Uploaded August 2026 | Updated September 2026, 1 week ago
Green Stars TAS WIP
Star order matters because of a particular randomness to Major Burrows; he will do his first pop-out at random times depending on the frame you land on his planet. Because of this randomness, it is faster to do GS2 without cutscenes by 8 frames.
Green Star 1 - 33.51 IGT - 2:32:11.43 real-time split (1:28.87 segment)
This is an improvement of 6.4s over Sheep's 2025 TAS: youtu.be/ptBmO39vBek
Sheep's two main tricks of the Egg zip jump and P2 Kaliente strats (which was a strat from Galaxy 1) were major improvements on my first TASes.
I saved only a handful of frames on Egg skip by getting more speed out of the zip jump (80 vs Sheep's 74).
The next handful of frames come in the first Kaliente strat:
- hitting both coconuts at the same time minimises hitlag, saving 5 frames
- more frames (not sure how many) were saved by hitting the coconuts lower to the ground, as this makes their curved trajectory more shallow, hitting Kaliente earlier.
Perhaps one more frame could be saved if it is possible to hit them BOTH with a straight trajectory rather than curved - it's easy to get one straight as seen in my first TAS, but not both.
The bulk of timesave, however, comes from the second Kaliente strat: as I found in my first TAS, it's a couple of seconds faster to start going backwards to where the launch star spawns than it is to hit Kaliente as quickly as possible.
Unfortunately, it's slower to try to combine coconut hits to save on hitlag, what matters is how early Kaliente does the last deflection, and in what direction (letting the other coconut be last would have sent it too far left).
The small zip jump off the tree root saved a few frames.
Green Star 2 - 1:09.63 IGT - 2:34:04.00 real-time split (1:52.57 segment)
This is an improvement of 29.57s over my 2020 TAS: youtu.be/4XGkl4_N0Gk
Again, the main improvements are Sheep's strats. [I will add how much timesave here someday].
Interesting thing to note with the Burrows randomness - I delayed Kaliente's launch star for 1 frame so that Burrows would pop out 26 frames earlier. Literally 0.43s saved just by being 0.02s slower.
The Burrows fight and launch star movement are the same as before.
I saved 4 frames getting to Bouldergeist by using Xander's trick of buffered crouch accel, holding Z when in landstun and letting go on the first frame of walking so Luigi uncrouches and gets higher initial speed.
As Mario, this is enough to long jump 1f earlier, but as Luigi it doesn't. It does get a little more distance, though, so I could get the second long jump earlier to get over the fence into the fight.
#supermariogalaxy2 #toolassistedspeedrun
Green Stars TAS WIP
Star order matters because of a particular randomness to Major Burrows; he will do his first pop-out at random times depending on the frame you land on his planet. Because of this randomness, it is faster to do GS2 without cutscenes by 8 frames.
Green Star 1 - 33.51 IGT - 2:32:11.43 real-time split (1:28.87 segment)
This is an improvement of 6.4s over Sheep's 2025 TAS: youtu.be/ptBmO39vBek
Sheep's two main tricks of the Egg zip jump and P2 Kaliente strats (which was a strat from Galaxy 1) were major improvements on my first TASes.
I saved only a handful of frames on Egg skip by getting more speed out of the zip jump (80 vs Sheep's 74).
The next handful of frames come in the first Kaliente strat:
- hitting both coconuts at the same time minimises hitlag, saving 5 frames
- more frames (not sure how many) were saved by hitting the coconuts lower to the ground, as this makes their curved trajectory more shallow, hitting Kaliente earlier.
Perhaps one more frame could be saved if it is possible to hit them BOTH with a straight trajectory rather than curved - it's easy to get one straight as seen in my first TAS, but not both.
The bulk of timesave, however, comes from the second Kaliente strat: as I found in my first TAS, it's a couple of seconds faster to start going backwards to where the launch star spawns than it is to hit Kaliente as quickly as possible.
Unfortunately, it's slower to try to combine coconut hits to save on hitlag, what matters is how early Kaliente does the last deflection, and in what direction (letting the other coconut be last would have sent it too far left).
The small zip jump off the tree root saved a few frames.
