Uploaded January 2014 | Updated September 2026, 2 weeks ago
This video is more or less just a work in progress. I just wanted to show off that I finally beat ReneBalow's god-like time on this stage (5:99).
I know for a fact that this is improvable. I saved a lot more than one frame on Rene throughout this TAS, but I lost it all on the clip. To be completely honest, I don't understand the TAS strat for this clip at all.
Anyway, here are some things I will do better in the more optimized TAS that I can hopefully have done soon:
1. The punch at 0:01:60 (game-time) is actually slower than just running, but I was lazy and used it to make turning the camera easier.
2. The flying after the clip is really bad, I hardly used any rerecords or did any testing with it.
3. The clip itself can be faster if I jump sooner, the reason I didn't here was because I couldn't get the right facing angle if I jumped sooner, if I don't punch it shouldn't be a problem though.
4. Maintaining speed during the clip. The reason I lost so much time on the clip in this TAS is that Knuckles slows down a lot during the clip, I lost about 33% of my over all speed in this TAS. In ReneBalow's TAS, he keeps very close to, if not all, of his speed...
I didn't take the time to encode this in 1440p like I normally do, I hope no one minds :P
Rerecords: 4763 (literally all of them where spent trying to figure out how to keep speed while clipping)
This video is more or less just a work in progress. I just wanted to show off that I finally beat ReneBalow's god-like time on this stage (5:99).
I know for a fact that this is improvable. I saved a lot more than one frame on Rene throughout this TAS, but I lost it all on the clip. To be completely honest, I don't understand the TAS strat for this clip at all.
Anyway, here are some things I will do better in the more optimized TAS that I can hopefully have done soon:
1. The punch at 0:01:60 (game-time) is actually slower than just running, but I was lazy and used it to make turning the camera easier.
2. The flying after the clip is really bad, I hardly used any rerecords or did any testing with it.
3. The clip itself can be faster if I jump sooner, the reason I didn't here was because I couldn't get the right facing angle if I jumped sooner, if I don't punch it shouldn't be a problem though.
4. Maintaining speed during the clip. The reason I lost so much time on the clip in this TAS is that Knuckles slows down a lot during the clip, I lost about 33% of my over all speed in this TAS. In ReneBalow's TAS, he keeps very close to, if not all, of his speed...
I didn't take the time to encode this in 1440p like I normally do, I hope no one minds :P
Rerecords: 4763 (literally all of them where spent trying to figure out how to keep speed while clipping)






![Sonic Adventure DX (WR) - Amys Hot Shelter 1:23.45 [TAS]
This is tool-assisted speedrun of Amys Hot Shelter with a completion time 1:23.45 (in-game time).
https://twitch.tv/fusionvaria
https://twitter.com/fusionvaria
Rerecord count is apparently 34385
Hello, I haven’t posted in a while. Lol.
I started the TAS of this level around May of 2019, but kept finding new optimizations and tricks, which prevented me from ever finishing it. This stage is massively more complicated than other Amy levels. I was never happy with how my tests would turn out- Even this video has room for improvement, mostly towards the ending, but this is so much faster than the previous record, with so many new improvements, it just begs to be uploaded now.
As for new tricks in this run:
The left-side door clip at the start seems to just be a matter of having a high enough velocity, which is achieved by hammer jumping forwards off the sloped collision.
The Zero Hop out of bounds seems to work for the same reason that the elevator clip works at the very beginning. If Amy’s V speed is negative, she can clip upwards through some ceilings. In the case of the elevator, she is falling slower than the elevator car is, and so phases relatively upwards through it. In the case of the Zero Hop clip, Amy is being pushed upwards by Zero, but her velocity follows it’s normal function and goes negative at the apex of the jump. You have to balance very precisely ontop of Zero to not slip off.
It appears that, In order to make my life more interesting, the SADX Gods left an unused water current trigger around the out of bounds room above the normal stage(?). I can use this water current trigger to farm speed and run around the collision. So, just to clarify, that massive speed boost was a result of weird unique triggers, and not something that can be done anywhere else. It wasn’t some new glitch.
In act 2, I discovered a method to wallrun throughout the cylindrical room via a very precise hammer jump with skewed gravity, to snap onto the wall. The collision around this room is quite wonky, and, despite having fairly high speeds, Amy physically moves slowly across some spots. There doesn’t seem to be anything which can be done to prevent this.
The puzzle room skip has been known for ~half a year now, but it was found in the process of making this TAS. By using 2 precisely spaced blocks, you can clip out and around the back wall of the puzzle room.
At the end of the TAS, in the final tunnel before the end, I wallrun on collision angled beyond 90 degrees. On this type of angle, Amy can run much faster.
Also, now every single Amy level has a wallrun that saves time. Hahaha this game never gets old.
And yes, I ended on a funnee time. I could improve the ending more, but that would ruin it. Someday, when I make the Amy Story TAS, I will get an end time of 1:22.xx or lower. For now, this is funnee. Sonic Adventure DX (WR) - Amys Hot Shelter 1:23.45 [TAS]](https://i.ytimg.com/vi/vIUuBJb_dSA/mqdefault.jpg)



