Uploaded April 2022 | Updated September 2026, 2 weeks ago
obsoleted by 6 frames in this TAS: youtu.be/fnTWLzyNF_M
Luigi hyperjumps into a Green star in 6.06 seconds [IGT, 364 frames].
-1f from sonicpacker's 2012 TAS: youtu.be/WgZGmVK3I3I
Crouching at the start moves slightly forward and accelerates faster, saving 2 frames on the starting run-up.
The frame of improvement comes from long jumping later to spin cancel jump immediately, jumping 1f earlier than sonicpacker and still getting the best flip panel jump all the way into the star.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun
obsoleted by 6 frames in this TAS: youtu.be/fnTWLzyNF_M
Luigi hyperjumps into a Green star in 6.06 seconds [IGT, 364 frames].
-1f from sonicpacker's 2012 TAS: youtu.be/WgZGmVK3I3I
Crouching at the start moves slightly forward and accelerates faster, saving 2 frames on the starting run-up.
The frame of improvement comes from long jumping later to spin cancel jump immediately, jumping 1f earlier than sonicpacker and still getting the best flip panel jump all the way into the star.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun
![[TAS] SMG2: Boo Moon Green Stars
Green Stars TAS WIP
Star order doesnt matter here.
Green Star 3 - 1:02.88 IGT - 1:37:16.28 real-time split (2:02.45 segment)
As the first planet is a sphere, long jumping generally isnt faster. The only exceptions are at the start to quickly get to top speed, and through the doors - jumping squeezes through earlier to save 8 frames.
2P freezing the Boo to get a squeezed backflip saved 11 frames.
I waited until landing to spin, which initially loses a couple of frames, but turning on floor while entering the launch star changes Luigis angle when landing on the next planet, allowing for a quick backwards land cancel and spin to the snake block, saving 14 frames overall.
Snake blocks seemingly dont count as moving platforms, so theres no cool boost to gain.
Also funny reverse gravity float off the sign.
As the moon is a moving platform, it can cause jumps to accelerate after their peak. I experimented with a mega triple jump conserving all the extra speed to get the star chips, but it was 45 frames slower than the RTA double backflip strat. UPDATE: A new approach to the MTJ using an instant turnaround for the double jump was closer but still slower by 4f.
Grabbing the star further left saved a frame due to hitboxes being confusing.
Green Star 2 - 45.00 IGT - 1:38:44.61 real-time split (1:28.33 segment)
Avoiding the coin isnt necessary due to maxed file, but it didnt lose any frames and is a good showcase for 242.
Squeezed backflip wasnt faster here due to the Boos bad positioning.
Double long jump + floaty airspin cancel was 8 frames faster than a long jump + single jump. Its also possible (27f slower) to ground pound the moon and uncrouch spin to grab the star without falling off: https://twitter.com/PurpleSunSR/status/1680632811764568065
Green Star 1 - 1:02.95 IGT - 1:40:30.90 real-time split (1:46.29 segment)
This time its important to get on the third snake block as soon as possible, as thats the next autoscroller bottleneck.
For the star, a couple of skip ideas were tested:
#1. Long jump, 2P freeze an Octoboo and bounce off it - off by about 100 units (5-ish LJ frames).
#2. 2P squeeze backflip from an Octoboo - 5f slower replacing the LJ at the end
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Boo Moon Green Stars](https://i.ytimg.com/vi/Rk994rMgs0A/mqdefault.jpg)
![[TAS] SMG2: Lava Lair Green Star 2 in 0xA presses [Mario]
Mario waits for an opening to grab a Green star in 0 A presses.
I had P2 on as this might be part of a future World 2 run, following the World 1 run made by Billy, Moosh and I early last year: https://youtu.be/HqSIIo-RUV0
In SMG2, unlike SMG1, you can grab pull stars with B, but only if youre not holding A.
With Flomps, you have some control over your velocity when thrown off and can go huge distances when moving the same way you get thrown. Its a shame they cant throw in any direction, couldve been useful for the Speed Run Comet.
In something Im calling edge grinding (or tail grinding), its faster to get that stumbling to fall state when running on the edge of a floor rather than simply running, although in the part I mostly used it, the shorter distance of running across and around the firebars would likely have been faster.
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Lava Lair Green Star 2 in 0xA presses [Mario]](https://i.ytimg.com/vi/RkDFGqmr6K4/mqdefault.jpg)
![[TAS] SMG2: Bowser Jr.s Fiery Flotilla Green Stars
Green Stars TAS WIP
Star order is based on the Thwomp cycle. After cutscenes, its cycle is pretty good, but without cutscenes, its cycle is slower and alternative strats to the top are faster for both stars.