Green Star 2 - 1:09.63 IGT - 2:34:04.00 real-time split (1:52.57 segment)
This is an improvement of 29.57s over my 2020 TAS: youtu.be/4XGkl4_N0Gk
Again, the main improvements are Sheep's strats. [I will add how much timesave here someday].
Interesting thing to note with the Burrows randomness - I delayed Kaliente's launch star for 1 frame so that Burrows would pop out 26 frames earlier. Literally 0.43s saved just by being 0.02s slower.
The Burrows fight and launch star movement are the same as before.
I saved 4 frames getting to Bouldergeist by using Xander's trick of buffered crouch accel, holding Z when in landstun and letting go on the first frame of walking so Luigi uncrouches and gets higher initial speed.
As Mario, this is enough to long jump 1f earlier, but as Luigi it doesn't. It does get a little more distance, though, so I could get the second long jump earlier to get over the fence into the fight.
#supermariogalaxy2 #toolassistedspeedrun
![[TAS] SMG2: Boo Moon 1 in 0.5xA presses [Mario]
This run hasnt improved the levels A press count, but it confirms that Mario is equal to Luigi here, meaning we can avoid the menuing A press for unlocking the Luigi ghost.
Potentially possible 0x, but getting below 1x is the important thing for now.
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Boo Moon 1 in 0.5xA presses [Mario]](https://i.ytimg.com/vi/_wULtm4-R_g/mqdefault.jpg)
![[TAS] SMG2: Cosmic Cove Green Star 1 in 4xA (5xA) presses [Luigi]
Luigi leads some Skeeters to waterfalls and then freezes them for bouncing material in 4 gameplay A presses (plus 1 dialogue A press).
The A presses are to walljump on the ice walls (and the dialogue).
This is an improvement of 1xA, saving the backflip used previously by triple bouncing off a frozen Skeeter to get enough height for only 4 walljumps to be necessary to get to the top.
Could a shore launch or penguin launch work out like this one?: https://youtu.be/YJITzoG5I0A
Maybe. But the surface of water is so painful to work with in SMG2 that I get too easily frustrated testing it. Skill issue i guess.
Not much to say until the manip, using a lot of shell braking with Z to help out, as well as bumping the Skeeters into each other and using a couple of starbits to stun them.
A spin knockback is just enough to get onto the first frozen Skeeter without kicking it.
I didnt intend to grab and slide down the wall into the triple bounce but it looked funny so I kept it in.
During the walljumps, neutral walljump strain was used to get a little bit more height and keep far enough away from the walls to spin without bonking. This is done by going neutral on the analog stick on the first walljump frame, which allows for more control with straining the jump in different directions.
The huge jump out of the ledgegrab was automatically done by the game, no A presses needed, something known as a mega ledgegrab.
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Cosmic Cove Green Star 1 in 4xA (5xA) presses [Luigi]](https://i.ytimg.com/vi/aVFTzFi3UtE/mqdefault.jpg)
![[TAS] Super Mario Galaxy 2: Lava Lair Green Star 1 in 35.20s
P2 provides medical support while Luigi burns his bum on the way to a Green Star in 35.20s [IGT, 2112 frames].
The start needs more experimenting but I used a single jump to carry some long jump momentum to get to the edge quicker - although checking back on this after rendering, I somehow kept running speed here so jumping didnt do anything.
The delayed long jump was done to get across the lava and set up the next long jump to bounce directly on the Luma - this also needs more experimenting as perhaps an earlier long jump onto the moving platforms could long jump again and then do something else like a single jump + bounce or backflip to the next planet.
Copying nemis IL (https://youtu.be/ayMijUx-x4w), I held back before bouncing on the Luma to have more control during the gravity change and get a backwards gravity swing to land further up the next planet.
In the next section, a jump cancel spin to swing around the corner was only a few frames faster than a camera cancel that runs around and has another long jump.
As Luigi faces down-left when landing, the jump cancel was slightly faster going to the right than to the left, as it gained more backwards speed, landing further along and only needing one long jump to get to the edge, whereas going left needed either a delayed long jump or long jump and single jump.
