Uploaded April 2024 | Updated September 2026, 2 weeks ago
A few years ago, I decided to stop working on a TAS of FAST Racing League, after finishing the first 4 of 12 tracks: youtu.be/ItOBCvu-u0Y
But I really wanted to at least do this track as well.
===BONK JUMPPAD===
One of the reasons I stopped the TAS was that I stumbled upon a trick in Turbine Canyon to make the jumppad shorter, which would save quite a bit of time there, but I couldn't replicate it and so skipped over it but later didn't want a TAS that couldn't have that.
Here I found that the same sort of mechanics can work the opposite effect too, getting more height which was helpful to be able to turn in the air without landing too short of the checkpoint, and gained a bit more understanding.
It seems like you either need a certain angle against the wall while jumping, or need to jump a certain time after bonking, or both.
Angle seems more likely, because slightly adjusting control stick angle would change the height a little bit. But it might need the effect of a bonk too.
===LAP SKIP===
This game is a bit like Mario Kart Wii where there are checkpoint areas, mostly used for respawn points. But unlike MKW, you aren't limited to the one before and after.
The checkpoint area for the line actually ends some way in front of it (the bottom of the closest yellow diagonal, so 2-3 cars long), so if you're able to jump and land behind this invisible line, you're counted as also being behind the finish line from a further checkpoint, so you can finish a lap.
Some exceptions though: if you land before the actual line and cross back over it, you can't be facing forwards, even if you're moving backwards. This is why I landed sideways every time, facing ever so slightly backwards but turned around enough to start moving forward immediately after crossing the line.
You also can't be braking or drifting on the ground during this skip for some reason, which is why I stop drift turning as soon as I land and just go neutral.
===BOOST===
Theoretically the boost would be better to use going towards the jumppad for a skip, as it only saves a few frames right at the end. But I haven't managed to get the higher jumppad trick while boosting into the wall. Kinda harder to know your angle or time the bonk right - whichever one actually matters.
#toolassistedspeedrun
A few years ago, I decided to stop working on a TAS of FAST Racing League, after finishing the first 4 of 12 tracks: youtu.be/ItOBCvu-u0Y
But I really wanted to at least do this track as well.
===BONK JUMPPAD===
One of the reasons I stopped the TAS was that I stumbled upon a trick in Turbine Canyon to make the jumppad shorter, which would save quite a bit of time there, but I couldn't replicate it and so skipped over it but later didn't want a TAS that couldn't have that.
Here I found that the same sort of mechanics can work the opposite effect too, getting more height which was helpful to be able to turn in the air without landing too short of the checkpoint, and gained a bit more understanding.
It seems like you either need a certain angle against the wall while jumping, or need to jump a certain time after bonking, or both.
Angle seems more likely, because slightly adjusting control stick angle would change the height a little bit. But it might need the effect of a bonk too.
===LAP SKIP===
This game is a bit like Mario Kart Wii where there are checkpoint areas, mostly used for respawn points. But unlike MKW, you aren't limited to the one before and after.
The checkpoint area for the line actually ends some way in front of it (the bottom of the closest yellow diagonal, so 2-3 cars long), so if you're able to jump and land behind this invisible line, you're counted as also being behind the finish line from a further checkpoint, so you can finish a lap.
Some exceptions though: if you land before the actual line and cross back over it, you can't be facing forwards, even if you're moving backwards. This is why I landed sideways every time, facing ever so slightly backwards but turned around enough to start moving forward immediately after crossing the line.
You also can't be braking or drifting on the ground during this skip for some reason, which is why I stop drift turning as soon as I land and just go neutral.
===BOOST===
Theoretically the boost would be better to use going towards the jumppad for a skip, as it only saves a few frames right at the end. But I haven't managed to get the higher jumppad trick while boosting into the wall. Kinda harder to know your angle or time the bonk right - whichever one actually matters.
#toolassistedspeedrun
![[TAS] SMG: Good Egg 2 in 44.38s (Mario)
Mario lets a Hungry Luma starve in 44.38 seconds (2663 frames).
