A highly optimized TAS of Resident Evil Code: Veronica (GameCube), pushing the game to its limits with frame-perfect execution. By using the Japanese version, RNG manipulation, and the powerful Playing Manual glitch, this run achieves the fastest known completion to date.

šŸ•¹ļø Game objectives

  • Aims for fastest completion (IGT and real-time)
  • Manipulates Luck
  • Takes damage to save time
  • Abuses enemy AI patterns
  • Uses Playing Manual glitch
  • Uses Japanese version for technical optimization

šŸ“Š Run Attributes

  • In-game time: 1:45:34
  • Doors opened: 325
  • Zombies killed: 3

šŸ”§ Emulator Settings

  • Memory Card (Slot A): Not used. Launching without a memory card allows the game to start faster and automatically select ā€œNew Game,ā€ saving initial frames. Using a memory card would trigger additional checks at startup, adding unnecessary frames at the very beginning of the run.
  • Panic Handlers: Disabled to ignore potential warnings during disc swaps, ensuring consistent frame timing.
  • Automatic Disc Changes: Enabled in Dolphin to handle multi-disc progression without manual intervention. Combined with disabled Panic Handlers, this ensures smooth and uninterrupted execution during disc transitions, maintaining accurate frame counts throughout the run.

šŸ’”Comments

This TAS completes Resident Evil Code: Veronica X for GameCube, Japanese version (NTSC-J), using the Playing Manual glitch and other optimizations to achieve the lowest possible time in both real-time frames and in-game time (IGT).
The route follows the standard progression with maximum optimization of movement, item pickups, door transitions, and combat, including precise manipulation of enemy behavior and RNG. The run is built entirely around frame-perfect execution, with subpixel positioning, early interaction frames, and precise menu navigation.
Note about the Lighter:
In a regular playthrough of Resident Evil Code: Veronica, the Lighter is usually considered necessary because of the bat encounters — lighting flames is the intended way to repel them safely. However, in a TAS this item becomes completely optional. With precise movement and manipulation, the bats can be completely ignored.
Navigation Menu Input Delay (TAS Impact):
Switching equipped items through the navigation menu introduces a small but consistent input delay before the next item can be used. While negligible in normal gameplay, in a TAS this delay affects frame-precise actions, making some sequences feel slightly "sloppy." For example, when Claire equips the knife and immediately uses the Steering Wheel, the menu delay creates a brief but noticeable interruption. The same happens with Chris when equipping the grenade launcher and immediately attempting to use the knife to free Claire from Alexia’s goo, or when equipping the Bow Gun and using the Music Box Plate. This effect is more noticeable when the next item is in an adjacent slot in the inventory, while items in more distant slots show almost no perceptible delay. Accounting for this is important when optimizing movement and item usage.

šŸŽ¬Encode note (Doorless)

The video 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.

🧠 Why use the Japanese version?

The Japanese version was selected purely for performance reasons. While the gameplay content is identical to the NTSC-U version, the JP version results in a significantly lower total frame count, due to the following optimizations:
āœ… Shorter text strings: Japanese kanji allows for much faster prompt and menu interactions.
āœ… Cutscene triggers execute earlier: Due to lack of English voice synchronization delays, control is returned to the player earlier in many sequences.
āœ… Faster event scripting: Some in-game triggers (item pickups, doors, switches) execute a few frames earlier than in the US version.
āœ… Lower real-time frame count: Verified through side-by-side tests; the JP version consistently finishes faster over the same route.
āœ… IGT remains the same or better: IGT calculations are handled identically between versions, ensuring accurate timing throughout the run.
These differences may seem subtle in isolation, but across an entire run, they amount to hundreds or even thousands of frames saved, which is significant for a tool-assisted speedrun that aims for perfection.

