I modified his ways to get into a blackhole slightly and found myself at the opposite end of the dreadnought without even having to complete it! This is very unoptimized and there should be 10+ seconds that could be saved here.
I modified his ways to get into a blackhole slightly and found myself at the opposite end of the dreadnought without even having to complete it! This is very unoptimized and there should be 10+ seconds that could be saved here.
MarioFan: youtube.com/channel/UCKTKHwvv1kkJ1x7uHydgtnA[TAS] Super Mario Galaxy: Freezeflame Secret in 40.77s (ITEMLESS)usernameispassword2024-02-04 | YOLO The reason the fireboost has such a trajectory is because I changed the angle of what the game thinks is a floor by doing a slopejump at 0:31. Therefore, I was able to get horizontal momentum from where I burned.
I actually had so much speed that I had a LOT of wiggle room, and so the ending lavaburn to the star was the most optimized it could be; any more and I would have too much speed and literally fly above the star.
I figured out a much quicker way to get to the Freezeflame 2 ending planet through a gravity reversal. Also, the lavawalk can be thought of as one big autoscroller. If you reach within the top entry point (from the side) of the last planet, it is the most optimized it can be.
In the beginning, you can actually get out of bounds very fast (almost immediately), but you need to have the orientation of the ground pound facing towards the suns. This is why I needed to reorient my angle with the first two jumps.
I think I can save at least 8 frames in the ending fireball section, since the first fireball throw to light the second torch is wasted. I could get it without wasting it, but then I couldn't land on that little ledge while also being in time for the cage opening cutscene. Skill issue. Also, there was the strategy to snipe the second torch with the first fireball, which I could get, but the fireball traveled there pretty slowly.
Finally, Evanbowl pointed out that there was a small hole on the left side of the burnt saucer ( media.discordapp.net/attachments/302602573586890754/1069302223969988628/image.png ). I experimented with this and it turns out it is possible to go on top of the burnt saucer from this left small hole. This video is simply a hacked demonstration, but I think that with proper angles, it is possible to go inside this small gap and get the skip without hacks.
In this demonstration (in which the hacked position of the third cinder is absolutely unrealistic), I show that you can get enough speed to get above the invisible walls. I think that with better positioning and angles, you could actually navigate the walls to the left instead of the right and do this damageless, which gives some hope for Melty Molten Speed Comet.
I only refined the setup and adjusted the angle which to fall at the final planet. This should save around 25 seconds per star![TAS] Super Mario Galaxy: Bubble Blastoff in 1:02.88usernameispassword2023-01-15 | This run saves around 17.7 seconds over the best IL time if you exclude cutscenes. Featuring many tricks such as the mega shore launch, instant stump pounds, and camera manipulation to make the cycle on the last planet faster.
The mega shore launch (MSL) was a difficult trick to pull off. Many of the launches were getting stopped by the ceiling directly above the launching spot, and I couldn't pull off a MSL on the left end of the shore despite getting 100+ vertical speed (which lasted only for a frame). I probably would've been able to reach an earlier cycle if I was able to pull off a launch on the left end of the shore, since the long jumps to set it up would be less awkward.
I learned that you wouldn't be able to launch directly facing towards the shore since the shore launch animation would be cut prematurely by an "exiting the water" animation. Therefore, I was required to long jump to the absolute edge of the water for the shore launch so that the launch was at an angle AND didn't hit the ceiling.
On the cheep cheep planet, I direct the camera so the tennis ball planet is visible for 80 frames, which allows better alignment of the tennis balls when I reach there.