The triple jump bounce at the start was found by nemi43: https://youtu.be/wM5Zpot5h7g?feature=shared
While it might be possible to float directly from the bounce, the angle is all wrong for the float needed to get the skip.
The skip had also been theorised by nemi, and, with some help from Dendonodon and BillyWAR, I was able to get it years after the theory: https://youtu.be/sk68AKjWnyg
But the specific angle and movement used to get the fastest possible skip (i.e. moving far enough to ground pound as early as possible into the final planets gravity) was figured out by the RTA community (sorry I cant nail down the names; Marioandtrafficlightfan, Subro, Cubic3107, saburoumaru and Nanase all have videos on the same day with the same technique).
#supermariogalaxy #toolassistedspeedrun [TAS] SMG: Good Egg 2 in 44.38s (Mario)](https://i.ytimg.com/vi/zRh6gq-d0e0/mqdefault.jpg)
![[TAS] SMG2: Slipsand Green Stars
Green Stars TAS WIP
Star order matters due to the cycles of the moving blocks on the 2nd planet, making an affect on GS2 & 3 but not 1.
Ive potentially lost some time here; my 2020 tests found the blocks to be slightly better with cutscenes so GS3 goes first, but during this TAS I improved that section to then mean the no-cutscene cycles ended up much better than before, but I didnt want to redo everything up to that point so Ive left it as future improvement.
Green Star 3 - 1:04.65 IGT - 1:44:39.70 real-time split (2:00.75 segment)
An improvement of 4.31s (+ cutscenes) over my 2020 TAS: https://youtu.be/xsd_7sIqS90
Its actually possible to long jump all the way over the first stone ring, but the route that follows is 0.2s slower.
Like with star order, theres a little bit of future improvement in the last segment of sandcurrents that was found in the latter stars.
And another case in the 2nd planet, where later stars get a very precise edge long jump after going over the big curve to avoid losing speed from the sand. I really did not have patience with this galaxy.
The Romp launch works because the ends of the Romp dont immediately crush you but instead try to push you to the side (see nemis IL for Romp pushing strats: https://youtu.be/Wy2RYwIa-Ck?t=185 ).
This means you can jump in front of the Romp and clip inside enough to cause a big push in 1 frame, and if you can get a slope jump during that, the clip speed is conserved and fixed to the whole jump.
I had to go to the second row of Romps because there was no good angle jumping from the first row that would go straight to the star.
Green Star 2 - 49.35 IGT - 1:46:12.38 real-time split (1:32.68 segment)
2020 tests had a 51.20 here.
The improved moving block cycle is obvious here; in the previous tests, the blocks started moving left before long jumping.
Getting the star, a straight beeline to the star was 1f slower than a little bit of extra drifting to the left.
Also, the starbit collection with IR was necessary. If you collect a starbit and youre still in collecting state (glowing white) when grabbing a star, that starbit will be duplicated. Picking it up on the way, I would grab the star just barely within this window, so instead I use IR to pick it up earlier and shoot it out, avoiding the starbit textbox after the level.
Green Star 1 - 37.43 IGT - 1:47:33.15 real-time split (1:20.77 segment)
2020 tests had a 38.48 here.
Much the same as GS2. For the star grab, I was able to get another edge long jump avoiding the sandy speed loss, saving a couple of frames by getting enough speed to grab the star on top of its hitbox rather than the side.
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Slipsand Green Stars](https://i.ytimg.com/vi/zhA03CAA7UU/mqdefault.jpg)
![[TAS] SMG2: Boulder Bowl Green Stars
Green Stars TAS WIP
Star order matters a little bit as the land cancel after cutscenes slightly affects the routes. GS1 is 3 frames slower to do first because of this, so we can stick to the regular order: 3, 2, 1.
Green Star 3 - 15.20 IGT - 31:40.91 real-time split (1:11.36 segment)
Optimising Octogoombas is mostly down to how early 2P hits the first, with a little bit reliant on your position affecting how quickly 2P can return and move to the third.
With this in mind, it is 4 frames faster to lean left and then right, than to go straight down the middle.