āš ļøVersion Differences (HD vs. SD)

On the HD version (PS3/X360), both RTA and IGT are shorter compared to the SD versions (Dreamcast, PS2, GameCube). The HD ports allow skips in certain areas, including the final cutscene and game credits, which reduces total completion time by approximately 8–10 minutes. The SD versions do not allow these skips, resulting in a longer overall run. Despite this, frame counts and mechanics vary slightly during transitions, so direct comparisons with SD versions should be made carefully. For TAS purposes, only SD versions (like this GameCube JPN TAS) are considered consistent and valid. When comparing times across releases, this distinction must be taken into account to avoid misleading conclusions about relative speed.

šŸƒCharacter Movement Speed

Contrary to common belief among players, equipping the knife, Bow Gun, or any other weapon in this game does not affect the character’s running speed.
This TAS confirms that movement is consistent regardless of weapon type.
Frame-perfect routing and positioning were planned assuming constant speed throughout the game.
No unnecessary adjustments were made for weapon switching; all optimizations are based on the assumption that running speed remains the same with any equipped weapon.
This ensures that any frame savings from movement, cornering, or door transitions are accurate and reproducible in both rerecords and the final run.
By explicitly accounting for weapon-independent speed, the TAS avoids misconceptions that could lead to inefficient routing or incorrect frame calculations.

ā© Skip Pickup Animation Trick

The Skip Pickup Animation trick allows the player to collect items without waiting for the normal pickup animation to finish. Whenever an item is picked up, inputs are timed precisely to cancel the default pickup animation, immediately opening the inventory. This saves multiple frames per item, which accumulates significantly over the course of the run. The trick is used consistently for Bow Gun ammo and key items, improving both movement flow and overall resource efficiency.
No glitches or unintended skips are triggered, it only optimizes the in-game animation sequence.
Technical Explanation
To skip the item pickup animation in Resident Evil: Code Veronica, you need to press the "right" and "A" buttons (or the equivalent action button for your platform) simultaneously just as you enter the pickup zone. This technique cancels the bending animation and allows you to pick up the item while remaining standing.
The timing is frame-perfect, which means if you press the buttons too early the item isn’t collected, too late and the animation still plays. Works on most floor items, but not on mandatory key items that trigger a cutscene (e.g., Airport Key).
In a TAS, this trick can be done consistently with no risk. Each successful skip saves around 1.5 to 2 seconds.

āš™ļø Playing Manual Glitch

The Playing Manual glitch is a unique exploit related to the in-game tutorial item Playing Manual, which normally only displays a short help screen. Due to the way the game handles item usage and memory flags, opening the Playing Manual at certain times can interfere with inventory management and event scripting.
One of the most significant applications is that it can alter item behavior in the inventory. In this TAS, the glitch is intentionally triggered to convert regular Bow Gun Arrows into Gun Powder, an item that would otherwise be limited and harder to obtain. By invoking the Playing Manual at the correct moment in the inventory, the game fails to validate the item properly and replaces it with Gun Powder.
This has two major implications for speedrunning/TASing:
It allows earlier and more consistent access to stronger ammunition that is normally locked behind specific item drops or routes. It removes the need for detours to collect additional ammo, saving both in-game time and real-time frames. Although the glitch does not cause game-breaking skips, its controlled use provides a reliable optimization that directly impacts combat efficiency and overall run time.
Technical Explanation
To perform the Code Veronica manual glitch for infinite healing items or ammo, place the playing manual in the top-left inventory slot, a gun in the next slot, and the desired item in the slot after that. Equip the gun, then go to the File tab (not the inventory screen directly) and read the playing manual. After exiting the manual, the item will be either with large amount of ammo or it won't be consumed when used, providing infinite health or ammo.

āš”ļø About Bosses

First Bandersnatch

Instead of wasting ammo or relying on Steve’s support, this mini-boss was defeated with only 5 knife hits, saving several hundred frames compared to a standard fight. The strategy works as follows: the first knife hit is delivered just before the Bandersnatch stretches its arm to the wall, which saves time. The remaining hits require very precise positioning of the character, making the execution extremely tight. This represents the fastest time ever recorded to defeat the Bandersnatch with a knife.

