Posts for numbers


Experienced Forum User
Joined: 2/7/2018
Posts: 4
I recently "finished" the first segment of the game, saving nearly 20 seconds in this draft over my last. Approaching 2 years since I discovered Float Boost, and I still keep saving time whenever I decide to spend more time optimizing... but I think this is approaching perfect. Link to video[/video]
Experienced Forum User
Joined: 2/7/2018
Posts: 4
I've finished a draft of the earth, fire, and water towers Water proved to be a real challenge, you cannot toggle physics on those tiles with the slanty lines there is a water-exclusive glitch which allows you to get a 2 input boost when transitioning off of slip tiles, which is used in several places instead of the 4 frame float ring boost to get more boosts in a shorter distance additionally in some places this WIP wastes time because it cannot counter-boost for cornering purposes, and therefor must manage momentum more carefully (going slower to avoid taking much longer to change direction) dispite all that, this version of water still saved 40 seconds over the fully-optimized version without the glitch(edited) water 4 (starting at 1:25) is the worst example of momentum management being a problem, I essentially gave up on trying to do both RNG manipulation and managing the 2 spots it gets hung up (on this draft) easily spent 5 hours redoing that stage over and over on different starting frames trying to avoid a couple really bad spawns while also moving efficiently but since I'm making another draft after this I was satisfied with a "mostly ok" version for now Link to video Link to video
Post subject: Float Boost Glitch
Experienced Forum User
Joined: 2/7/2018
Posts: 4
Well, I found a major glitch in gauntlet IV last night which allows you to hit the in game momentum cap in only a handful of frames, dramatically speeding up the tas (as in, minutes faster). You must have float ring. You begin moving in a given direction, press A to enable float ring, press in the opposite direction to begin decelerating, disable float ring, and press the original direction to turn that deceleration into acceleration. I'll let the video speak for itself: Link to video[/video]
Post subject: WIP Gauntlet IV quest mode TAS
Experienced Forum User
Joined: 2/7/2018
Posts: 4
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