Ontario runner Fuff built a quiet but far reaching speedrunning career that stretches from licensed console platformers to modern indie games and, later, classic Zelda routing. Over more than ten years on Speedrun.com he has logged more than 150 verified runs across titles that include A Hat in Time, SpongeBob SquarePants: Battle for Bikini Bottom, The SpongeBob SquarePants Movie, Getting Over It With Bennett Foddy, Pizza Tower, Super Mario 64, and The Legend of Zelda: Ocarina of Time, with his profile listing 157 runs and a join date a decade ago.
What ties those games together is a particular style. Fuff rarely chases a single category for years at a time. Instead he tends to learn a game deeply, push it to a strong time that often sits near the top of the board in its era, then carry the lessons about routing, movement, and mental composure into the next challenge. That approach produced world records in Battle for Bikini Bottom and A Hat in Time, strong showings in Getting Over It and Pizza Tower, and, in recent years, highly respected times in modern Ocarina of Time categories.
Early Years in Bikini Bottom
Fuff’s earliest verified work on Speedrun.com comes from the mid 2010s SpongeBob scene. In SpongeBob SquarePants: Battle for Bikini Bottom he focused on any percent on Xbox and GameCube hardware, a category that was still discovering optimal movement, damage boosts, and route order when his name began to appear on leaderboards. One of the earliest videos still linked from the boards is a 1 hour 3 minute 43 second any percent run on Xbox 360 backward compatibility, submitted nine years ago and verified through a Twitch VOD.
That was not the ceiling. A Reddit submission from nearly ten years ago records a 1 hour 9 minute 25 second run tagged as a world record at the time, celebrated by viewers who had grown up with the game and were seeing it taken apart at a level they never imagined. The title of that thread is not just a community compliment. It marks Fuff as one of the runners who helped drag Battle for Bikini Bottom any percent far below casual expectations and set a standard for movement and boss execution that later runners, including charity focused efforts like the “100 Under 1” challenge, would have to match.
Alongside any percent, Fuff also ran 100 percent on console, recording a 1 hour 57 minute 19 second full completion run in the same era. The run is no longer near the top of the leaderboard, but its presence on the profile helps sketch a picture of a player who was willing to route collectables and side objectives rather than only chase the fastest credits.
The SpongeBob SquarePants Movie and the Licensed Platformer Circuit
The same years saw Fuff move into The SpongeBob SquarePants Movie, a related but distinct licensed platformer with its own tech and pacing. His Speedrun.com profile lists a No Major Glitches full game run on Xbox 360 hardware with a time of 1 hour 37 minutes 52 seconds, recorded eight years ago and sitting in the low twenties on the leaderboard today.
Outside the leaderboard, a YouTube video titled “TSSM Any% Speedrun in 1:51:23” captures another long movie tie in run, likely from the same period, which circulated as a benchmark for learning the route even if it did not carry a world record label. The combined Battle for Bikini Bottom and movie times positioned Fuff as an all round Nickelodeon runner, someone comfortable with the quirks of mid 2000s licensed platformers and their heavy reliance on precise movement in levels that were never built with speedrunning in mind.
That background mattered later. The muscle memory built on awkward slopes, enemy cycles, and console loading quirks made the jump into modern indie platformers smoother when A Hat in Time arrived.
A Hat in Time and Time Piece World Records
If Battle for Bikini Bottom was where Fuff learned to be a serious runner, A Hat in Time is where he became a world record holder in a game that was at the center of the speedrunning conversation. His profile shows dozens of full game and level runs across multiple categories. These include any percent lag abuse, All Time Pieces lag abuse and lagless variants, and dedicated rift categories, many of them run on version 1.0 with default settings.
The clearest milestone is a 1 hour 20 minute 37 second All Time Pieces run recorded as world record in a video titled “[World Record] A Hat in Time – All Time Pieces Speedrun in 1:20:37,” which drew tens of thousands of views and became one of the reference runs for full completion routing in the late 2010s. In that route, Fuff balances heavy use of movement tech like double jumps, dives, and hat switching with the practical realities of loading zones and cutscenes, tying together every main chapter and time rift into a single coherent line.
A second world record surfaced in any percent. A Reddit thread from eight years ago announced “[WR] A Hat in Time in 44:46.300 by Fuff,” though commenters quickly noted that the actual run time was 44 minutes 36 seconds. While that record has long since fallen, it captured a moment when runners were still discovering how far damage boosts, early relic routing, and level specific shortcuts could be pushed in a game that had only recently left development.
Beyond full game categories, Fuff also produced strong individual level runs. On the “Time Rift – Gallery” level he recorded an 11th place 26.510 second clear in the lagless any percent category, and on “Alpine Skyline – The Illness Has Spread” he logged a 4 minute 9.150 second run that sat in second place at the time of submission. These shorter categories show the same strengths as the full game runs, especially the way he preserves momentum through long strings of dives and tight corner cuts rather than relying on safe or conservative platforming.
