Hello,
I've me and Leracos have been working on a gauntlet IV TAS for a couple of months.
TLDR:
encode is here
Figured I would share some info, we are still doing tons of routing and I am finding new optimizations pretty constantly so I don't think it's ready for submission.
There aren't many "tas only" strats in this WIP, although the inherent randomness of the game, health management, knowing the future, etc lead alot of what it does to not be RTA viable. Moving and fighting is almost entirely frame precise for optimal speed through the stages (e.g. frame perfect movement when shooting through a large group of enemies to prevent the other rows from collapsing on your row).
Enemy RNG (movement, spawning) is based on frame counters, so any improvement early in the run requires redoing everything after, unfortunately.
The dragon kill technique on earth dragon matches the RTA strategy, and is fairly free. Future dragons have slightly different wing hitboxes which combined with a higher speed stat allows a much faster kill which is not remotely rta viable except for the final dragon who has the most forgiving hitbox (it is still pixel precise, X coordinate 223)
We still haven't found any useful glitches in Gauntlet IV. Something like an infinite money exploit or a way to clip would be incredibly useful. Buying equipment early would shave
minutes off the run.
This is my first TAS and I've been working on it for a couple months now, it's been a journey. I hope to submit within the month, but I suspect I'm going to keep finding new optimizations.
--numbers