SMG2 World 1 test speed run @nemi43
SMG2 World 1 test speed run  @nemi43
Uploaded October 2013 | Updated September 2026, 1 week ago
I wanted to do this run to see how much time can be saved in World 1 over my current PB. The answer: at least 1:15.

Thanks to jda and Yoshifan for finding many of these new tricks.

Splits:

Sky Station 1: -5.9
Sky Station 2: -9.9
Yoshi Star 1: -28.4 (!)
Yoshi Star 2: -32.9
Spin Dig 1: -51.5 (!!)
Rightside 1: -53.5
Rightside S: -57.2
Fluffy S: -1:01
Fluffy 1: -1:01
Flotilla 1: -1:13

Final time: 29:09.28 (ending on "You got a Grand Star!")


3:07 - It's possible to do a homing ground pound off this Luma to reach the Launch Star in the back. However, it saves only about half a second, and it's difficult to do because the Luma moves too quickly to set up the ground pound.

3:26 - The long jump to the Medal was badly aimed. A good long jump can reach the spot where the Luma appears without spinning. Alternatively, a long jump that doesn't require adjustment can reach the next moving block without spinning as well.

4:04 - I really should learn Yoshifan's strat for the first hit on Peewee...

7:04 - I jumped a little too early before getting the key. Jumping just before touching the key and doing a long jump immediately after can lead to a long jump that clears about half the hill.

12:26 - Doing a spin at the beginning of this infinite flutter makes it a lot easier to get enough distance to directly flutter into the boss arena. However, the required trajectory and height are still a little difficult to attain. Aiming directly for the grapple flower instead is an easier alternative.

16:25 Hitting Digga-Leg with Star Bits tells it where I am. Actually, it does nothing.

I saved a lot of time on Spin Dig because I got good luck against Digga-Leg and I made a mistake here in my PB run.

19:16 - I usually go for the IL strat on the second set of crates. However, I want to throw exactly 3 fireballs at the first set of crates to set up the IL strat correctly, and throwing quick fireballs makes it difficult to throw the exact number I need. So, I need to watch how many fireballs are left at the end of the first volley. If none are left after the Goomba is down, I do the IL strat; if fireballs are remaining, I destroy the entire second set. Unfortunately, on this run, I realized too late that I could've gone for the IL strat, and my timing was thrown off :\

19:26 - So, I had no idea Goombas have invincibility frames...at least, that's the only guess I can make to explain how the Goomba survived the fireball.

19:37 - This triple jump should've been aimed a little more upwards.

27:13 - Getting a land cancel at the beginning of this galaxy makes it possible to jump off the Thwomp when it's at its peak to reach the top of the castle. Unfortunately, I jumped a little too late, so I had to abort.

28:05 - There are 2 possible initial targets against Gobblegut. The older strat hit the further bulge first and saved the other bulge for the beginning of the second phase of the fight. The strat I used here hit both bulges in the first phase. From what I can tell, this strat is only about 1 second faster and it's quite a bit more difficult.

28:30 - Avoiding damage here is probably the hardest part of this strat. When hitting this bulge, you want to spin as early as possible and fall backwards to avoid damage.
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nemi43 |

SMG2 World 1 test speed run

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