It is barely possible to long jump and get an angled wallkick combined with neutral wallkick strain (holding the same angle as facing angle to get more speed) that gets over the edge of the lava, however, for setting up the main trick, this is 0.5s slower than wallkicking up to the top (also helped with neutral wallkick strain getting less distance away from the wall) and long jumping from the top.
The main trick is a lava-wall boost, a technique used in RTA speedruns of Gravity Gauntlet and SMG1s Freezeflame. Getting hit by a wall of lava results in the usual vertical speed of a lava boost being horizontal speed instead, and as theres no friction to slow the horizontal speed, it continues to accelerate. Getting continuous lava boosts resets the speed but conserves this state of acceleration, meaning you can cover a lot of ground from a couple of boosts.
Also, you can land on normal ground once and keep this state as the first collision with normal ground is a bounce that is still part of the fire damage state. Its only when you land again and are running on the ground that the state is finished, even though Luigi is still burning.
Most of the dark lava wall doesnt have lava collision - you can even wallkick off it - but at the bottom, there is lava collision, and where it spills onto the lighter lava, there are small walls.
P2 grabs a couple of coins to help keep the boost going. This would lose time in a full-game run getting the coin textbox if there are other extra textboxes such as Galaxy Complete, starbit counting, or New Ghost. However, this strat saves 1.6s, which may be a bigger timesave than the loss of extra menuing. A Life Mushroom might be a better option, though, which P2 could get in the first section.
At the end, I land on the edge of the rock and I briefly drop onto lava, but was able to jump up onto the rock and land on the slippery slope to slip very quickly down to the star.
This was 1 frame faster than my other idea. As I ended up with no speed when hitting the rock, I was able to run on the lava, similar to how going neutral works like this: https://youtu.be/W28X4lLB2nY
I tried running around the rock and long jumping into the star. But as stated, this was 1 frame slower than jumping. I tried other kinds of jumps at different times but the single jump worked best.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Lava Lair Green Star 1 in 35.20s](https://i.ytimg.com/vi/aoIfO_7HST8/mqdefault.jpg)
![[TAS] SMG1: Gusty Garden 1 in 0xA (2xA total) [Mario]
Bunnies in the Wild completed without pressing A during proper gameplay (2 presses are required for the bunnys dialogue).
This saves 1x for Mario, and can save 0.5x for Luigi - the green guy had been able to get onto a crystal and float over to the floaty fluffs, but it is possible to instead get the uncrouch bump up the side of the crystal and spin and bounce off the Goomba, and then bounce off a bunny on the other side.
Sorry about the weird shaky camera during the first floaty fluff - I dont know for sure but I think it got moved about by the windmills.
As you have to press A to force letting go of a fluff, its a bit trickier to figure out how to get to the next one.
For the first transition between fluffs, I was able to carry the first all the way to the second, where reaching the floor with the first lifted Mario into the air enough to spin and grab the second.
For the next fluffs, I used a double bounce off the Piranha plants, which is much harder than it first looked - the gravity pulls about in weird ways so the double bounce ends up much lower and veers off to the left, but theres enough distance covered to spin into the third fluff.
For the giant purple Piranha, I did a spin cancel skid to hit it back up, and then crouched under where it would come back down. This will cause Mario to get ejected from beneath the Piranha when it slams down.
Like uncrouching with the crystal, uncrouching while being ejected puts Mario up in the air. Mario is still on the ground for a few frames so I do a ground spin to hit the Piranha again, and then an air spin and ground pound to bounce on its head.
The bunny is easy to catch but I forgot that the ABC strat is to catch it by the hedges to spin knockback off a hedge and bounce off the bunny.
But instead of going back, I spun up onto the little fence and spun onto the hedge to spin again into the star.
#SuperMarioGalaxy #AButtonChallenge [TAS] SMG1: Gusty Garden 1 in 0xA (2xA total) [Mario]](https://i.ytimg.com/vi/bCg7ksrzZ2k/mqdefault.jpg)
![[TAS] SMG2: Bowsers Lava Lair Green Stars
Green Stars TAS WIP
Star order matters due to the Flomp (flippers) cycles for lava boosts and the Mattermouth (Dry Bones head) cycles for GS2.
GS1 first is faster.
Green Star 1 - 35.18 IGT - 46:46.73 real-time split (1:31.05 segment)
Despite not having running speed out of the ground pound, the squeezed backflip from the Magikoopa saved 15 frames.
