Uploaded May 2023 | Updated September 2026, 2 hours ago
The TAS route for the planet is too hard, so I made a route that's actually possible for RTA.
To drift out of the launch star you need to wiggle the stick up and down in the direction you want to go. I don't know why it's necessary, but it is. Timing it sometimes works, but wiggling the stick is far more consistent even if sometimes there is slight variance where you end up.
The idea with this planet is to barely touch each flower's trigger to walk to smallest amount possible. The TAS uses a route with barely any cues on when and where to turn and makes it very easy to miss a flower. Every time I attempted it, I would often miss 2 or 3. I remedied this by creating a route where I would turn at specific points and memorizing which flowers pop up and where. For instance, I do that circle and hope to hit the small grass patch underneath the purple flowers in the beginning and then run to sunflowers. I then run down and do a couple zigzags to try and hit the pinkish and red tulips while making sure to hit the flower patches to the left as well. Once I get to the large pink flower patch that's when I know it is time to cut inwards towards the question mark block while barely grazing the large bush patch.
I noticed that this route also has a bit of time to save at the ending. I could have cut back downwards much sooner, so it is likely this only wastes .3s instead of .6s. Until that is shown in footage, however, I will consider it when routing as .6 slower.
For the ending, it turns out grabbing the vine as high as possible frame 1 is faster than grabbing the vine as high as possible.
I also showed a slower but more consistent RTA flower route at the end. This one loses all that time because it walks through the large bush patch instead of just grazing it like the harder route.
The TAS route for the planet is too hard, so I made a route that's actually possible for RTA.
To drift out of the launch star you need to wiggle the stick up and down in the direction you want to go. I don't know why it's necessary, but it is. Timing it sometimes works, but wiggling the stick is far more consistent even if sometimes there is slight variance where you end up.
The idea with this planet is to barely touch each flower's trigger to walk to smallest amount possible. The TAS uses a route with barely any cues on when and where to turn and makes it very easy to miss a flower. Every time I attempted it, I would often miss 2 or 3. I remedied this by creating a route where I would turn at specific points and memorizing which flowers pop up and where. For instance, I do that circle and hope to hit the small grass patch underneath the purple flowers in the beginning and then run to sunflowers. I then run down and do a couple zigzags to try and hit the pinkish and red tulips while making sure to hit the flower patches to the left as well. Once I get to the large pink flower patch that's when I know it is time to cut inwards towards the question mark block while barely grazing the large bush patch.
I noticed that this route also has a bit of time to save at the ending. I could have cut back downwards much sooner, so it is likely this only wastes .3s instead of .6s. Until that is shown in footage, however, I will consider it when routing as .6 slower.
For the ending, it turns out grabbing the vine as high as possible frame 1 is faster than grabbing the vine as high as possible.
I also showed a slower but more consistent RTA flower route at the end. This one loses all that time because it walks through the large bush patch instead of just grazing it like the harder route.










