Submission #10122: Uroboros's GC Resident Evil 2 "Hunk" in 05:36.867

Nintendo GameCube
Hunk
(Submitted: Hunk)
(Submitted: Resident Evil 2 (USA).iso USA v1.0)
Dolphin 2512
20212 (cycle count 163710376841)
60
3420
! Sram
The save data for this movie can be made by playing back the Leon A (5450S) and Claire B (5489S) movies. Hunk mode is unlocked after the completion of both of those scenarios.
			
Submitted by Uroboros on 12/29/2025 9:39 PM
Submission Comments
This is a tool-assisted speedrun of Resident Evil 2 for the Nintendo GameCube, played in The 4th Survivor mode as HUNK.
The achieved time is 3.39 seconds faster than the current real-time world record for this mode and platform.
To the best of my knowledge, this is the fastest completion ever recorded for this mode on every platforms, surpassing all known real-time runs and previous theoretical limits.
The run focuses entirely on real-time optimization, minimizing every possible delay related to movement, aiming, enemy interactions, door transitions, and RNG-dependent behavior.

🕹️ Game objectives

  • Aims for fastest completion (IGT and RTA)
  • Precise RNG manipulation
  • No Damage
  • Abuses enemy AI patterns

📊 Run Attributes

  • In-game time: 1 minute 52 seconds
  • Doors opened: 24

🔧 Emulator Settings

  • Memory Card (Slot A): The movie uses a memory card file originating from previously published and verified movies authored by the same author as this submission (Leon A and Claire B scenarios).
This memory card is used solely to unlock access to The 4th Survivor mode (HUNK). The presence of the memory card does not influence gameplay, RNG, timing, item availability, enemy behavior, player state, or any other in-game mechanics during the movie.
No cheats, hacks, patches, or other gameplay-altering modifications were employed.

Memory Card including save data to playback input file:

🎬Encode note (Doorless)

The submission encode was made without in-game cheats or AR Codes. Door transitions were cut manually during post-production editing to create a "doorless" viewing experience. The gameplay itself is 100% unchanged and fully synchronized with the input file, which means only the video presentation was modified.

💡Comments

This movie presents a tool-assisted speedrun of Resident Evil 2 (Nintendo GameCube) in The 4th Survivor mode playing as HUNK.
The 4th Survivor mode is unlocked by completing both the Leon A and Claire B scenarios. Once these conditions are met, the mode becomes available through the save game.

Verification movies:

HUNK begins the scenario with a fully occupied inventory. All standard inventory slots are filled with weapons, ammunition, and recovery items, in addition to a special item.
Despite the availability of these resources, no weapons, ammunition, recovery items, or special items are used at any point during this TAS. All encounters are resolved exclusively through optimized movement, positioning, and enemy behavior manipulation.
Due to the rules of The 4th Survivor, no additional items, ammunition, or recovery resources can be obtained during the run. In real-time play, this constraint typically enforces strict resource management. In this TAS, however, resource usage is completely avoided, rendering inventory contents irrelevant to completion.

Route Overview

"G - G-Virus..... I have to get it to Umbrella. *Krzzk* Alpha Team here. Mission accomplished." "*Krzzk* Roger. We'll rendezvous at the meeting point..."
HUNK starts in the Sewers, following the same initial access point used by Leon after the G-Virus encounter.
From there, the route proceeds through the Septic Room, Sewer corridors, Kennel, Parking Lot, and Basement areas before entering the Raccoon Police Department.
Within the RPD, the route progresses through Basement, 1F, Main Hall, 2F, 3F, and exterior sections, ultimately leading to the Helipad.
The route is largely linear due to locked doors and fixed progression. All movement decisions are optimized for minimal real-time completion rather than safety or combat efficiency.

Stage-by-Stage Comments

Room 1 - Sewer

The run begins in the Sewers. Movement is optimized to maintain maximum forward speed while traversing primarily via stairways rather than long corridors, No enemies are engaged, and no items or weapons are used.