Tyrant T-078 (First and Second Encounter)

The battle against the two Tyrants is one of the most resource-demanding fights in the game, and the use of Gun Powder rounds (Grenade Launcher’s strongest ammo type) is crucial for efficiency. In this TAS, the Gun Powder is obtained through the Playing Manual glitch, granting access to an otherwise limited resource in much larger quantities. This makes it possible to approach the fight far more aggressively than in standard gameplay.
Gun Powder rounds deal extremely high burst damage, allowing the Tyrants to be taken down in fewer attack cycles while minimizing exposure to their dangerous swipes and charges. Proper spacing ensures that Claire can bait predictable patterns and punish immediately with precise shots.
In a TAS context, input precision guarantees that every Gun Powder shot connects on the earliest possible frame, maximizing damage uptime and staggering the Tyrants into recovery loops. This effectively prevents prolonged chase sequences and keeps the flow of the encounter consistent, showcasing both the power of the glitch-extended ammo and the efficiency of tool-assisted execution.

Nosferatu

This boss was eliminated using only the knife, requiring precise positioning and timing. I had to strike him at the correct moments to prevent him from releasing the purple gas attack. Nosferatu was killed with only 6 knife hits, which represents the fastest time ever recorded to defeat Nosferatu with a knife. On the last hit, it was necessary to take a small amount of damage (only 3 HP), which was the only strategy found to finish him as quickly as possible.

Worm (Prison - Chris)

The first encounter with the Worm as Claire can be completely ignored. Even if defeated as Claire, the Worm fight will still occur later with Chris. When fought as Chris, this mini-boss was defeated using precise positioning to minimize movement and avoid unnecessary attack animations. Frame-perfect timing allowed the Worm to be eliminated efficiently with only 4 shots, saving a significant number of frames compared to a standard fight.

Albinoid

This mini-boss does not need to be killed. By performing precise frame manipulation, it is possible to collect the Eagle Plate item from the water without triggering its powerful electrical discharges. For correct manipulation, the character must enter the water from the side, ensuring the Albinoid performs the expected movement.

Mutated Steve

The fight against Mutated Steve is straightforward but requires precise movement and positioning to avoid taking damage. I first advanced slightly toward Steve and performed a quick turn on an exact frame, then headed into the opposite direction toward the passageway. As I approach, I used the knife to safely continue without taking damage while Steve keeps pushing Claire until the cutscene is triggered. If the movement is not manipulated correctly, Steve will hit Claire and kill ker very quickly with his huge Halberd. Efficient execution relies on frame-perfect inputs, ensuring minimal wasted frames.

Alexia Ashford (First Form)

Unlike some runs where players move to the side of the stairs to avoid her attacks, i was able to better manipulate the fight so Alexia can be eliminated directly from Chris’s spawn position. This frame manipulation also ensures that the flames she throws does not prevent Chris from going upstairs. In this fight, the inputs must be very precisely, as if Alexia gets too close, she will grab and torch Chris, resulting in an instant death. After three shots, As soon as Alexia is put to the ground, i have to stand exactly where Alexia’s choker spawns to collect the item as soon as possible. Careful positioning and frame-perfect attacks are required to avoid the flammable blood and death-grab, resulting in a highly efficient fight that saves significant frames compared to standard execution.

Alexia Ashford (Second Form)

In her Second Form, Alexia becomes larger and more aggressive, with more dangerous attack patterns. The fight was optimized by using only 4 shots from the standard Grenade Launcher rounds and taking just one hit at the end from the insect-like appendages she releases. To deal maximum damage, it was necessary to get close to her and aim for her upper-body while firing. Precise positioning and frame-perfect attacks were required to hit her weak points efficiently. During the second shot sequence, an observable delay occurs between the first and second shot. This pause was intentionally timed to prevent the insect AI from triggering its attack pattern. The delay is a calculated part of the strategy and does not compromise optimization or affect the legitimacy of the run. A specific position is also necessary to avoid the tentacle attacks. Using this method, the fight saved hundreds of frames, ensuring a highly efficient execution, which also represents the fastest time ever recorded to defeat Alexia's Second Form with a Grenade Launcher.

