@nemi43
  @nemi43
nemi43 | SMG2: World 6 test run @nemi43 | Uploaded 9 years ago | Updated 1 day ago
Another 2:24 saved for a total of 9:52. By SRL timing, this run would be about 3:01:38. By in-game time, it'd be about 3:07:58.


Splits:

Melty Monster 1: -11.9
Melty Monster H: -8.8 (-20.7)
Melty Monster 2: -4.6 (-25.3)
Clockwork Ruins H: -15.2 (-40.5)
Throwback 1: -9.1 (-49.6)
Throwback 2: +1.7 (-47.9)
Flash Black 1: -10.7 (-58.6)
Slimy Spring 1: -1.4 (-1:00)
Haunty Halls C: -2 (-1:02)
Beat Block C: -5 (-1:07)
Gravity Gauntlet C: -15 (-1:22)
Starshine Beach C: -3 (-1:25)
Throwback C: 0 (-1:25)
Flash Black C: -9 (-1:34)
Galaxy Generator: -50 (-2:24)


Melty Monster 1: 1m 26.05s

1:03 - This weird long-jump consistently gets me past the first few Magmaws. I start by jumping down-left, and then hold left soon after the jump starts. Before I land, I hold up-left to avoid making an unnecessary orbit around the planet Mario lands on.

For some reason, breaking the crystal holding the Star can be difficult depending on where I hit it. I used to hit it from the right side, but this caused my spins to randomly miss. Hitting it from the left seems much more consistent.


2:42 - Melty Monster H: 1m 9.35s

3:09 - There is actually a new speed trick in the bowling mini-game. Pottoww told me his idea of using the Rock Mushroom's midair jump to skip each ramp--this would let Mario keep rolling without stopping. Getting more than 1 midair jump is really difficult, so I tried to see if there might be another way to skip the ramps...and it turns out there is another way.

By approaching a ramp after doing a jump + spin, the ramp won't activate during the duration of the spin. This lets you retain control while rolling up the ramp, and if you jump near the very top of the ramp, Mario can reach the next platform. This is somewhat risky because if you jump too early or too late, Mario will fall off the stage.

I'm pretty sure it's possible to use this trick on every ramp, but I do it only on some of the ramps for consistency. Doing a jump to set up the trick can make it harder to hit some of the pins, and landing without stopping can make it harder to pass the obstacles on some of the platforms.

Also, unlike in Melty Monster 2, the finite duration of the Rock Mushroom is still in effect, so it doesn't seem possible to roll completely to the end of the level without stopping.


4:30 - Melty Monster 2: 53.35s

5:20 - Rolling across this platform might not look consistent, but it never failed during an attempt or practice. On the previous platform, I jump about 2 tiles before the edge and then hold up-right before Mario lands.


6:18 - Clockwork Ruins H: 1m 25.78s

This coin collecting route is a combination of Pottoww and Yoshifan's routes. This normally lets me avoid collecting coins on the last set of rotating platforms. However, I missed a coin during a triple jump early in the level, so I had to collect an extra one at the end.

6:33 - Instead of a long-jump here, 2 backflips can be used to stomp on the Octoomba. I use backflips if I lose time earlier in the level and the platforms are further ahead in their cycles.

6:40 - If I lose time earlier in the level, I won't be able to drop onto this coin. In that case, I just run around the platform instead of jumping over it.

6:46 - Entering first-person view here was just to advance the timing of the last set of platforms.


8:49 - Throwback 1: 1m 31.11s

9:05 - These couple of wall-jumps took me a while to figure out, and I'm still not sure if I want to attempt them in a full run. As soon as I jump, I hold down-right, and then I hold slightly more to the right during the spin. After the first wall-jump, I hold up-left. This does not always work, and Mario usually falls to the very bottom when it fails.


11:28 - Throwback 2: 58.83s

I messed up the long-jump to the last Silver Star, which cost about 5 seconds.


14:03 - Flash Black 1: 1m 10.05s

16:20 - Slimy Spring 1: 2m 10.86s

19:44 - Haunty Halls C: 31.51s

21:18 - Beat Block C: 40.25s

23:07 - Gravity Gauntlet C: 44.05s

23:20 - For some reason, doing a spin before hitting the lava wall makes this shortcut a lot more consistent. Without the spin, Mario will often fall through the platform and die after landing by the Whomps.


24:48 - Starshine Beach C : 38.01s

26:28 - Throwback C: 54.96s

28:21 - Flash Black C: 51.15s

30:51 - Galaxy Generator

31:19 - I tried the TAS route on this planet, but it looks like it might be a little slower for Mario because it's difficult to make some of the jumps without an extra spin.

There are a couple of mistakes in this Galaxy. First, I did an extra spin near the end of the Spin Drill planet, and that prevented me from getting the elevator cycle I wanted on the next planet. This cost a few seconds.

Second, I missed one of Bowser's meteor cycles, and that cost about 20 seconds. If it weren't for this mistake, I could've saved over a minute on Galaxy Generator.
SMG2: World 6 test runMother 3 Walkthrough - Chapter 1: Fire!EarthBound Walkthrough - How to Find Criminal CaterpillarsEarthBound Walkthrough - Saturn ValleySMG1 - Ghostly invisible doors first key skipMother 3 Walkthrough - Chapter 8: The Final Needle & EndingMother 3 Walkthrough - Chapter 7: Leaving Tanetane IslandMother 3 Walkthrough - Chapter 8: Empire Porky Building (Construction)

SMG2: World 6 test run @nemi43

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