Knightmare II: The Maze of Galious is a screen-by-screen adventure platformer game by Konami, released in 1987 for the MSX1. You take control of two Knights, Popolon and Aphrodite out to rescue their baby Pamperse from the evil high priest Galious. They have their own subtle differences in gameplay, but for the most part, they just act as two separate health bars. The game world is split up in an overworld-like castle and ten different submaps, called Worlds. Each world has to be completed to obtain the key to the next one. In addition to that, there's a plethora of other items you can find in the game. This movie aims to complete the game as fast as possible, only obtaining items that are necessary or beneficial to speed.

Game objectives

  • Emulator used: openMSX 0.8.1
  • BIOS used: Panasonic FS-A1WSX
  • Aims for fastest possible time.
  • Takes damage to save time.
  • Manipulates luck.
  • Genre: Platform

Comments

The Heroes:

Popolon

  • Can only fire two subweapons at a time
  • Can modulate the power of his jump
  • Can't survive underwater
  • Can open certain doors
  • Can destroy rocks in three hits

Aphrodite

  • Can fire three subweapons at a time
  • Always jumps the same height
  • Can survive underwater
  • Can't open certain doors
  • Needs 15 hits to destroy rocks
For the most part, Popolon is used in gameplay due to his finer jumping, though Aphrodite sees use in a few boss battles. Since only the health of the hero is refilled who actually touched the key, health management becomes an important factor later in the run.

Movement and Fighting

Your base movement speed is 1 px/frame. Early on, jumping is faster, because, while you do lose some frames at the start of a jump, your falling x speed is 1.5 px/frame, clearly faster. If you walk off a ledge, you're locked in place. You also start out with 0 y speed, which usually makes it faster to jump down ledges. Ladder climbing speed is an agonizingly slow 0.5 px/frame. Because of this, we choose to get the boots in this run, which boost our movement speed to 1.25 px/frame and our ladder climbing speed to 0.625. This makes jumping, especially under low ceilings, far less viable. You can use your sword every 10 frames and fire arrows every 6 frames. Due to the MSX1's hardware limitations (arrows actually are tiles), when you're close enough to an enemy, you can't even see the arrow before it hits its target. You can jump and change direction while using the sword, leading to amusing little sword dances.

Items we get

In each world:
  • Doll: World 2 only. Is needed for the bridge to appear
  • Holy Water: Halves a boss' life. One is in each world, we get them if they aren't too out of the way
  • Scepter: Prevents you from losing subweapons on boss fights, we only get it if it doesn't waste time
  • Cape: Cuts boss damage on half. Since it doesn't affect drain speed, it's unnecessary, but sometimes, it just doesn't waste any time to get.
In the castle:
  • Halo: Lets you warp to a certain screen in the Castle by hitting enter on the Pause screen, referred to as Demeter
  • Arrows: Essential
  • Boots: We deemed them to be faster in the long run, which is why we took the detour to get them.
  • Cross: Required to defeat Galious
  • Dragon Helm: Protects against the White Spirits. Unnecesary, but getting it doesn't waste any time
  • Ceramic Arrows: Slower and pass through enemies, required for the World 7 boss
  • Sabre: Does more damage against minor enemies. Cuts down some time when having to kill enemies that open walls upon death and doesn't take any to get, because you have to wait for the moving platform anyway.
  • Feather: Lets you jump to a world already opened by hitting the appropiate number on the pause screen. We use it to warp to world 7 because it's very close to world 9.
All other items are either too far out of the way or plain useless for a TAS. Many items just lift restrictions the other character already doesn't need to worry about. One that could potentially be useful would be the dagger, which allows you to kill all bats on screen by typing UMBRELLA. I am not making that up.