For GS2 with cutscenes, the Thwomp jump is faster than the alt strat; GS1 benefits much more from its own strat. The difference is 0.8s. Here is GS2s alternative (and the comment that gave me GS1s strat): https://youtu.be/qmK9BPKPkCs
Green Star 2 - 16.58 IGT - 21:19.88 real-time split (1:12.72 segment)
The movement to the Thwomp didnt need to be optimised due to the cycle. I tried some cool ideas to fill the time but they took a little too long. Jumping on the Thwomps eyebrow was neat, though.
There seemed to be an improvement with a better long jump angle to reach the next planets gravity 1 frame earlier, but it didnt translate into overall timesave.
For the star grab, the goal was to lavaboost up into the star rather than loop over it. The long jump was delayed right to the edge, and for a bit of extra distance, I did an airspin cancel. This involves pressing Z while spinning close to the ground, which prevents a ground pound and results in either a low and fast spin (frame-perfect Z press) or a slow and floaty fall state.
Getting this lavaboost up into the star saved 8 frames over the RTA strat of long jumping earlier and dropping onto the star.
Green Star 1 - 14.68 IGT - 22:17.90 real-time split (58.02 segment)
The alternative strat involves a backflip wallkick from the Bowser Jr. statue.
The long jump to the purple wall needed to get tilt off the railing and needed to be low to account for the gravity turn, as going lower into the turn ends up faster.
The Magikoopa was hit by a starbit so it would skip its attack, preventing it from shooting a spell at the statue which would have exploded and caused lag.
I had wanted to get the wallkick to go at a steeper angle, but it wouldve bumped against the small overhang of the castle, pushing Luigi off to the side.
Its hardly noticeable, but the first long jump lands on the edge and starts an edge grind, which had slightly better hspd and a better turning circle than landing safely, and also resulted in running speed long jumps.
22:17.90 World 1 segment
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] SMG2: Bowser Jr.s Fiery Flotilla Green Stars](https://i.ytimg.com/vi/RlxbpD0l4wQ/mqdefault.jpg)
![[TAS] SMG2: Honeyhop Green Stars
Green Stars TAS WIP
Star order doesnt matter here since no affected cycles change movement between either star.
Green Star 2 - 44.35s IGT - 1:20:39.13 real-time split (1:40.58 segment)
This is an improvement over my 2020 TAS: https://youtu.be/0YeVYsjCiX8
Left side beeless climb (nemis IL route: https://youtu.be/iBfqJ6XjF6s ) was initially 20 frames faster than right side, and then the zip jump was found.
This zip jump is extremely precise - too close to the edge and it counts as an edge jump which has normal properties (speed capped to 32, decelerates when moving forward), but too close to safe ground and it stops dead. Its a very thin line to get the uncapped 59spd jump.
This speed carries into the swing and remaining momentum was conserved in the single jump.
Facing left on the swing (and the setup required) ends up grabbing the wall 9 frames later than facing right (which has a better setup), however - because wallgrabs are more lenient while facing away from the wall - it is only possible to get this glitchy 90+ degree wallkick facing that way, and this wallkick is 21 frames faster than a normal one, making this 12 frames faster overall.
The instant sideflip conserved running speed into the backflip, and then landing on the top part got higher acceleration to long jump early enough to graze past the bubble.
For the floaty fluff, the angle coming off the earlier swing is usually the set angle coming off the floaty fluff, but this angle can be altered by turning (after neutral) while jumping into the fluff.
This meant I could face sideways off the fluff, gaining more speed while falling.
An alternative route for the climb that skips the flower flinger was only 3 frames slower getting the megawallkick off the Queen Bee.
Speaking of the Queen, she starts to talk if you stay on the ground for 5 frames.
Green Star 1 - 26.88s IGT - 1:21:49.11 real-time split (1:09.98 segment)
This is an improvement over my 2020 TAS: https://youtu.be/KG3QC0CJGzQ
Much the same as GS2 until the top of the 2D section.
Because it can keep enough speed to long jump, its 0.65s faster to do this triple jump and jump on the cloud to get a long jump to the star than to use the floaty fluff.
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Honeyhop Green Stars](https://i.ytimg.com/vi/Ro_DJLzG_Rs/mqdefault.jpg)
![[TAS] SMG2: Flip-Swap Green Star 2 in 0xA Presses
Mario floats to a Green Star without jumping.
This saves 1xA over the previous count, doing a crystal float to reach the star.