Files: drive.google.com/drive/folders/1ru8W616RKkpD1v3RGb_hqW5VjsShOp0G?usp=sharingHypothetical Skip for Boo in a Box (inside Deep Dark Purples)usernameispassword2023-01-06 | As of now, this skip is looking unlikely. Although it's likely possible to make it to the box with 113 vertical speed, the initial position from which we launch off must be close enough to the proper part of the ceiling. However, if there is some way to bypass the speed cap of 32 horizontal speed when bouncing off a ceiling, we may unlock more options for this skip.Luma Cage Skip in Dreadnought 3! [Possibly RTA Viable]usernameispassword2022-09-21 | It is RTA viable.Easiest A press save ever using Edge Liftusernameispassword2022-01-15 | Free, probably RTA viable A press save. I jumped to set these edge lifts up but you can do them without jumping. Anyways, I have another A press coming up in Toy Time 1. The strategy is: luring bats to bounce on to access the spring shroom without unscrewing Mechabowser's arm. After that, we go back down on the arm, except this time, we're powered up with the spring shroom. In an incredibly rare 2P movement strategy, Spring Mario ground pounds to temporarily latch onto the edge of the arm for a split second. When the arm jitters (Purplesun's vid: youtube.com/watch?v=4p3IelAWQVc), we press the 2P A button to long jump with the spring mushroom. We can finally collect the star without having to jump, which is pretty neat.How to make 10 million credits / $150 every week off Poketwo using Auction Glitch!usernameispassword2021-11-11 | I've been using this glitch to make a total of 50 million credits in the past month, around $750. I'm finally getting sick of scamming, so I'm showing this glitch off to others.[TAS] Super Mario Galaxy 2 - Return of King Whomp in 10805 (IL Time: 10248)usernameispassword2021-09-06 | This is the first TAS I have created in Super Mario Galaxy 2, so I was unfamiliar with the "clear time" for an IL. I didn't know that waiting for cycles during the starting cutscene would have no change on the time.
This TAS features a new way to reach King Whomp via clipping through a thwomp. I was thinking about this route after I clipped inside of Buoy Base via a thwomp. The first part (traveling to the thwomp) isn’t fully optimized, nor does it need to be, since the thwomp runs on a certain cycle and you simply have to be in time to make the cycle. However, if I had known what "clear time" was, I could have waited for the optimal thwomp cutscene and had gone from the top side, which would be 1.5 - 2 seconds faster.
Here is when stuff becomes precise. Luigi has to touch the bottom of the thwomp’s face (notice the extra depth that the face provides) so that he becomes mashed between the thwomp’s face and the wall. To avoid getting squished, we need to jump as soon as the thwomp makes contact. Since we are mashed between the thwomp’s face and the wall, the game tries to push Luigi one way or the other, which means either a clip into the thwomp, or a clip inside the wall. Luigi gets rebounded back and forth inside the thwomp and inside the wall. When Luigi gets inside the wall, he makes a jump, and Luigi has now clipped inside the wall! Funny animation as Luigi goes down, since the game hasn’t recognized that we have exited the jumping action.
Now, simply drop down to the platform below and long jump to the other side where we confront King Whomp! At least a second could be saved while entering the boss fight, but I couldn’t replicate what I did earlier, which was a bonk cancel from the underside of King Whomp. Basically, before the boss fight, King Whomp is invisible, but his figure is still present, and we can make contact with it. I made contact off the edge of his feet, bonked, but was pushed off by the bottom of his body, starting the boss fight much earlier.
At this point, the "IL time" for the new thwomp clip strategy was around a second slower than the "IL time" for the regular whomp clip strategy.
In the actual boss fight, the fastest way that I found to groundpound King Whomp is from right above, while clipping inside of him as he goes down. This saves 17 frames over SPsm64TAS’s way of ground pounding via a backflip. King Whomp is only vulnerable 25 frames after he has completely smashed the ground.
Edit: This paragraph above is BS ("vulnerable only 25 frames after"), I got the first hit only 14 frames after, but I mistimed it to 25 somehow. This means that there are 22 more frames of improvement in the second and third hits.
The IL time for this TAS, as mentioned in the description above, could thus be improved by about 3 seconds.
DTM: drive.google.com/file/d/1b0Ni0p6I4JVWDQW-yoYbRMC3d5qLZ2Jw/view?usp=sharing[TAS] Freezeflame Secret Itemless 1p + New potential Mega Shore Launch routeusernameispassword2021-08-08 | ~125 speed is finally achieved with this megashore launch. This is the most precise stuff I've done, it's both unit perfect and has a very small frame window to get the "shaking ground" effect to pull off the launch. If you can get more speed, then you can wall jump off a higher section and make your way to the top, skipping the whole fireflower + snowman ordeal.Super Mario Galaxy 2 - Goryuyas bowser door skipusernameispassword2021-07-26 | Goryuya originally tried this skip idea here: twitter.com/goryuyasmg2/status/1419191588429783042
After a bit of altering the strategy, I was able to catch the gravity of the other side. This is a low optimized demonstration of the skip. If this way didn't work out, I had a method to use the second whomp's hyperspeed, which I showed here (youtube.com/watch?v=newhuTdpIiQ). This whomp's speed would rebound off the slope of the first whomp and thus its trajectory would line up to skip.