Tricks

  • The F1 Glitch
When being hit, your life continuously drains until it hits a certain amount. You can stop the damage drain by pausing and hitting F1, losing only 2 - 3 health if done quickly. This is the most important glitch in this game which completely allows us to skip an out of the way subweapon (You'd need mines for the World 4 boss) and just fight it with our sword instead. For all other bosses, it cuts down time otherwise spent on dodging. Note that bosses typically drain between half and all your life with a single attack, so F1 glitching can become a necessity.
  • Ladder physics
Typically, you can't dismount a ladder unless you're hit. However, on some ladders, you can walk off a few pixels over the ground, dropping down. At times, this only works when facing a certain direction and at some ladders, it just doesn't work at all. You can even walk down a ladder that takes you into the screen below saving a bit of time. The mechanics are very screwy, which is why you can see Popolon going into the screen below, climbing up again before dropping down. It just won't work otherwise. The same way, you can also do small ladder-zips, boosting you 8 - 9 px into the direction you're going. The far more interesting property of those drop-downs however is the way you take damage afterwards. Since the game still thinks you're on a ladder, when you get hit after doing such a drop or zip, you just drop straight to the ground instead of being blown away. This can be useful if exploited right. After you take damage, the game behaves normally again.
  • Taking damage
While there is no crazy wall-zipping in the game, a tiny trick did sneak its way in. By jumping the right height (only doable with Popolon obviously), you can get yourself embedded in the ground for just a few frames. If you take damage while in the ground, you again don't get blown away but just stay in place. This allows you to activate the pause menu faster and take less damage than usual. This can be important if doing the F1 glitch for prolonged amounts of time and running low on health. Otherwise, your speed while being blown away is 2 px/frame.
  • Luck Manipulation
Nearly everything in this game can be manipulated by giving it input. Enemies behave differently, which is important when you have to kill every enemy in the room as quickly as possible. As you imagine, bats are the worst offenders in that regard, but sure not the only ones. The same holds true for bosses, but not to that extent. Item drops can be manipulated just the same and are only determined at the last possible frame. Ideally, an enemy is killed from afar with arrows, so no time is wasted killing the enemy or waiting for the item to spawn. That is not always applicable. Keys have the lowest drop rate, while useless coins have the highest. Trying to synchronize multiple enemies and drops while also optimizing gameplay can be an utter nightmare.

Other Peculiarities

  • To make a boss appear, you have to type his name into the MSX keyboard
  • To make a certain ladder spawn or a wall disappear, sometimes, you need to kill all enemies in a certain room. Do note that room doesn't always need to be anywhere near the room it affects.
  • World 7 can only be entered by Aphrodite, World 5 only for Popolon.
  • Some bosses are immune to some forms of damage
  • The location of the entrance of World 10 is predetermined at the start of the game

Other comments

The final time was actually very surprising to me, I never would've expected it to get that low. About 90% of the input in the run is actually by zggzdydp, as I only did parts of the beginning, the world 2 boss and the second half of the Galious battle. I'm especially impressed by the pace of his work, he got more done in a few weeks than I did in months. Overall, I'm really glad the run finally became a reality, and I'd like thank zggzdydp for actually making it happen. I'd also like to thank Quibus and Vampier for their ongoing support, BiFi for a walkthrough (also contains maps and item descriptions) that helped a ton with route choice and Morrison for thinking up the original route that the run, if somewhat modified, in the end uses. So, as always, I hope you enjoy the run!

Nach: Replacing submission file upon request with one which is a litte more than a second faster.
Mukki: Judging...
Mukki: Accepting for publication
OmnipotentEntity: Encoding for publication.


