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nemi43 | Super Mario Galaxy 2 IL speed runs - Clockwork Ruins (All Stars) @nemi43 | Uploaded 9 years ago | Updated 6 hours ago
Time for Adventure - 1m 29.28s

For the first planet, I considered mainly 2 alternative timings: one where I let the intro play out a bit and cut the fly-in short (as I did in this run), and another where I cut the intro short and let the fly-in play out. The difference is mainly in the positioning of the 3rd set of platforms. The two timings ended up being about 2 frames within each other, so I used the one that I found more consistent.

The last set of platforms could possibly be oriented in a way that allows for long-jumping into the Launch Star from one of the outer arms, but I couldn't find a way to get this orientation without making the earlier platforms worse.

0:28 - When landing next to the cage, I crouch as soon as Luigi lands and turn around while crouching. Without crouching, Luigi would press against the cage and would not be able to backflip.

0:54 - To long-jump past these rolling stones, I jump along the very edge of the ramp. If I feel like Luigi isn't close enough to the edge, I can adjust by briefly tilting down-right during a long-jump. The stones can push Luigi off the edge while long-jumping past them, so I briefly tilt up-right while jumping past a stone.

1:06 - This Octoomba shoots a stone just as Luigi lands beside it. With quick enough movement, Luigi can jump over the stone before it hits; alternatively, the Octoomba can be stunned with a Star Bit. However, I found neither approach to be consistent, and given the other difficult parts of this Galaxy, I decided to play it safe and land a bit to the side of the Octoomba in order to avoid getting hit.

Also, the second peg can be skipped if Luigi grabs the first peg with enough rightward momentum. I failed to skip it in this Star, but I managed to skip it in Green Star 3 (5:27). Skipping this peg saves about 10 frames.

1:21 - I described these diagonal wall-jumps in another video, but basically I spin while tilting the analog stick somewhat parallel to the wall before each wall-jump. The hardest part is the second wall-jump because I want this wall-jump as far away from the back wall as possible--if it's too close, I don't have enough room to do a spin before the last wall-jump.

Using nunchuck spins and making sure to spin at the peak of each jump make this trick somewhat more feasible.


1:56 - The Ledge Hammer Trap - 21.91s

On the first planet, I use a different timing from the other Stars to better orient the 3rd set of platforms for the long-jump into the Launch Star. This timing also makes the first 2 sets of platforms about 10 frames faster, but I didn't use it for the other Stars because it makes the positioning of the 3rd set of platforms worse for reaching the upper Launch Star.

2:22 - While triple-jumping up to the Star, I mash the A button to make Luigi do a jump off the edge of the upper path. I'm not sure why this works, but I'm guessing Luigi is trying to grab the ledge but is interrupted by the movement of the path--pressing A during this interruption might be what causes Luigi to jump.


2:48 - Green Star 1 - 10.55s

3:00 - Wall-jumping to the Star seems to be about 0.1 seconds faster than doing a backflip + spin to the Star. Without the wall-jump, I needed to wait a bit for the platform to rise before the backflip.


3:24 - Green Star 2 - 30.21s

3:50 - Letting the intro play causes the wall on the second planet to push out earlier.


4:21 - Green Star 3 - 1m 32.30s

5:41 - This is mostly identical to the first Star except the end. Jumping up to the top of the planet seems to be about 4 seconds faster than hitting the ground-pound switch and reaching the Star with the rolling stones as intended.


6:20 - The Adventure of the Purple Coins - 1m 26.20s

7:44 - The jumps up to the Star are somewhat precise, so using nunchuck spins and making sure to spin at the peak of each jump are helpful.
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Super Mario Galaxy 2 IL speed runs - Clockwork Ruins (All Stars) @nemi43

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