Maybe this whomp rebounding could be used in other stages, such as Bowser's gravity gauntlet. But that will be pretty difficult.Super Mario Galaxy 2 - Whomp Hyperspeedusernameispassword2021-07-25 | Crazy speed.
Did some testing and this happened. Can probably be used to skip the door using the other whomp. Also have a bit of plans with it in Gravity Gauntlet. Reminds me of the rolling smily enemies that generate the same momentum.Super Mario Galaxy 2 - Instant teleportationusernameispassword2021-07-04 | Penguin launch gets you out of bounds here. Followed by this insanity. Maybe game didn't like Luigi being OOB so they teleported him to where his shadow inbounds. Craziest stuff I've found
drive.google.com/drive/folders/1il9PfSis7cQcYC6AjH2tr0jaH0fc6qaJ?usp=sharing This was played on dolphin - above are the savestates of this. Replay state 8 on recording mode and playback state 6 in read only mode.Penguin Launch in Super Mario Galaxy 2usernameispassword2021-07-04 | Penguins in SMG1 are thought to be similar to shores. But in SMG2 they are pretty different. This is just one shore launch and I haven't tested all that much, but you can get launched from a penguin through surface swimming and get launched horizontally with great speed. Gotta do more testing with swimming jank multispins if they alter the speed.
Probably could be used to get on top of cosmic cove.Super Mario Galaxy -Escaping Plunder the Purple Coins WITHOUT HACKS + HUGE Timesave in Boo in a Box!usernameispassword2021-06-28 | Well, this plank shore launch is really useful :) It can help reach the floor much quicker, and after entering in Plunder the purple coins, one can collect the Boo in a Box star!
Pertaining to ABC, if you get a Mega shore launch off this same plank, I think we can get on the top and collect the high purple coins without jumping.
There are many objects such as twisted poles and speechless toads outside. But most importantly, Captain Toad says that there are No Purple Coins in the Dirt! So maybe, the developers knew about how to escape without hacks all along!SMG ABC - 4 A press save in Deep dark purples + another save ideausernameispassword2021-06-28 | This allows infinite access to the top without pressing A using the pole. With this, you can use HGP to get the top right, center purple coins. You can also spinback to the left coin directly under.Save 6 A presses using this one simple trick!usernameispassword2021-06-28 | So after lowering the planks with groundpounds, you can clip into them inside water. There are 4 planks in the level. Looks like you can clip inside all surfaces (and potentially even enemies... I'll test cataquack next) inside water. Here, I had to control the time I spent outside water, or the plank would raise too much.
There is potential for mega shore launches here to get to the beach without hacks as well
Music - Zomboss Theme PVZ1x A press save in Matter Splatter Galaxy using Edge Liftusernameispassword2021-06-18 | Finally repaired my computer and got dolphin back. Uses edge lift tech, discovered by purplesunSuper Mario Galaxy - Mega Shore Launchusernameispassword2021-05-26 | These seem to occur solely because of shore geometry. Wonder what the first one would do in the penguin race. If I also aimed down left and had a launched off a different place, it would land further down the river (potentially useful for race). When you're in air for that long, after getting slowed down at the peak, you come crashing down and your horizontal speed also increases[TAS] Super Mario Galaxy: Bowser Jr.s Lava Reactor in 1:53.25s [Luigi]usernameispassword2021-05-15 | This TAS displays many ways to reduce lag and involves a different boss fight route.
The fight route delays the first coconut hit for Kaliente to produce a second coconut quicker (thus reaching Kaliente's third stage faster). At 1:28, I delayed the spin for a few frames. Had I sent the coconut faster, Kaliente would go back into a defensive posture without releasing another coconut.
Hitting cages (5 frames), Hitting coconuts (3 frames), hitting octopuses (17 frames), octopus' disappearing animation, and hitting Kaliente on the last "scene" of each one of his 3 "phases" produce lag (3 frames 3 times).
1) The cage was made offscreen in order to not get lag at 0:31 (5 to 0 lag frames) 2) Both octopuses were hit simultaneously at 0:46 so that their lag frames overlapped and somehow lag was even reduced from an individual hit(34 to 10 frames)! The lag frames of their disappearance thus overlapped too and a double disappearance produced less lag than an individual one (10 to 3 frames). 3) Both coconuts were hit at once at 1:30 (6 to 3 frames) 4) At 1:30, Kaliente's first phase was supposed to generate lag frames but it was overwritten by the second coconut hitting it (3 to 0 frames).