Due to the shape and gravity of the long planet, long jumping early ends up getting lower hspd and a lot of airtime with it too - running to the edge and long jumping saved 3 frames because of better gravity.
The big strat is the lava boost. Theres a small lava wall in the darker jaggedy lava starting the Whomp section, and hitting the wall causes a horizontal boost which doesnt stop accelerating, and this state is conserved (although speed is always cut down) when hitting lava again, and also with the little bounce on normal ground.
Hitting the rock at a certain point causes a fall state with 0 speed, which, like falling off in neutral (as shown here by Joselle: https://youtu.be/W28X4lLB2nY), allows Luigi to briefly run across lava.
From this, a single jump and slide down the rock was 1 frame faster than running around and long jumping.
Also, due to this Greens run having a file with 9999 coins, there is no textbox at the end.
Green Star 2 - 46.70 IGT - 48:16.53 real-time split (1:29.80 segment)
With the 2nd Flomp out of the way, and P2 breaking the question block, the lava boost strat can make it out to the rock named finger and bounce to the Lumas steps.
Attempts to skip the gate were either too slow (using the well-known strat with jumping up the front of the gate and over) or didnt work with everything I tried (hyper slope jump off a falling Whomp couldnt get angled right).
Glitchy slope jump off the crashed meteor saved 3 frames. Going directly forwards would get the glitchy speed, but jumping would immediately stop to 0, whereas jumping further off the side kept all the speed, although it goes off to the opposite side too.
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Bowsers Lava Lair Green Stars](https://i.ytimg.com/vi/bUfa2qqVZK8/mqdefault.jpg)
![[TAS] SMG2: Chompworks Green Stars
Green Stars TAS WIP
Movement to this galaxy is a cursor click, 9f faster than analog stick.
Star order matters due to Chomps being further along with cutscenes, making GS2 a little over 3s faster to do first.
Green Star 2 - 33.71 IGT - 1:27:24.08 real-time split (1:29.65 segment)
This is an improvement over my 2020 TAS (https://youtu.be/HgSvHzpwEuE) although cutscenes makes it difficult to know how much by.
Waiting for the Chomp, I have some fun with slopes and the Gearmos.
Looking back over this, Ive realised I forgot to optimise the launch star cutscene by minimising its camera movement, so theres probably a couple of frames to save there.
Bouncing on the Gearmo is 2f faster as it improves the long jump sequence making the last long jump need less turning and straining. A single jump at the end was 1f faster.
I originally had a 33.95 with a lower flip panel long jump, which had less speed and jumped later, but Shadow64 suggested that a faster jump was possible.
I had tried faster before, but they also went too high and over the star, but after the suggestion was able to optimise one low enough for a spin to hit the star, saving 14 frames.
Green Star 1 - 7.70 IGT - 1:28:15.11 real-time split (51.03 segment)
The speed of a zip jump depends on your angle compared to the slopes angle - the more perpendicular you are, the faster the zip. The problem for this star is that faster zips would go way off the side.
However, I was able to optimise a jump to get 31spd with a good angle to set up a stretched-out triple jump (conserving speed with neutral in the single jump, no neutral is faster for double jumps for some reason).
If you run on the pressure pads for at least 1 frame, youre able to get moving platform momentum boost, so the triple jump was delayed a frame.
Overall the zip jump route was 0.5s faster than long jumping plus momentumd triple jump.
Green Star 3 - 39.65 IGT - 1:29:49.95 real-time split (1:34.84 segment)
I used the current IL WR to help with strat ideas (https://youtu.be/WM5o2eKxPVE).
Zip jump route was 0.5s faster than long jump route (ILs lj route was the fastest one by 1 frame, over forward slope jumping up).
While instawalk is possible by entering while crouching, and can be faster by entering in neutral crouch, it is marginally slower (at least 2 frames) due to the time it takes to set up crouching into the launch star.
While long jumping on 2nd planet, I take a frame to slightly adjust the angle, but I do this on the very edge where Luigi gets thrown off the edge. This is called edge grinding, which has slightly more speed than normal running (18 compared to 15) and even adds a bit of initial speed to the long jump (19 compared to 16.5).