To get to the ramp, a mid-air jump was used, as seen here, by pressing A and shaking the controller (its a bit more complicated than that, see Joselles doc if you want more details): https://youtu.be/Zlv1Cs0tnk4
https://docs.google.com/document/d/13HenHN3IA2mQih2k8Ve_VZdK-yIoX8fnXB2g2eMaZGM/edit
You can also mid-air jump at the peak of the ramp - this was combined with a regular mid-air to get over the fence.
A final mid-air over the edge into the star.
This wasnt the first 15.20 - the first was a frame slower off the ramp, but managed to save it back in the star grab. I tried to follow the position of the last jump down to the unit but couldnt manage to save a frame on this route.
Perhaps free framesave for 242!
Green Star 2 - 11.35 IGT - 32:35.60 real-time split (54.69 segment)
Similar to GS3, this star uses mid-air jumps to get over the edge into the star. This route is 0.55s faster than going without Rock.
Green Star 1 - 9.20 IGT - 33:28.13 real-time split (52.53 segment)
For some reason, I had to strain the end of the last long jump to the left to be able to land properly and backflip 1f earlier.
Neutral walljump strain was used to stay closer to the bridge on the last walljump and land on it earlier.
Backflips cant be done near the edge of ledges so the landing has to be slightly later than it could be to get onto safe ground. Instant sideflips also need to be away from the edge and setting one up to have good trajectory up to the star would take a much later landing.
#toolassistedspeedrun #supermariogalaxy2 [TAS] SMG2: Boulder Bowl Green Stars](https://i.ytimg.com/vi/zpTqPDmFO-U/mqdefault.jpg)
![[TAS] SMG2: Starshine Beach Comet without Dash Pepper
Purple Coin Beach Dash completed without using the Dash Pepper.
This was a request from Keegansimyh (https://www.twitch.tv/keegansimyh) after discussing max% transformationless with Pottoww (https://www.twitch.tv/pottoww).
Mounting Yoshi at the start, the fastest method was a land cancel into double jump, and spin then spin cancel onto Yoshi. This was 1 frame faster than having P2 break the egg, and 8 frames faster than a spin cancel long jump.
The main trick here is the horizontal speed of infinite fluttering - Dash Pepper reaches up to 32.4 hspd when running (can reach mid 34 when falling), while infinite fluttering gets up to 32 (34 when falling).
For the first small stretch, I used a fast backwards flutter as it has better acceleration than sideways, and so is better for short distances.
From there, I set up another backwards flutter with the intention to drift sideways along the first curve of coins. This took the longest to figure out as the rising speed meant weaker turning, so it needed the right facing angle and timing of sideways joystick angles to turn the optimal curve.
I attempted the same thing with the line of triplet coins into the second long curve, but couldnt find an angle that would collect most coins (missing more than P2 could pick up), so I let the flutter break halfway along the curve to set up another flutter with the hope of curving it to cut the corner as in the speedrun route.
A Wiimote spin was used to slow Yoshis fall into the water to stay nearer the surface, and then a Nunchuk spin jumped out of the water earlier than holding A.
Note: Because of the weird ending strat, I needed P2 for this attempt, but P2 isnt actually necessary for the challenge as Ill explain.
I was barely unsuccessful with the speedrun route, reaching the second-to-last triplet of coins before running out of time with 3 coins left. P2 might have been able to pick up the pieces, not too sure.
Instead, I decided to aim for halfway through the final curve of coins to set up a final flutter straight to the star. The awkward way I did this led to grabbing the final coin 2 frames before time limit death (1f before the timer actually disappears).
I could have simply set something up to get the first handful of coins in the curve to make the time limit less tight. This would also have removed the need for P2 earlier on.
But the end result was kinda cool so I stuck with it.
Yoshi was left to chill out on the beach after a hard days work.
#SuperMarioGalaxy2 #MarioChallenge [TAS] SMG2: Starshine Beach Comet without Dash Pepper](https://i.ytimg.com/vi/zuMOEkR_D_o/mqdefault.jpg)