nemi43 | Sky Station 1, C, and GS2 @nemi43 | Uploaded 4 years ago | Updated 14 hours ago
Peewee Piranha's Temper Tantrum - 1:23.85
0:06 - After talking to the Luma, I look away from the cylinder planet so the wagons on that planet move less. This is to make a long-jump on that planet a little easier to execute.
0:14 - The first 2 long-jumps on the second planet are precise. I need to be far enough to the left to prevent the second set of elevators from moving too much, but I also need to prevent bumping into the Luma.
I had to slow down a little before long-jumping off the second set of elevators. Letting the intro play a tiny bit more can provide better timing, which is what I do in Green Star 2.
0:24 - The spinless Luma bounce is from Pottoww's IL of this Star. I need to be far enough to the left to prevent the Luma from spinning when I spin because I want the Luma to be as far left as possible. The farther left the Luma is, the higher it seems to be. I face down-right during the backflip and hold up during the bounce.
youtube.com/watch?v=PmVlvTOvgDA&t=36s
0:37 - Ideally, this wagon would be a little earlier in its cycle to better set up the long-jump. However, doing the spinless Luma bounce seems to cause the wagon to move further in its cycle, and I couldn't find a way to position the wagon better without messing up the timing of the second set of elevators on the second planet.
Also, I was expecting to bonk against the wagon at the end of this long-jump. This run was the first time I avoided a bonk. Hence, the needless jump before the Luma arrives.
1:03 - In my timing tests of the first phase of Peewee, starting the long-jump as early as possible was fastest. This also allows doing a spin with the Wiimote without holding A while avoiding a hit from Peewee, whereas a later long-jump might require a higher spin.
Doing a jump by mashing A before the second phase starts can cause Luigi to get stuck after the cutscene. I work around this problem by just wiggling the control stick a little at the start of the second phase.
On the second phase, I again tried to start the long-jump as early as possible but had to spin with the nunchuck without holding A.
When approaching the Star, it seems fastest to start the long-jump close to the Star. This might be different for Mario.
1:46 - Peewee Piranha's Speed Run - 0:40.06
I let the first half of the intro play a little to adjust the positions of the wagons on the second planet.
1:59 - I can't do the boosted long-jump off a wagon like in the first Star. There are twice as many wagons on this planet, now, and one of them blocks the path of the long-jump.
2:53 - Green Star 2 - 0:21.91
I let the intro play a tiny bit more than in the first Star for a better timing of the second set of elevators.
Peewee Piranha's Temper Tantrum - 1:23.85
0:06 - After talking to the Luma, I look away from the cylinder planet so the wagons on that planet move less. This is to make a long-jump on that planet a little easier to execute.
0:14 - The first 2 long-jumps on the second planet are precise. I need to be far enough to the left to prevent the second set of elevators from moving too much, but I also need to prevent bumping into the Luma.
I had to slow down a little before long-jumping off the second set of elevators. Letting the intro play a tiny bit more can provide better timing, which is what I do in Green Star 2.
0:24 - The spinless Luma bounce is from Pottoww's IL of this Star. I need to be far enough to the left to prevent the Luma from spinning when I spin because I want the Luma to be as far left as possible. The farther left the Luma is, the higher it seems to be. I face down-right during the backflip and hold up during the bounce.
youtube.com/watch?v=PmVlvTOvgDA&t=36s
0:37 - Ideally, this wagon would be a little earlier in its cycle to better set up the long-jump. However, doing the spinless Luma bounce seems to cause the wagon to move further in its cycle, and I couldn't find a way to position the wagon better without messing up the timing of the second set of elevators on the second planet.
Also, I was expecting to bonk against the wagon at the end of this long-jump. This run was the first time I avoided a bonk. Hence, the needless jump before the Luma arrives.
1:03 - In my timing tests of the first phase of Peewee, starting the long-jump as early as possible was fastest. This also allows doing a spin with the Wiimote without holding A while avoiding a hit from Peewee, whereas a later long-jump might require a higher spin.
Doing a jump by mashing A before the second phase starts can cause Luigi to get stuck after the cutscene. I work around this problem by just wiggling the control stick a little at the start of the second phase.
On the second phase, I again tried to start the long-jump as early as possible but had to spin with the nunchuck without holding A.
When approaching the Star, it seems fastest to start the long-jump close to the Star. This might be different for Mario.
1:46 - Peewee Piranha's Speed Run - 0:40.06
I let the first half of the intro play a little to adjust the positions of the wagons on the second planet.
1:59 - I can't do the boosted long-jump off a wagon like in the first Star. There are twice as many wagons on this planet, now, and one of them blocks the path of the long-jump.
2:53 - Green Star 2 - 0:21.91
I let the intro play a tiny bit more than in the first Star for a better timing of the second set of elevators.