At 1:37, Luigi bargains with King Kaliente's rage and spares his crown in exchange for time, which was the purpose of delaying the coconut before. Btw, gonna make a Deep Dark 2 Tas soon with a shore launch route
Time: 6795 framesBee hyperflight and its applications in Super Mario Galaxyusernameispassword2021-05-05 | Can be done off all spinnable and breakable non-npc objects. Also, I swear I got 20 starting speed once, I'm trying everything to replicate itMessing around with ballsusernameispassword2021-05-01 | Luigi plays around with battlerock 1 OOB, and it's not possible to cannonball bounce the whole way to the back unfortunately. This is suboptimal as always so 5 seconds can easily be shaved off from thisSuper Mario Galaxy - RTA viable 3 second save as Luigi in Toy time 1usernameispassword2021-04-12 | Old clip uploaded for visibility, am currently working on TT1 tas
TAS makes this bounce much more polished, faster (through weakspin and lands on top of jar), and quicker to set up (in only 1 bounce as opposed to 3), TAS version would save at least 8 seconds.
launch star skip idea originally uploaded by CreepyGar (youtube.com/watch?v=6LIkIhsRi9k)Bowser Jr 3 faster bossfightusernameispassword2021-04-11 | Even when really unoptimized, saves 4-5 seconds over the regular strat. If someone decides to do a Tas of this, they can overlap the lag frames of hitting the coconut and kaliente with this strat too, something pretty cool[TAS] Super Mario Galaxy: Buoy Base 1 in 47.59s [Luigi]usernameispassword2021-03-28 | UPDATE: It's possible to save over 2 seconds in the beginning by using p2 to delay the penguin's cycle.
The better bro allies with Penguin to climb up the tower in 47.56 seconds.
This version had a better penguin launch, as the first frame of spin went fully inside the penguin . Paired with p2, this allowed me to reach a whole other tier on the first shot. In my testing, when the launch collided with the wall at 0:27, it allowed me to spin, but this spin was over twice the height of a regular spin. If the launch is improved by even a little height, then the need for p2 to reach that tier is removed.
Currently, there were 2 ways to reach a spinnable state: holding neutral for ~35 frames (which was too slow despite allowing you to 2p jump at top height), or going close to a wall (which is what I did). This was followed by 2 instant backflips, after which I 2p jumped, followed by a ledgegrab at ~6500 height.
I was too close to the edge to instant backflip again, so I walked a little and barely backflipped onto the green topman, which was followed by a double-bounce, followed by a 2p jump that landed away from the screw. Lastly, I got onto the second screw and did a frame-perfect ground pound, allowing me to ground pound much earlier. This saved 6 or 7 frames.
Lastly, there is some possibility of delaying the penguin when starting long enough with p2 but I had no success there.[Very Sloppy TAS] Super Mario Galaxy: Buoy Base 1 in 50.45 [Mario]usernameispassword2021-03-08 | UPDATE: A better TAS has come out here: youtube.com/watch?v=wkZYyZsjYG4
UPDATE 2: It's possible to save over 2 seconds in the beginning by using p2 to delay the penguin's cycle.
Has cutscenes according to the any% plan.
Has a bunch of inaccurate movement. The penguin launch isn't optimized, and the part from 0:27 to 0:28 would be unnecessary because an optimized penguin launch goes right under the yellow block (in this savestate: drive.google.com/file/d/172NWFSvS9zWUScXQxWIYiEijDDKUNdZ6/view?usp=sharing), I just couldn't get it again.
Bunch of more sloppy parts such as the unnecessary ledgegrab at 0:30 and many spins and 2p jumps aren't done the fastest I could.
In the last planet, I could have barely long jumped all the way to the screw, but this fell just short when I decided to avoid the coin at 0:40.
