes vulnerable for most of the fight. It's completely luck dependent.

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?

Suggested Screenshot: Frame - 45275


arkiandruski: Judging


TASVideoAgent
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This topic is for the purpose of discussing #6861: Crash41596's PSX MediEvil in 23:58.54
EZGames69
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What is Bizhawk v 2.4.2.1
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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It's 2.4.2, but under the programs details in windows it's 2.4.2.1
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Player (196)
Joined: 4/27/2012
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First time submitting, so i'm not sure what exactly I should put :)
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EZGames69
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You’re fine, I just didn’t know if 2.4.2.1 was like a dev build or something.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
mklip2001
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Posts: 2227
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It's pretty crazy how much faster this run has gotten. Ironically, it's probably a little less entertaining to me now since so many stages are skipped, but the play is great. Yes vote.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Player (196)
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mklip2001 wrote:
It's pretty crazy how much faster this run has gotten. Ironically, it's probably a little less entertaining to me now since so many stages are skipped, but the play is great. Yes vote.
Thank you. I'm currently working on the 2nd game and that run will definitely blow minds entertainment wise due to the speed glitch.
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Player (196)
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Found a slight improvement on Kardok (5ish seconds), gonna upload the new movie file when done. Shouldn't take long to do.
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This is fine. 🔥 Good job Matt
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Torn338 wrote:
This is fine. 🔥 Good job Matt
Hey, long time no see, you should join the medievil discord.
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Player (196)
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I am at a loss for words at the moment. A speed glitch was discovered in this game yesterday. Link to video
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Patashu
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So continues the TASer's curse!
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Derp_Princess
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Patashu wrote:
So continues the TASer's curse!
Sorry, I broke it. (I found it, years ago... Whoospies).
Player (196)
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Not sure if I should just publish this one, then do a new run down the line, or just cancel the submission.
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How much time will it save?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
ViGadeomes
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Crash41596 wrote:
Not sure if I should just publish this one, then do a new run down the line, or just cancel the submission.
Like I said, even if it's just a little improvement at the end, you should just cancel this submission and so the staff won't have to make the process twice.
feos wrote:
How much time will it save?
There's no clue on how much time it could save, how much time it will take to implement the improvements...
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Depending on how much time it saves, the improvement can be called minor and hard to pull off, or it can compromise the speed record that the current run represents. If it's only a few seconds, we can publish as is.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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From the looks of it, it seems this glitch will be used for most of the run. How does it compare to dashing?
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arkiandruski wrote:
From the looks of it, it seems this glitch will be used for most of the run. How does it compare to dashing?
It's slower than the daring dash, but there are still some things unknown about how it works. But with the current use of it I see it saving less than 40 seconds before daring dash. It's quite easy to do real time too, but yet again, need to do more investigating.
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Reviewer, Active player (287)
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My gut is saying cancel, implement and resubmit, but I would like to know more about this glitch.
Player (196)
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arkiandruski wrote:
My gut is saying cancel, implement and resubmit, but I would like to know more about this glitch.
So here's how it works. There's a slow walk, normal walk, and running speed. slow walk is 8 speed, normal walk is 16, and running speed is 27/28. The normal/slow walk speed gets added to the running speed. Now here's something real interesting, when you daring dash the speed depreciation is less when you do the trick due to an overflow that happens when you daring dash. daring dash is capped at 58/59 when you do the trick it overflows that number causing the daring dash to last longer and speed depreciation to be less due to the extra initial speed. I am going to cancel this and redo it, but it's a shame :C.
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I hope you are around for round 2 @arkiandruski :)
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