Alexia Ashford (Final Form)

The final flying form of Alexia is relatively simple compared to her previous forms. By positioning the aim correctly with frame-perfect timing, the fight can be completed efficiently. With just one single precise shot, she is eliminated. The Linear Launcher must be fired quickly, otherwise she begins to spews large amounts of flame at Chris, resulting in immediate damage. If Chris is hit by the fire, the aim interaction is canceled, requiring repositioning to target Alexia again. Proper aiming and positioning ensure minimal time spent in this combat, resulting in a highly efficient fight.

šŸ“ Other comments

I haven’t gone into all the technical details of this TAS, such as the exact number of frames saved during my attempts in each door. In my opinion, the potential for further optimization largely depends on how much the route would need to change. I don’t expect any major improvements here, and any time saved would likely be no more than 1–3 seconds, unless a new trick is found or I’ve missed something.
Special thanks to arukAdo for teaching me everything I know about TASing Resident Evil when we worked together on RE1 back in 2011. I’m certain this movie wouldn’t exist without his help. We haven’t spoken in years, but I am sure this message will eventually get to him.
Special thanks also to my cat for sitting on my lap during countless recording sessions.
Suggested Screenshot: 182802

CoolHandMike: Claiming for judging.
CoolHandMike: Having the goal of Glitched is typically the standard on tasvideos for goal branches. Having a "glitched" goal would put this in Alternative when it really should be in Standard. As a judging note this submission is the same thing as the "Glitched" label on speedrun.com since this is the fastest completion or "any%". Also, optimization looks good.
Accepting to Standard.
Good job!
EZGames69 Processing, r3gamerz will be handling the encodes for this one.