By the time A Hat in Time routing matured, Fuff’s times had been pushed down the leaderboards by newer records, but his videos and submissions remained part of the reference library for runners learning the game. His profile lists 61 recorded A Hat in Time runs, a volume of grinding that speaks to how central the game was to his mid career.
Getting Over It and the Art of Precision
After the long routes of licensed platformers and A Hat in Time, Fuff turned toward a very different challenge in Getting Over It With Bennett Foddy. The game has only one real level but demands extreme precision and emotional control. On the Speedrun.com leaderboard he appears with a glitchless time of 1 minute 11.646 seconds on PC, recorded four years ago and placed around 60th on the board.
YouTube uploads labeled “Getting Over It Speedrun in 1:21.123,” “Getting Over It Speedrun in 1:23.355,” and “Getting Over It Speedrun in 1:17.892” show a series of personal bests over time. They trace the arc from early successful climbs into more refined hammer swings and faster recoveries when mistakes happen. Although none of these times threatened world records, they illustrate a common theme in his career. Fuff is comfortable putting in many hours of improvement even when a game will only ever be one of several in his rotation.
Pizza Tower, Super Mario 64, and the Cross Game Skillset
The same period saw Fuff pick up Pizza Tower, a frenetic indie platformer often compared to Wario Land. On the any percent Peppino No Major Glitches leaderboard he holds a 1 hour 3 minute 28.167 second run on PC, recorded a year ago and ranked sixth at the time of indexing. That position in the top ten reinforces his identity as a runner who can enter a relatively new scene and quickly reach a time that is competitive with long term specialists.
Alongside Pizza Tower he continued to work on classic three dimensional platformers. On the Super Mario 64 boards he logged a 1 hour 43 minute 30 second 120 star run on Japanese N64 hardware, placing just inside the top one hundred two years ago, as well as a 51 minute 55 second 70 star time. The Mario runs do not come with the same world record headlines as SpongeBob or A Hat in Time, but they show that the same movement skills that carried licensed games were transferable to one of speedrunning’s most studied titles.
A Second Act in Ocarina of Time
In the early 2020s Fuff’s focus shifted again, this time to long route categories in The Legend of Zelda: Ocarina of Time. Rather than chase the fastest credits any percent routes, he gravitated toward categories that showcase the game’s full structure without the most extreme glitches.
On the All Dungeons No SRM leaderboard he recently posted a 1 hour 18 minute 30 second run on Japanese Wii Virtual Console, recorded eight days before the leaderboard snapshot and ranked 26th. In No Wrong Warp, No SRM he submitted a 44 minute 53 second run in the same version, which is tagged as obsolete after later improvements but still illustrates his ability to navigate a dense, execution heavy route that avoids the most game breaking tricks.
Those entries matter for two reasons. First, they show that more than a decade after he joined the site, Fuff is still active in one of the largest and most demanding speedrun communities. Second, Ocarina of Time categories such as All Dungeons No SRM require a different temperament than short platformer runs. They blend two dimensional movement with heavy menuing, careful resource management, and long segments where a single mistake can cost significant time. That Fuff has found a place in this scene suggests that the persistence he showed in licensed platformers and indie games translates well to longer, more technical routes.
Legacy and Influence
Measured only by world records, Fuff’s legacy could be reduced to a handful of lines. A Battle for Bikini Bottom any percent world record around 1:09 in the mid 2010s. A pair of A Hat in Time full game world records that set early standards in any percent and All Time Pieces. Subsequent top ten level times in rifts, Pizza Tower, and other games.
The broader picture is more interesting. His career shows how a runner can move between different sub communities and still leave a meaningful mark in each. In SpongeBob he helped demonstrate what was possible in a game many people had dismissed as a simple licensed tie in. In A Hat in Time he joined the first wave of runners who defined what full completion and any percent looked like before the scene fully stabilized. In Getting Over It and Pizza Tower he tested himself against newer, more punishing forms of platforming. In Ocarina of Time he has become part of a competitive mid field in one of speedrunning’s central games, where small optimizations matter and every second is earned.
For the broader history of speedrunning, Fuff represents a particular kind of legacy. Not the single game specialist who lives on one leaderboard for a decade, and not the pure variety runner who rarely grinds out competitive times. Instead he sits somewhere in between, a player who picks up a game, learns it deeply enough to contribute to its routing and record history, then carries that experience into the next challenge. It is a career built less on constant spotlight and more on steady craft, preserved today in dozens of VODs, leaderboard entries, and threads that document how the community’s standards changed over time.