Triple jump up was 0.3s better than anything else I could try with the Chomp right there.
There was a potential ending strat involving a spring wallbounce off the back wall ( https://twitter.com/PurpleSunSR/status/1657853806787403778 ) which could save 0.5s, but the screw cycle doesnt work out.
birthday upload :)
#toolassistedspeedrun #supermariogalaxy2 [TAS] SMG2: Chompworks Green Stars](https://i.ytimg.com/vi/c0NwVag22VU/mqdefault.jpg)
![[TAS demo] SMG2: Sky Station Comet with 40 Coins
Suggested by Vallu, it is possible to get 40 coins in Sky Station Comet while beating the time limit.
This isnt optimised to a high level.
The bottleneck here is the first planet. 24 coins needed to be collected in roughly 31 seconds (it takes about 9 seconds from entering the launch star to grabbing the first clock on the next planet).
Without 2P, I managed to get to being only 3 seconds away from grabbing the next clock, but I couldnt see further optimisation doing enough to make up the deficit.
After the top side, I did a long jump around. Sometimes when jumping through a transition to upside-down gravity, Mario/Luigi will suddenly change facing angle mid-air. This is commonly seen in speedruns of Flipsville.
I used the now backwards speed to get a faster bounce up to the clock.
I found when long jumping off the crystal, Luigi did another slight angle change in mid-air. Its not as noticeable at full speed, but it did make a difference to speed in the air.
The long slow tunnel has coins and you cant ground pound to make it faster. Bad.
The level is free once youre on Peewees planet, with so many clocks around and only 3 coins plus Peewee hits to do.
#SuperMarioGalaxy2 [TAS demo] SMG2: Sky Station Comet with 40 Coins](https://i.ytimg.com/vi/cGb6WovjNVo/mqdefault.jpg)
![[TAS] Super Mario Galaxy 2: The Perfect Run in 1:44.30
Mario, Yoshi and P2 make the perfect run in 1 minute 44.30 seconds [IGT, 6258 frames].
This is dedicated to diamond mentos and nemi.
I was planning to go back to this at some point for sub 2, but Nemi recently put out a 1:50.68 IL run - going way beyond my expectations - finding new fluttering tech for the first two sections to gain high speed while going backwards:
1:50.68 IL by nemi43: https://youtu.be/5fDqJ5cHMNQ?t=132
This motivated me to come back sooner, using Nemis IL as the groundwork for improving much of my previous demo which you can find here (2:00.38 time): https://youtu.be/iB0gigyiIo0
Mario is faster as he can break the egg and mount Yoshi 9 frames earlier than Luigi. Luigis dismount speed may be faster but it makes very little difference compared to this.
The new tech involves Yoshi spinning and then fluttering close to the ground, which picks up lots of speed, and it seems the more ground you cover, the faster you go (up to a certain point).
I start by going left a little bit. I couldnt find a way to spin early so I had to wait for the jump to dip down and then spin.
I could spin early for the second flutter though, and gained up to 32 hspd - nearly the top speed of a sideways flutter.
P2 and the single starbit helped to clear the way and flutter to the launch star, saving 13 frames over going for the last flower swing.
To set up the remount, I aimed the first flutter just in front of the back row of flipswitches to cover more ground for higher speed, and also off to the right as the target launch star is to the right.
Unlike sideways flutter speed, backwards flutter speed is consistent, so I could focus on getting the most height for the first set of backwards flutters, and then use lowering rapid flutters for more speed in the second sideways set.
The dismount was on the frame before hspd gets set to 0 for spending too long in the air. As the flutter speed was too fast for Mario to catch up to Yoshi in the air, I held down for 5 frames to slow Yoshi down before dismounting, at a speed where I could ground pound quickly and not lose too much height.
The interesting thing about optimising the second flutter is that the launch star is in a 2D section: when entering 2D from the front, the game slowly drags you into the middle no matter your speed. This means you have to flutter a few times before you can enter the launch star.
Because of this, optimisation becomes more about entering the section as soon as possible, but still able to reach the launch star at the earliest point.
I aimed for the last corner of the electric beams, as this was the straightest possible flutter angle without going too far away from the launch star.