TASVideoAgent
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berrimeow
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nice job on completing this, props for editing out the transitions too
Player (72)
Joined: 5/25/2011
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berrimeow wrote:
nice job on completing this, props for editing out the transitions too
Thanks! It was quite some work to edit all the transitions manually, but I’m glad it paid off and that it made the run smoother to watch.
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I liked this TAS a lot. There is something inherently funny about seeing a game present those dramatic cutscenes/jumpscares with all kinds of monsters, only for the TAS to just unceremoniously run past everything. The highlight of this was when it was done with an entire boss fight! The door transitions do add up, but even with an unedited encode, it's not too bad to just skip past them. Voting "yes"!
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Player (72)
Joined: 5/25/2011
Posts: 19
andypanther wrote:
I liked this TAS a lot. There is something inherently funny about seeing a game present those dramatic cutscenes/jumpscares with all kinds of monsters, only for the TAS to just unceremoniously run past everything. The highlight of this was when it was done with an entire boss fight! The door transitions do add up, but even with an unedited encode, it's not too bad to just skip past them. Voting "yes"!
Thanks a lot! That’s exactly one of the things I enjoy most about making TAS. Skipping all the drama and just running past everything makes the game feel unintentionally funny. And yeah, removing the doors was extra work, but I’m glad it helped make the pacing feel better overall.
Dimon12321
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Welcome back, Uroboros! I proposed to re-review your RE2 "Claire B" TAS due to new, more lenient rules, and it's even stored in some TODO list, so maybe it'll get eventually published, but it needs some expertise to see if the run is still optimized. I'm not gonna repeat what other members have said. +1 That's one of those games which is easy on paper and hard to pull off, much like RE Zero. I'm so glad it has finally TASed! My only question is, why your TAS video timing is 1:45:34 as opposed to movie file's 1:39:23?
TASing is like making a film: only the best takes are shown in the final movie.
Player (72)
Joined: 5/25/2011
Posts: 19
Dimon12321 wrote:
Welcome back, Uroboros! I proposed to re-review your RE2 "Claire B" TAS due to new, more lenient rules, and it's even stored in some TODO list, so maybe it'll get eventually published, but it needs some expertise to see if the run is still optimized. I'm not gonna repeat what other members have said. +1 That's one of those games which is easy on paper and hard to pull off, much like RE Zero. I'm so glad it has finally TASed! My only question is, why your TAS video timing is 1:45:34 as opposed to movie file's 1:39:23?
Thanks a lot, Dimon. It’s really good to be back! I didn’t know until now about the possibility of my RE2 Claire B TAS being re-reviewed, that would be amazing to see, I'll check that out later. As for your question, the movie file shows the pure TAS time (input length), while the in-game time (IGT) ends up longer because as I mentioned in submission notes, the SD version (Dreamcast, PS2, GameCube) doesn’t allow skipping the last cutscene and the ending credits, which adds roughly 6 extra minutes to the total length (8-10 minutes if you compare the entire movie to PS3/X360 HD version), so that’s why the total time is 1:45:34 while the input length is 1:39:23. Kinda lame, especially since this doesn’t happen in RE2.
Dimon12321
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Verified the movie. A note for encoders regarding a potential input file for publishing (if anyone cares about it). After the end of the credits, a screen will pop up regarding unavailability of Memory Card in Slot A. The upper option must be selected to transit to the ending art of Redfields standing together. You press A or B and the result screen shows up (Rank A, Time 1:45:34)
TASing is like making a film: only the best takes are shown in the final movie.
Player (72)
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Dimon12321 wrote:
Verified the movie. A note for encoders regarding a potential input file for publishing (if anyone cares about it). After the end of the credits, a screen will pop up regarding unavailability of Memory Card in Slot A. The upper option must be selected to transit to the ending art of Redfields standing together. You press A or B and the result screen shows up (Rank A, Time 1:45:34)
Good note, thanks for pointing that out! Especially since the in-game text is in Japanese and it might not be obvious. I made sure to handle that part in the encode by selecting the upper option at the Memory Card screen.
fsvgm777
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Uroboros wrote:
Good note, thanks for pointing that out! Especially since the in-game text is in Japanese and it might not be obvious. I made sure to handle that part in the encode by selecting the upper option at the Memory Card screen.
Could you provide an alternate input file that goes through the inputs to show the results screen for encoding purposes?
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Dimon12321
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fsvgm777 wrote:
Uroboros wrote:
Good note, thanks for pointing that out! Especially since the in-game text is in Japanese and it might not be obvious. I made sure to handle that part in the encode by selecting the upper option at the Memory Card screen.
Could you provide an alternate input file that goes through the inputs to show the results screen for encoding purposes?
User movie #638976028080551739
TASing is like making a film: only the best takes are shown in the final movie.
Post subject: Encoding
r3gamerz
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Encoding this submission. This will take a while.
Never stop innovating.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [6811] GC Resident Evil – Code: Veronica X by Uroboros in 1:39:23.000
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Thank you everyone! Huge thanks to the encoders, judges, editors, and everyone involved in getting this published. I really appreciate all the work and support, it means a lot to see this run make it through the process. I also have a question regarding Resident Evil Code: Veronica’s Battle Game. Is it possible to submit TASes of the extra modes as well, even if the main input file was started without a Memory Card? I’m curious about how this is usually handled, and whether separate input files for these modes would be acceptable.
Dimon12321
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Uroboros wrote:
I also have a question regarding Resident Evil Code: Veronica’s Battle Game. Is it possible to submit TASes of the extra modes as well, even if the main input file was started without a Memory Card? I’m curious about how this is usually handled, and whether separate input files for these modes would be acceptable.
Extra modes are acceptable. Here are some of those: [5950] Saturn Resident Evil "Battle Game" by Fortranm in 05:49.70 [6293] GC Resident Evil 4 "The Mercenaries: Castle, maximum score" by Ubercapitalist in 15:06.47 You'd better ask about this in Ask a Judge topic, what can be done about it. As far as I know, there is no way to insert a memory card in Dolphin while the game is running. You may probably have to pass the story mode again with a memory card inserted at the start-up to have a .dtm file which would serve as a verification movie for Battle Mode. TASing the game again is not mandatory, it can be a casual walkthrough
TASing is like making a film: only the best takes are shown in the final movie.