TASVideoAgent
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Player (45)
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Yes vote. 魔城伝説II ガリウスの迷宮 is better than 魔城伝説II 大魔司教ガリウス, but I also like the NES version.
Rongorongo
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Finally this game has got a TAS! This is such a rich game and is extremely hard to optimize, because it is very non-linear. You can roam completely freely in the castle, making a LOT of routes possible. And yes, I'm pre-occupied, because I played this game over and over and over in my childhood and I have always considered it the best MSX game ever. What's after this? Metal Gear? Definitely a yes vote, of course. By the way: can the person who voted No please explain why?
Joined: 8/7/2006
Posts: 344
Voted yes for GIANT ENEMY CRAB antics.
Morrison
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Looking forward to watching this. Congrats on finishing it in a timely manner! Sadly I cannot watch it at the moment. Will add comment later.
twitch.tv/Retrogaming2084
mth
Joined: 10/31/2010
Posts: 5
Location: Eindhoven, the Netherlands
I had expected a much longer minimum time as well, something like 40 minutes. Great job doing it in 25. At the world 3 boss, is there a particular reason you fight the dragon on the bottom row of platforms? If you could do the fight two rows higher you would save on time walking to the key. I tried it myself but I can't seem to do enough damage per second to defeat the dragon in two appearances and having it appear a third time wastes far more time than being on the middle row saves.
openMSX developer
Joined: 7/2/2007
Posts: 3960
Neat! Overall the run looked good, but I have a few thoughts: * First off, it seems likely that getting the dagger will save time. In world 9 you have to kill a bunch of bats and the delay here seems very likely to be longer than what would be required to get the dagger earlier on. It might also simplify resource management since you'd be able to kill bats en route, but I don't think that's needed for the dagger to pay itself off. * Secondly, you switch to Aphrodite to grab the last key. However, this means that Popolon's health isn't replenished for the Galious fight. I'm pretty sure that if you just grabbed the last key with Popolon you'd be able to eliminate the last pause for both of the last two boss fights. Otherwise, this looked very well-executed. Nice work! EDIT: it'd be neat to see the NES version run as well. It's more or less a completely different game with multiple conceptual similarities.
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I voted yes because this is obviously an epic game that looks like it is perfect for TASing, and the TAS itself is obviously very high quality. I found the entire run to be entertaining.
Joined: 2/6/2011
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Very fun game and looks very optimized, Yes vote... On a side note: Just me or the bosses in general are awesome?
Former player
Joined: 3/23/2004
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I've never seen this game before and it does look really cool. TAS looks pretty good as well.
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@ mth I tried that myself but couldn't beat ziggy's time in doing so. @ Derakon * The Room in World 9 is the only place where the dagger really could concretely save some time, and even so, we deemed it would not be worth it if the bats are manipulated well. It's worth looking into it more, but I think the manipulation is more entertaining to begin with. * Iirc you can switch between the two in the menu without wasting any additional time and the differences between the two don't come into play anymore, so Ziggy probably did it for aesthetical reasons. * A TAS of the NES version has been submitted years ago, but rejected. Look here. Perhaps today people will be kinder to it. Anyway, thanks everyone for the great feedback
Player (144)
Joined: 2/27/2011
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I have never played MSX versions, but like NES one, and this TAS is entertaining, so I want to vote yes. However...
scrimpeh wrote:
* A TAS of the NES version has been submitted years ago, but rejected. Look here.
That NES TAS(author's encode) was rejected for bad game choice. Further more , as far as I watched these two TASes, NES one is short and more entertaining. If this movie gets published, it's strange IMO...
Joined: 5/12/2009
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Therealssjlink wrote:
I've never seen this game before and it does look really cool. TAS looks pretty good as well.
Same here. The run kept me entertained. Yes vote!
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Posts: 575
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I vote yes. It's amazing how much La-Mulana copies from this game.
No.
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scrimpeh wrote:
* Iirc you can switch between the two in the menu without wasting any additional time and the differences between the two don't come into play anymore, so Ziggy probably did it for aesthetical reasons.
That still doesn't change that I'm pretty sure you could skip the last pause (which does take time) if Popolon's health had been refilled earlier. Unless contact damage with Galious is really ridiculously high, Popolon should have plenty left to take that last hit. Thanks for the link to the NES run.
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Derakon wrote:
scrimpeh wrote:
* Iirc you can switch between the two in the menu without wasting any additional time and the differences between the two don't come into play anymore, so Ziggy probably did it for aesthetical reasons.
That still doesn't change that I'm pretty sure you could skip the last pause (which does take time) if Popolon's health had been refilled earlier. Unless contact damage with Galious is really ridiculously high, Popolon should have plenty left to take that last hit. Thanks for the link to the NES run.
Heh, you're right. I'll replace the submission with the faster file, thanks. (To explain, Galious kills you in three hits if you have a full health bar, so I just switch to Aphrodite earlier to let her take the last two)
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who has poor motor skills and pushed the 'no' button? I voted yes... 25:06 is an impossible fast time
MSX Game specialist / openMSX team member
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Give this run a star. This run is probably the best that we have for the MSX section as of now (Usas is tied here). Voting Yes, Really nice job from the two of you.
Patashu
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I noticed in world 5 the jump to the third stone was -started- when it appeared as opposed to finished. Could that be changed to save a fraction of a second?
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Patashu wrote:
I noticed in world 5 the jump to the third stone was -started- when it appeared as opposed to finished. Could that be changed to save a fraction of a second?
Nope, I tried it out. The stones won't appear if you're in mid-air
mklip2001
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Pretty nice! The game has good level design. I don't know how I feel about the fact that nearly every boss fight, the characters basically stay inside the boss and take a lot of damage (though the F1 trick is cool)... it just seems less elegant somehow. Regardless, though, this is a speedy run of an intricate game, and I vote yes.
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.
NitroGenesis
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Just wanted to say that I'm whipping up an encode for the new file. :p
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Morrison
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Finally got a chance to watch the run now that I'm back from vacation. Your updated route looks fantastic. As far as the technical aspect of the run, the movements and attacks look spot on. Only one question/comment about the holy water: If memory serves, the holy water doesn't halve the bosses HP value; holy water doubles sub-weapon damage to bosses. Why grab it on LEVEL 4 blob fight? I'm too lazy to re-teach myself all the openMSX commands and test it real quick, but I thought I tried this once in the past.
twitch.tv/Retrogaming2084
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Morrison wrote:
Finally got a chance to watch the run now that I'm back from vacation. Your updated route looks fantastic. As far as the technical aspect of the run, the movements and attacks look spot on. Only one question/comment about the holy water: If memory serves, the holy water doesn't halve the bosses HP value; holy water doubles sub-weapon damage to bosses. Why grab it on LEVEL 4 blob fight? I'm too lazy to re-teach myself all the openMSX commands and test it real quick, but I thought I tried this once in the past.
I double checked it, Holy Water does indeed directly affect boss health in RAM. Thanks for the great response by the way, don't think this would've gotten anywhere without your help.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1833] MSX Knightmare 2: The Maze of Galious by zggzdydp & scrimpeh in 25:04.67