Uploaded July 2013 | Updated September 2026, 2 weeks ago
Switching forms during the normal form's AOE attack lets you float above the ground temporarily. Additionally, you switching rapidly to Rock form in mid-air gives you a short window to throw a Rock Punch that doesn't immobilize you.
After jumping and falling relatively close to the ground, you can perform an AOE attack that will slam Zack into the floor. Once the attack is triggered, though, you can change to Ice, Fire, or Rock form to stop the animation and the fall, giving you a little bit of time to move horizontally in the direction you want. The float lasts for the duration of the full AOE attack animation, which is about 1.2 seconds.
The mid-air Rock Punch on the other hand involves jumping into the air -- preferably with the Fire form -- and pressing the attack button a split-second before Zack begins falling. This trick may in fact require frame-perfect timing, but while it's easiest to perform using the Fire form's Surf, it can be done with any other forms as well.
The Rock Lock isn't supremely useful, but it has potential. The easiest option is that you could simply Infinite Jump out of it, and the floating buys you a bit of time to prepare. But it's important to note that the AOE attack doesn't properly slam into the ground if you move over a cliff once it's activated, meaning that it could potentially take you further than a simple double jump could. Lastly, it's decently useful for avoiding Zack's stunned animation from long falls, instantly giving you another avenue to Infinite Jump.
Theoretically the mid-air Rock Punch allows you to deal heavy damage and instantly drop to the ground to move into another attack, defeating bosses even faster. (Of note, you can't use the Rock Punch for a little while after landing.) Unfortunately, I haven't gotten this to actually work on any bosses. Likely, the sad reality of this move is that Zack must be in place and performing the animation to deal damage, and dropping out of it like this simply leaves the particle effects. Regardless, I felt it might be useful to document.
Overall, these are two tricks that likely don't have much consequence on their own, but it's useful knowledge for someone interested in speedrunning the game.
Switching forms during the normal form's AOE attack lets you float above the ground temporarily. Additionally, you switching rapidly to Rock form in mid-air gives you a short window to throw a Rock Punch that doesn't immobilize you.
After jumping and falling relatively close to the ground, you can perform an AOE attack that will slam Zack into the floor. Once the attack is triggered, though, you can change to Ice, Fire, or Rock form to stop the animation and the fall, giving you a little bit of time to move horizontally in the direction you want. The float lasts for the duration of the full AOE attack animation, which is about 1.2 seconds.
The mid-air Rock Punch on the other hand involves jumping into the air -- preferably with the Fire form -- and pressing the attack button a split-second before Zack begins falling. This trick may in fact require frame-perfect timing, but while it's easiest to perform using the Fire form's Surf, it can be done with any other forms as well.
The Rock Lock isn't supremely useful, but it has potential. The easiest option is that you could simply Infinite Jump out of it, and the floating buys you a bit of time to prepare. But it's important to note that the AOE attack doesn't properly slam into the ground if you move over a cliff once it's activated, meaning that it could potentially take you further than a simple double jump could. Lastly, it's decently useful for avoiding Zack's stunned animation from long falls, instantly giving you another avenue to Infinite Jump.
Theoretically the mid-air Rock Punch allows you to deal heavy damage and instantly drop to the ground to move into another attack, defeating bosses even faster. (Of note, you can't use the Rock Punch for a little while after landing.) Unfortunately, I haven't gotten this to actually work on any bosses. Likely, the sad reality of this move is that Zack must be in place and performing the animation to deal damage, and dropping out of it like this simply leaves the particle effects. Regardless, I felt it might be useful to document.
Overall, these are two tricks that likely don't have much consequence on their own, but it's useful knowledge for someone interested in speedrunning the game.
![Floor Assassin [glitch] - Dark Storm VR Missions
Tactical Underground Stealth Action. This crazy-looking glitch lets you drop yourself down into the floor and sneak up on unsuspecting land-based mammals.
On any flat surface, cycle rapidly between crouching and prone. (Sometimes you may need to move a bit as well.) If done correctly, youll sink into the floor and end up in a crouching position with just your head cresting above the tiles. When you stop moving, youll drop back down into the depths from which you inserted yourself. You can also easily perform Physics Crushes while in the ground, since its incredibly confusing for the game.
Physics Crush: [ https://www.youtube.com/watch?v=7d3BqWrZqf0 ]
This likely happens because of confused hitboxes, with the crouch position not placing Amber quite right when switching to prone. Repeated switching exacerbates the problem and pushes her into the ground. I believe she doesnt fall straight through because the tiles are actually cube-shaped assets that appear invisible from the inside, feeding into the illusion that Ambers walking on nothing sometimes.
The glitch isnt supremely useful because the ground doesnt act to impair the vision of guards, meaning you get caught out even when they shouldnt be able to see you. Additionally, cover doesnt help you either, because it typically doesnt extend through the floor. The soldiers will see you at the bottom of their cone of vision, underneath any wall or pillar. Still, its a funny glitch thats simple to pull off even if its far too slow for any speedruns or time trials.
