Uploaded December 2019 | Updated September 2026, 2 weeks ago
This is tool-assisted speedrun of Amy's Hot Shelter with a completion time 1:23.45 (in-game time).
twitch.tv/fusionvaria
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.
This is tool-assisted speedrun of Amy's Hot Shelter with a completion time 1:23.45 (in-game time).
twitch.tv/fusionvaria
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.




![BfBB ANY% TAS PROMO
Get HYPE !!!
The full TAS can be found at https://www.youtube.com/watch?v EYZ7dMCRqU
Thumbnail art by Azultite - https://twitter.com/Azultite
Song: Cant Control Myself [Candyland Remix] by Krewella:
Facebook - http://www.facebook.com/CandylandDJs
Twitter - http://twitter.com/CandylandDJs
Soundcloud - http://soundcloud.com/candylanddjs
Facebook - http://www.facebook.com/Krewella
Twitter - https://twitter.com/Krewella
Soundcloud - http://soundcloud.com/Krewella
Spongebob Text-To-Speech created with 15.ai - https://twitter.com/fifteenai BfBB ANY% TAS PROMO](https://i.ytimg.com/vi/w_BFXnYl7TE/mqdefault.jpg)

![[Ex-WR] TAS: Metal Harbor Mission 3 in 0:16.77
New world record is 0:14.17 by myself:
https://www.youtube.com/watch?v=z7RMtDhEo6M
Sonic Adventure 2 Battle ~ Metal Harbor Mission 3 in 0:16.77 (TAS)
NTSC U Version
Played on: Dolphin [TAS] 3.0-652-dirty
Re-records: 3216
Old TAS Record: 21:94 by DennisBalow (http://www.youtube.com)/watch?v=gssV06Ie67Y
Non-TAS Record: 22:30 by TheVeman3000 (http://www.youtube.com/watch?v=EKGhBCCeCSU)
Link to a playlist of all my other SA2B TAS Records: http://www.youtube.com/playlist?list=PL3C511E676CBB4C92
There are a few route changes that could possibly get sub 15, skipping the second light dash COULD save roughly .5-.7 seconds but with my knowledge of super bounces and the geometry of that platform, getting the height and distance is impossible. touching the water and freezing the time after the first loop skip, then going to the first check MIGHT be faster. touching the water before hitting the Chao might also be faster but Im not sure if its possible with the time given after hitting the water...
Please watch in HD if you can, it looks much smoother xD
So how about that bouncing? [Ex-WR] TAS: Metal Harbor Mission 3 in 0:16.77](https://i.ytimg.com/vi/wckgdr5ozc0/mqdefault.jpg)
![[TAS] White Jungle - Mission 1 in 1:00.32
This is a tool-assisted speedrun of Sonic Adventure 2s White Jungle (Mission 1), with a completion time of 1:00.32
Re-records: 15998
Inputs: FusionVaria
Lets just say this first...Sub 1 minute is definitely possible.
This TAS started out as a route test for the Dark Story TAS, but as more and more skips were found, it seemed apt to just make an IL of the stage and showcase all the new finds while also utilizing the Light Dash to save time in areas.
So yeah... the Mockbounce and Loopspeed meta has evolved significantly... I think thats where most of the routing improvements come from.
Thanks to Deevoo for finding the loopspeed at 0:45.
Thanks to Monkee for finding the mockbounce at 0:27.
Some sections of this TAS are very tightly optimized while others are a little more lazy/I just have a hunch they can be improved somehow.
The Loopspeed at 0:33 feels slow to me, I think this strat could be revised.
The skip at 0:40 was not frame grinded heavily. I got really lucky with conserving my speed and I just kept it and moved on because Id never gotten that much speed in any prior attempt. Its probably not maxed though.
Setting up the Loopspeed at 0:46 can probably be improved and maybe even a setup could be found that doesnt jump. Jumping significantly slows down peak downward velocity and loses a chunk of time. But I didnt see a better method. I also didnt frame grind this or test every collision triangle. There might be a more optimal gravity rotation.
Im sure within these areas, sub 1 is free. ...Maybe next year!
Previous World Record 1:09.80 by me (Nov 2018).
https://www.youtube.com/watch?v=gYVfMokDB4I [TAS] White Jungle - Mission 1 in 1:00.32](https://i.ytimg.com/vi/x0UkogYSomc/mqdefault.jpg)