Room 2 - Septic Room

This section is particularly delicate due to inconsistent enemy behavior, as the female zombie may either lunge directly toward the player or remain passive. As a result, precise movement, strict pathing, and accurate positioning are required to avoid the enemy without contact, especially within the confined space of this area.

Room 3 - Septic Tunnel Hall

The Septic Tunnel Hall is cleared through continuous movement and controlled positioning. Enemy behavior is manipulated to prevent forced interactions near the exit. Run forward and hug the wall to Hunk's right to evade the first zombie. Dash to the left wall to evade the second and fake out the third to get to the stairs.

Room 4 - Sludge Tunnel

The Sludge Tunnel contains 2 giant spiders that are avoided entirely. Movement is aligned along the outer wall to ensure safe passage without combat or item usage.

Room 5 - Kennel

As you enter the Kennel quickly run forward and make a sharp turn to the exit. Rapid movement and tight turning are used to avoid the zombie dogs contact. You can make it through without a scratch if you move fast enough.

Room 6 - Jail Cell Hall

The Jail Cell Hall is traversed using optimized pathing to pass multiple enemies without taking damage. Run forward and stay close to the outer wall to avoid the first of the next two walking zombies. Cut over to the inner wall in order to avoid thesecond and go for the door.

Room 7 - Parking Lot

Run forward and weave slightly to Hunk's left to avoid the oncoming dogs. Weave back a little to the right to confuse your pursuers and make a break for the door.

Room 8 - Basement Hall

You should know this hallway by now so just run for the stairs. In the Basement Corridor, enemy avoidance is prioritized. The area is completed without slowing down or engaging enemies, as any interruption would result in time loss. Do NOT stop to try and kill the birds because the slightest lapse in speed will let the birds jack you up and it can amount to quite a bit of damage! Just make it for the stairs...

Room 9 - Night Watchman Hallway

The Night Watchman Hallway requires precise timing due to fast-moving enemies. Movement patterns are adjusted to pass safely without combat or damage. Walk slowly forward at first until the camera angle changes , dash to the outer wall and run along it.

Room 10 - Detectives' Office

In the Detectives’ Office, run to the opening to the main office and go to the right side of the desk. Run for the blue double doors, routing favors the shortest path through the room.

Room 11 - Lounge

This room is EXTREMELY dangerous as that the six zombies start out mere feet away from you. As you enter the room, immediately move to the left side to exit without damage avoiding zombies.

Room 12 - Main Hall

The Main Hall is devoid of enemies, thankfully. This section is traversed without stopping, enemy dodging or RNG manipulation.

Room 13 - Receptionists' Room

In the Receptionists’ Room, the spiders are avoided through timing and positioning. Any contact would result in poison, making precise movement critical. Run around the right side of the pillar to avoid the first spider. After that, run along the brim of the partition to avoid the second spider and make it to the door.

Room 14 - File Room Hallway

In the File Room Hallway, avoiding the third Licker requires a deliberate dead input to manipulate its behavior. This causes the Licker to leap toward the player, allowing it to be cleanly sidestepped and enabling safe evasion of both this enemy and the subsequent Licker in sequence.

Room 15 - Boarded Up Hallway

The Boarded-Up Hallway is traversed through strict spacing control in order to bypass both Ivies without taking damage. Movement is deliberately modulated to preserve forward momentum while preventing contact. To evade the first Ivy, the player advances a few steps until the camera angle shifts, then performs a brief dead input to intentionally trigger the Ivy’s attack movement. This is executed while remaining adjacent to the wall, causing the Ivy to commit to its attack animation and shift position, thereby creating a narrow but safe passage. The same dead-input manipulation is repeated for the second Ivy, after which movement is immediately committed toward the door at the end of the hallway.