Otherwise, its important to point out that you cant do this on stairs and sloped surfaces, at least as I can gather from my testing.
These clips were recorded in Prototype 0.6.7.
Despite the video, I actually enjoy this game a lot even in this pretty glitchy state, and Id love to see it finished. If it looks interesting to you, be sure to check out the Kickstarter or download the demo on Steam and try it yourself.
Kickstarter: [ https://www.kickstarter.com/projects/1201252455/dark-storm-ascension ]
Steam: [ http://store.steampowered.com/app/395150/ ] Floor Assassin [glitch] - Dark Storm VR Missions](https://i.ytimg.com/vi/SUTlA6qJOuA/mqdefault.jpg)



![GITS: SAC PS2 speedrun - 49m47s (easy)
Watch this run with annotations here: [ https://www.youtube.com/watch?v=1E8J8u3PoEw ]
This run has been verified by the folks at Speed Demos Archive as a legitimate speedrun with no cheating. Its available on the SDA website with my written commentary: http://speeddemosarchive.com/
This is an easy mode, single-segment speedrun (with deaths) of the PS2 version of Ghost in the Shell: Stand Alone Complex. I use some glitches and oversights to save time, but as with any single-segment run, there are mistakes.
The individual tricks I use during this are all detailed in my other GITS videos, viewable here: http://www.youtube.com/playlist?list=PL724CDB9F4E5201F0&feature=plcp
I die a total of four times in this run, one of which is intentional early on. (Second death: Level 6, I get shotgun stunned and then hit with a grenade launcher. Third death: failed Oniyama skip. Fourth death: Level 9 Shaft, ledge-grab failed on me.) Otherwise, I estimated that I lost a total of 3m19s to mistakes and deaths.
There are a total of 50 maps in the game, so the average time per map is slightly less than a minute. Average time per level is a little more than four minutes.
A few time notes:
22:06 - I got a good run with the Jigabachi fight, managing to get a pattern where it stops briefly to let me shoot it. It could have still gone faster, but it was good luck for single-segment.
25:26 - I get killed by being staggered by a shotgun and then hit with a grenade launcher in 6-E, then spent a fair amount of time messing up the final jump of this section. Ideally I wouldve finished this section a minute faster.
32:30 - Theres a good bit of time lost here because the two Tachikomas didnt show up for a while. Sometimes they appear instantly and sometimes it takes forever. Its something I need to test more.
40:42 - I get screwed over by the ledge-grabbing mechanic in the final section of the Shaft, costing me a life but not too much time.
47:34 - This Multiped Tank fight went really well, coming in at about two and a half minutes. I even managed to jump on top of it while it was exploding from the final shot, which is insanely hard to do with the boss speed, and it cant really be planned.
The run was recorded with a Hauppauge HD PVR on 9-23-11. GITS: SAC PS2 speedrun - 49m47s (easy)](https://i.ytimg.com/vi/U1MbgDxE5LU/mqdefault.jpg)
![Alter Echo - Power: Kess shortcut
The Morph Pounce lets you do a few time-saving tricks on this level, but unfortunately the sequence cant be broken seriously to complete it faster.
Morph Pounce: [ https://www.youtube.com/watch?v=4EqND43sh4M ]
On level 16 (almost right after getting the Stealth form back), the stealth tracks let you avoid the various Pounce Nubs and platforms you typically have to traverse. Getting on one of the anvil-shaped platforms in the first section lets you make leap to the platform and access the switch that deactivates the barrier.
For the second part, you cant reach the platform immediately, but Morph Pouncing on one of the anvils lets you reach a Pounce Nub. This requires you to jump and morph back to the Stealth form mid-jump, then press Pounce again to attach to the Nub.
Unfortunately, while its possible to bypass the second barrier entirely, the second switch must be activated or the level becomes unbeatable. When the second switch is activated, Kess zips from one floating platform to the final, which allows the last cutscenes to play out properly. When you skip this second switch, Kess isnt in position for the next one. This is important because Kess knocks Nevin off of the last platform and reactivates the switch, but shes not even there to do this if you skip the second, causing nothing to happen in the cutscene. This means the entire level breaks.
Still, the other two little shortcuts while tricky are useful. Alter Echo - Power: Kess shortcut](https://i.ytimg.com/vi/Uvul8v4tAH4/mqdefault.jpg)
![Bleed (PC) - The Racer strats
Planning some strategies for a full game speedrun, so here are a few notable tricks with level four. I use the Laser Rifle and the Chainsaw here, since they seem to both play an important role.
First, you can use the Infinite Dash to keep the tunnels from slowing you down in the first area. Since they hurt you when standing on talls train cars and prevent you from moving forward briefly, dashing past important cars helps speed up this area by several seconds.