I had managed this in 0.5xA with Luigi, but it is possible 0x by using the electric beams to recharge spins in mid-air, enough to be able to get onto the crystal.
Crystal floats are confusing but the theory is that Mario interacts with the push/NPC sphere inside a crystal while on top of it. This sphere messes around with gravity - usually causing Marios falling speed to be very slow - and by going backwards over a certain area of the crystal, the axis of the gravity is reversed, so Mario ends up falling upwards.
On flat gravity, floats are very powerful, and for some reason going straight backwards causes them to cut off quickly, but holding a sideways angle makes them go further - interestingly, infinite flutters go faster sideways. Maybe something related?
Ground pounds are also affected, causing Mario to go forward at a fixed speed and only actually pounding down once the effect of the float is finished.
I selected GS1 because I wanted to try some stuff for that too.
P2 was chilling, making it easier for BillyWAR to put this in an upcoming project...
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Flip-Swap Green Star 2 in 0xA Presses](https://i.ytimg.com/vi/S1yB5rzsb3k/mqdefault.jpg)
![[ABC TAS] SMG: Freezeflame Comet in 0xA presses [Luigi]
Luigi outskates the Cosmic clone in 0xA presses.
Shoutouts to BillyWAR for suggesting this. Hes currently going through SMG1 making videos for every star and saving more A presses along the way (including the coolest flipbug raising strat in Gusty Garden 3): https://www.youtube.com/channel/UCBCqPFqPz2OUFOFdUZ9Bkyg
The layout of the level is fine for not jumping (besides a trick needed for the last gravity flip) but the issue is being fast enough to beat the clone.
Spinning immediately in the air tended to get the fastest landing, although late spin cancels were very close when testing.
Spin skating has a trick where you can spin once just before the Luma fully recharges and then you dont have to wait as long for another spin (but you do have to wait a little bit).
This can be further improved by cancelling this spin by cutting corners, as then the next spin can be almost immediate.
I couldnt replicate it anywhere else, but one landing was on the edge and some jerky analog movements let me fall off and land back on in an instant, which let me spin skate early.
For the last gravity flip, it isnt possible to reach the gravity with a normal spin, so edge lift is required.
This is where you land on the edge of a ledge so that you dont get snapped to the floor, and you can then spin from this higher landing, which can barely reach the gravity.
These tricks meant I could be fast enough to catch up to the clone at the end and bounce off it into the star.
oh hey also its 10 years since i joined youtube
#supermariogalaxy #abuttonchallenge [ABC TAS] SMG: Freezeflame Comet in 0xA presses [Luigi]](https://i.ytimg.com/vi/SQI6vXVXT0I/mqdefault.jpg)

![[TAS] Super Mario Galaxy 2: Haunty Halls Green Star 2 in 11.90s
Luigi backflips off a bump in the path to a Green Star in 11.90 seconds [IGT, 714 frames]
The camera pan at the start moves the second planet off-screen, stopping the paths cycles for a moment. This was helpful as it meant the path to the star needed less meandering, so I could backflip closer to the star.
The camera cancel on the second planet is frame-perfect, pressing up on the D-pad on the first landing (dust) frame. A jump cancel is also possible here, which is also frame-perfect.
It was 10 frames faster to land on the bump and backflip, rather than continue the long jump closer to the star but landing on lower ground.
I had had a cooler idea for the star grab involving the broken walls but it ended up over 1 second slower. Here it is on my second channel: https://youtu.be/TccadovLC7c
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Haunty Halls Green Star 2 in 11.90s](https://i.ytimg.com/vi/Sy6O893-okk/mqdefault.jpg)
![[TAS demo] SMG2: Honeybloom GS2 in 58.90s
Improvements were made thanks to cutscene cycles and the 11f advantage of how the in-game timer starts from cutscenes, starting further along with a few frames of flying speed before grabbing the vine.
The first improvement is being able to squeeze between the Choppah (I learned the name!) and the ledge at the end of the waterfall section, rather than having to go over the Choppah.
This squeeze also meant that the ledgegrab instantly climbed up, and also gave a huge boost of horizontal speed, up to 32 units/frame, that could be carried briefly in a single jump (but the jump was shortened as a longer jump wouldnt regain running speed as quickly when landing. More optimisation to be had here).
Another improvement was in the bouncy fruit section, where the first Choppah goes low enough that a bounce gets cut off of its height just enough to get to the cloud, while quickly getting to the faster hspd of falling as Bee Luigi.
And then P2 was used to hold the second Choppah in a good position to get the damage boost onto the next ledge.