A point of improvement would be at 0:31. The platform off which I walljump is pretty jank and you can do a mega ledgegrab off it.SMG ABC - 1x save in Space Junk 1 and Susernameispassword2021-02-17 | Pretty easy save that is done with half an A press which you can hold from star select. Might be Luigi only though but you should be able to loop around the planet many times to do it as Mario.SMG ABC - 2 A press save Ideas with Goombasusernameispassword2021-02-08 | Gonna take a bit of effort for the first one, second seems doable. ABC is 100% dead after this, there's the buoy base penguin save remaining but that's about it.Super Mario Galaxy ABC - 1x save for Gusty Garden 3usernameispassword2021-02-02 | Saves 1x in Gusty Garden 3. Pretty sure ABC is dead after thisSuper Mario Galaxy ABC - Melty Molten 2 0x Stargrab ideausernameispassword2021-02-02 | If you bounce off the edge of a lava plate, you get a boost in speed. Starting off with 6 health allows you to navigate your way up the lava plates. I am very close to the stargrab but can't get it, I made a sloppy demo here.Super Mario Galaxy ABC - Deepdark purples 6x Luigiusernameispassword2021-01-29 | First trick is watersideflip. Do it by sliding in water after getting the planks low enough through groundpounding repeatedly on them. Saves an A pressSuper Mario Galaxy ABC - Bubble blastoff 0xA stargrabusernameispassword2021-01-27 | Makes Bubble Blastoff complete in 0 A presses for both Mario and Luigi. Rest of the level is here: youtube.com/watch?v=dq24Df9t_zASuper Mario Galaxy ABC - Stargrab Dusty dune 2 and S in 0x Ausernameispassword2021-01-19 | Well this has to be done in 0 A presses, not 0.5 since you have a pull star which needs you to let go of A. Also using nunchuck spin which goes higher for luigi. Not sure if possible with Mario since he doesn't get same type of backwards momentum, but saves an A press for 2 stages with Luigi. Gameplay count down to 145 with Luigi.Super Mario Galaxy ABC - Transport Goombeetle without Jumping in Bowsers Dark Matter Plantusernameispassword2021-01-17 | See here for part 2: youtube.com/watch?v=0Lu9qWdDeLM
Here I show how I transported the beetle up. For some reason, the Goombeetle disappears whenever you step on the second floor and on the first half of the step after that. I had to work around that somehow and this is how I did it.
Assume that p2 is held throughout this, although it's not in the vidSuper Mario Galaxy ABC - Bowsers Dark Matter Plant Stargrab in 0.5x p1 + 0.5x p2 A pressesusernameispassword2021-01-17 | First p2 A press save in Mario galaxy! It's a fun challenge to get the Goombeetle to the top set of stairs without pressing A. I will make a video soon on how I did itSuper Mario Galaxy ABC - 3x Save for Mario Bouncing down cake laneusernameispassword2021-01-08 | Brings down bouncing down cake lane down from 5x to 2x A presses as Mario.
I lure a Mechakoopa to the second layer of cake, and spin back to an electric ball to stay in air, signalling for the Mechakoopa to jump to the third layer.
I take advantage of this and use the momentum of the Mechakoopa to bounce back to another electric ball.Super Mario Galaxy ABC - Bubble Blastoff in 1x A [outdated]usernameispassword2021-01-06 | This has been outdated: youtube.com/watch?v=12ZxjHmTRFY, there is a 0x stargrab
This saves 0.5x as Luigi and 1x as Mario. The 1 A press is required for the stargrab
The clip of the cheepcheep planet to ending is from Hello My Name is Nim: youtube.com/watch?v=1bDUZytDtzkSuper Mario Galaxy ABC - Dreadnought Purples in 0.5 A pressesusernameispassword2020-12-14 | Just uploading an old star on youtube.Super Mario Galaxy ABC - Goomba raisingusernameispassword2020-12-14 | Here is a technique that can be used to save A presses. A goomba can be raised almost if it's against two walls.Super Mario Galaxy ABC - Honeyhive Purples 0.5x A proof of Concept [See Description]usernameispassword2020-12-12 | Here I demonstrate that it's possible to get the flipbug onto the ledge. Transferring the flipbug to the other side of the waterfall and shooting it down near the Wiggler is easy enough. Then, with a triple bounce off the wiggler and a flipbug bounce using flipbug raising, Luigi/Mario can get on the ledge without a wallkick. From there just do the normal procedure and get the second flipbug to collect the remaining purple coins.On the deserted planet - Seaslide purple coinsusernameispassword2020-08-10 | On the deserted planet - Seaslide purple coins
Found some interesting triple jumps, the board has a gravity of its own Besides there's nothing on the water and penguru says the same shitPurple coins by the seaside - starbitsusernameispassword2020-08-10 | Purple coins by the seaside - starbits