Infinite Dash: [ https://www.youtube.com/watch?v=Nj7Mevp9LG4 ]
This is pretty hard to do, especially with the uneven terrain making a difficult trick even more difficult. Additionally, some Bunnies are positioned in a frustrating manner along the top of the train. I use the Laser Rifle to shoot through multiple simultaneously, but this method is so high-precision that its guaranteed to have a high failure ratio. Also, this starting part of the level is randomized, though, which means that certain Bunnies will sometimes spawn directly in your path, ruining your chance of dodging the tunnel.
Once you get past the first screen, the Infinite Dash becomes valuable again in the long flat stretch before the Mantis Core. The Laser Rifle again lets you shoot through several Bunnies while the Chainsaw wouldnt cut through them fast enough.
For the actual Mantis Core fight, I use the Laser Rifle so that regardless of the angle Im shooting it from, itll take damage. The same isnt true of using the Dual Pistols, although its possible to kill it faster this way if the pattern serves you well.
When you approach a tunnel, the Mantis Core will slam its body into the ground, and this is a great opportunity to use the Chainsaw. If you stand directly underneath the Mantis Cores head, its body slam wont hit you, which means its stationary for a long period and its in close range. The time it spends right next to you lets the Chainsaw deal almost half its health on Normal.
Of note, during this fight, theres a safe spot you can stand in just barely on the inside of the left train car. It lets you avoid every attack except the Cores stabbing one, but it does make it a little more difficult to hit it if youre using Dual Pistols.
For Bunny Rockette, I believe the best method is to use the Laser Rifle punctuated by bullet time to make your shot. This means you fire a shot in slow-mo and almost immediately turn it off (letting the Rifle get its two hits in) so that the Laser Rifle cools down at normal speed. If you use bullet time while waiting for it to recharge, it easily takes twice as long, so carefully going in and out is the best strategy.
Because of this, Dual Pistols arent nearly as good here. Reducing the firing rate of the Dual Pistols with bullet time defeats the purpose of using them.
Also, I discovered its possible to die and still beat the stage, if you time it properly! Bleed (PC) - The Racer strats](https://i.ytimg.com/vi/V0-YRp2X02A/mqdefault.jpg)

![Advent Rising - 5-B Shortcut (speedrun tricks)
This shortcut utilizes the Skyward Shield trick [ http://www.youtube.com/watch?v=3Y0D-kmWg6I ] that allows you to jump on top of Negate Shields repeatedly and reach areas much higher than usual. It requires you to perform it four times, and so this is one of the most difficult tricks to pull off.
Normally you would have to run around to the right side of the map and run up a long slope, whereas this bypasses that and leaps up the side of the cliff. This doesnt save an incredible amount of time, but from five to fifteen seconds is still useful. Advent Rising - 5-B Shortcut (speedrun tricks)](https://i.ytimg.com/vi/Wz2l5mVQVrM/mqdefault.jpg)
![Hydrophobia - Swimming on land addendum
In addition to my previous video on swimming on land, Ive discovered another way to have Kate hover in the air besides just using the fine-view. If you continually cycle through your ammo using the scrollwheel as you move up from the water onto the ground, shell continue her swimming animation as if she never left the water.
[ http://www.youtube.com/watch?v=6yia8W-Tu5E ]
Generally, it seemed to work best by quickly going in and out of fine-view and then cycling the ammo, since my previous video illustrates that fine-view by itself already works. This puts the camera further back and shows Kate actually kicking through the water. Also, using areas that slope out of the water onto land work better than harder transitions.
The camera is incredibly jerky when performing this glitch because it seems to think that Kate should be in the water underneath whatever ground shes standing on so it continually shifts down toward the water.
Otherwise, I could be wrong, but Kate seems to fall slower while in this state than she does normally.
Again, its just a fairly minor visual glitch thats funny and easy to do. Hydrophobia - Swimming on land addendum](https://i.ytimg.com/vi/X2WT4a9MQO4/mqdefault.jpg)
![Alter Echo - Citadel: Ascent shortcut
A small shortcut in level 46 lets you bypass a fight and leap over a forcefield. Again, this uses the Morph Pounce. A second trick may be possible here.
Morph Pounce: [ https://www.youtube.com/watch?v=4EqND43sh4M ]
After going up the stealth track from the very bottom of the map, you encounter a circular room with tentacles popping up from the ground. From the track, angle Nevin to the left and place yourself lower down near the floor. Perform a Morph Pounce with two solid jumps afterward to drop down into the open ceiling of the alcove that contains the barrier.
Because the fight contains fighting a few Hydras, its worth skipping just for the irritating they cause. Additionally, practically no time is lost in attempting the shortcut because the enemies will be triggered as you leap into the room. The trick is very hard to pull off, though.
After performing this trick, theres another potential skip above that stealth track. The angle is difficult and Im not even sure if its even possible to get high enough, but it would save a few seconds waiting for the Tickers to set off their explosion to open the door. In general, this latter trick is probably not worth it and definitely not as valuable as the first, but its worth noting. Alter Echo - Citadel: Ascent shortcut](https://i.ytimg.com/vi/X542D3-6Hqk/mqdefault.jpg)