The squeeze between the Choppah and the ledge at the end of the pole section required an early P2 A press so P2 would jump up, and resulted in a ledge grab spin bonk as the spin was still active when grabbing the ledge, which may be faster than spinning and waiting to grab the ledge as the squeeze makes Luigi land very quickly and in such a way that he starts running instantly, with the horizontal speed getting the same as the squeeze in the waterfall. A different landing would have been stuck running on the edge for a moment.
Overall, this run isnt highly optimised with many frame saves to be made and other little bits of movement to experiment with.
#SuperMarioGalaxy2 #TAS [TAS demo] SMG2: Honeybloom GS2 in 58.90s](https://i.ytimg.com/vi/TP0NNyl4FDg/mqdefault.jpg)
![[TAS] Super Mario Galaxy 2: Flip-Swap Green Star 2 in 17.38s
Luigi launches off flipping panels to collect a Green Star in 17.38 seconds [IGT, 1043 frames].
This is fast, but theres so much nuance to flip panel jumps, and waiting the cutscene a bit would give better electric beam cycles, so an IL time could go sub 17.
For the first panel jump, I spin cancel long jump on the panel to trigger another flip. This gives a strange push in mid-air in the direction the flip panel moves (in this case north-east). Displacement? I dont know the technical side of it.
This also means the blue panels are active, and landing on that one was necessary to avoid the electric beams - again, waiting the cutscenes could be better for in-game time as you could do a shorter panel jump without the spin cancel and go over to the red panels instead.
P2 comes in handy to hit the checkpoint so that Luigi doesnt hit it and lose all speed when he spins. This helps to set up a stronger blue panel jump that makes it all the way to the final panel. I learned about this blue panel strat from datteos IL of the main star: https://youtu.be/M-Fss5TKjWE
This final panel flings straight towards the star.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Flip-Swap Green Star 2 in 17.38s](https://i.ytimg.com/vi/VJuskE1EpWE/mqdefault.jpg)
![[TAS] SMG2: Shiverburn Green Stars
Green Stars TAS WIP
Star order has no real effect - all three stars have the same start so start position difference doesnt matter.
Green Star 3 - 35.45 IGT - 1:51:51.80 real-time split (1:31.94 segment)
This is an improvement of 1.53s over my 2020 TAS, even without land cancel: https://youtu.be/L1khyJTw79E
No land cancel here.
This route to the Cloud Flower saved 6 frames over starting with the 2nd green platform, and getting a height boost off the blue platform.
The most interesting part was the route from getting clouds and skipping to the launch star, and how many clouds would be best to have at the end.
The route RTA uses - going back to spawn and then long jumping out of bounds from there - is possible with just 1 cloud, leaving 2 at the end.
This route - which is later used for GS2 - is barely possible with 2 clouds (even when entering gravity, I have to slow down for a few frames to avoid swinging out into the deathplane). This route is 92 frames (1.53s) faster than the other.
But on the last planet, having 2 clouds would allow for a double cloud long jump route that saves 0.65s over the standard 1-cloud strat.
So overall, the final route - 2 clouds at the start, 1 at the end - was 0.88s faster.
On the last planet, I saved 3 frames by turning the camera so Luigi was moving to the left in its perspective.
For some reason, you get ever so slightly more speed moving left/right to the camera compared to moving away from it, and much more compared to moving towards it. https://docs.google.com/document/d/14DAcbHw0OPSL2psmxpvAPtpAVdF_AYkYJyeE8GNZKjM/edit
This mechanic is difficult to make useful in other parts of the game, as often times the camera either cant move or its constantly fighting to get back to being behind Luigi, with its back-and-forth swinging making optimising movement an exhausting task without some kind of script or visualiser that we dont yet have.
Green Star 2 - 19.48 IGT - 1:52:55.11 real-time split (1:03.31 segment)
This is an improvement of 0.5s over my 2020 TAS: https://youtu.be/QdUV1xkWiuo
Not much to note besides the trick itself catching the edge of gravity right above the star into a cool precise spin-cancel ground pound.
Green Star 1 - 17.91 IGT - 1:53:56.86 real-time split (1:01.75 segment)
This is an improvement of 0.58s over my 2020 TAS: https://youtu.be/thg0ekOZxfg
On the 2nd cloud long jump to the button, I start walking up and then turning and long jumping before completing the turn. This makes it so Luigi turns around quicker when getting up from the ground pound, saving a few frames.
Despite the wayward zig-zag, the movement on the frozen volcano saved 2 frames over going straight over the higher lip to the left.
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Shiverburn Green Stars](https://i.ytimg.com/vi/VOCZo6UDmHo/mqdefault.jpg)