Room 16 - Staircase Hall

Upon entering the room, the player immediately pivots and advances toward the dead-end wall located to the character's immediate left, avoiding the Ivy’s poisonous attack. A subsequent left turn aligns the character with the wall, allowing both Ivies to be bypassed safely along the left side, after which movement is committed directly toward the stairs.

Room 17 - Statue Hall

This section is unforgiving, as even minor positioning errors allow the Tyrant to deal damage. After reaching the top of the stairs, movement is directed toward the short wall beside the railing. As the T-103 appears, its pathing is manipulated by briefly feigning movement to the right before committing left instead. This causes the Tyrant to misalign, allowing passage behind the statue and a clean approach to the door.

Room 18 - S.T.A.R.S Office Hallway

All zombies in this room are prone, but they should not be underestimated. Upon entering, the player passes through the center of the first two crawling zombies, then shifts slightly to the right to dodge the next one, and continues through the middle of the remaining enemies. The slightly imprecise movement near the last enemy before the corner is intentional, as it allows safe passage past the final crawling zombie without getting a grab, followed by a direct line to the door.

Room 19 - Second Floor Lounge

This room contains three of the laboratory “Super Lickers.” Upon entry, movement is directed to the right, positioning HUNK alongside the couch while approaching the corridor. As another Licker attempts a jumping slash, it is avoided by shifting to the left, requiring a rapid door interaction to exit the room safely.

Room 20 - Library

The Library contains no enemies and requires no specific manipulation. Movement is routed directly toward the next door with no deviations, serving solely as a transitional area.

Room 21 - Main Hall Balcony

In the Main Hall Balcony, the first Ivy is bypassed along the left side without requiring additional manipulation. The second Ivy is also avoided on the left; however, its positioning is manipulated by briefly feigning movement to the right before committing left, allowing safe passage without contact.

Room 22 - Waiting Room

This is the most dangerous room in the entire 4th Survivor scenario, primarily due to its confined layout and the high density of zombies. Upon entry, movement is immediately directed to the left alongside the couch, followed by a left-side dodge of the next zombie, after which a direct line is taken to the exit door.

Room 23 - Crashed Helicopter Hallway

The Crashed Helicopter Hallway represents one of the most demanding sections in terms of enemy manipulation. The area is densely populated, and enemy positioning leaves very limited space for safe movement. Precise timing and positioning are required to pass through the corridor without taking damage.

Room 24 - Crow Hall

In the Crow Hall, the T-103 encounter is resolved through precise positioning and timing, allowing the character to dodge the enemy without taking damage or using any items. This movement avoids the commonly required stun or hit-based strategy used in real-time play and prior tool-assisted attempts. As a result, approximately 1.5 to 2 seconds are saved compared to conventional approaches in this area.

📝 Other comments

Special thanks go to the TASVideos staff for their continued efforts in refining and modernizing the submission rules. The more flexible interpretation of verification data made it possible for this HUNK run to be published following the acceptance of my Claire B movie, originally created in 2017. Without this adjustment, the documentation and verification of this scenario would not be possible.
Special thanks to arukAdo, whose guidance taught me the foundations of tool-assisted speedrunning in Resident Evil during our work on RE1 in 2011. This project brought back memories of the first time I reached out to him on mIRC, asking for help with RNG manipulation, at a time when I did not even understand what this term meant. I am certain this movie would not exist without his influence. Although we have not spoken in many years, I really hope that we can make a new RE Project together again in the future.
Suggested Screenshot: 11517

Samsara: Claiming for judging.
Samsara: Major thanks to inconsistent for verifying sync for me!
I never expected to be typing and meaning these words on TASVideos, but wow that's a buttery smooth Hunk. Movement so clean, especially around enemies, that I fully forgot it was tank controls until just now writing this. It may be short but I can tell it was a pain to get it looking that good.
Excellent work! Accepting as a new branch!
Last Edited by Samsara 8 days ago
Page History Latest diff List referrers Change Log