In the flip-swap section, bouncing off the Octopuses let me change flutter direction so I could optimise for straighter angles, with a short rightwards flutter between the second and third Octopuses followed by holding straight up while falling.
I fluttered just before bouncing to get the bounce while still continuing to flutter, keeping more speed than bouncing (bouncing stays at 32, fluttering could quickly go up to 34 by resetting the flutter).
Fluttering into the pull star section, I bounce off Toad and hold the bounce all the way, as this delays the air timer that eventually sets hspd to 0.
Going under the obstacles was 2 frames faster than going over, using rapid flutters that keep the 34spd throughout and then two longer 32spd flutters to get up to the launch star.
In the Bros section, I set up a very slight downwards angle before fluttering to get a small curve throughout the flutters that lined up with the first and last Hammer Bros.
Flutter bouncing off the first Hammer Bro wasnt any faster as, at that point, Yoshi is just accelerating and acceleration isnt different between fluttering and bouncing. The bounce was also useful for getting higher up to be able to do faster lower flutters later on.
Reaching the last Hammer Bro, I had P2 hit the far Boomerang Bro off the platform, and Yoshi tongue the closest Bro to stun it.
Just before bouncing off the first Bro, Yoshi could tongue the second one.
I flutter bounced off the first Bro to avoid getting all the height of a triple bounce, so I could quickly bounce off the second Bro.
I spun when bouncing off the second Bro to avoid getting loads of backwards momentum away from the launch star.
Finally, bringing Yoshi to the end is 1 frame faster than ditching him beforehand, due to a fast backwards flutter and dismount, leaving Yoshi with Rosalina.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: The Perfect Run in 1:44.30](https://i.ytimg.com/vi/dDCz6NtXlg8/mqdefault.jpg)
![[TAS] SMG2: Flip-Swap Comet in 0xA [Mario]
Purple Coin Flip n Sprint without pressing A.
This saves 1xA over the previous count, avoiding jumping into the star by using flip panel displacement to reach the star.
Most of this route and these tricks come from Mooshs 1xA TAS: https://youtu.be/_wF89JD2zqU
The flip panel flings in particular were something I looked to implement, theyre just so cool.
Also in this run are spin cancel skids, which are skids that cancel the spin animation but carry spin properties, so flip panels still activate.
As a brief explanation, flip panel displacement happens by sliding off a panel (before it reaches the top), storing momentum and a link to the panel, and then spinning to activate the panel and grabbing a wall while it is moving. The wallgrab releases the stored momentum, while the movement of the stored panel vertically displaces Mario.
I first saw flip panel displacement from LancerDeltarune; random people on Twitter have said they found it many years ago but I cant properly credit that as a source: https://clips.twitch.tv/ScaryTacitWitchPanicBasket
P2 is hanging out ready for BillyWAR and Mooshs World 1 project. I couldnt use P2 to get purple coins as I would have to let go of A, so then Id have to press A again for P2 to be useful again. I couldve used P2 to freeze the electric fields (it would have let go automatically when off-screen) but I wasnt too bothered about that.
Its just a theory but the ledgegrab on the panel at the end seemed to reset stored displacement so I was able to store it from the slide afterwards.
This idea came about because I had tried many times to get displacement from sliding off the panel with no result. I even slope jumped off the panel, which is a sure-fire way to get displacement, but that didnt work.
I tried going back through the run to find out if anything I did would affect how displacement was stored, savestating from certain points and then jumping through the level.
I couldnt pinpoint anything, but found that none of the slides I had done through the run seemed to affect displacement at the end, and also werent what was stopping it from happening the first time around.
I eventually gave up on that research and just messed around at the end.
I got the sliding ledgegrab (with the weird tilted walk after climbing) and decided to try to activate displacement with a sliver of hope, and got a tiny upwarp. And then I found I could get displacement from a slide-off. Just because of a sliding ledgegrab?
Its bizarre and Im definitely missing something but, hey, it worked in the end so whatever.
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Flip-Swap Comet in 0xA [Mario]](https://i.ytimg.com/vi/dHaEupwsm0k/mqdefault.jpg)
![[ABC TAS] SMG2: Clockwork Ruins 1 in 1xA (4xA) presses
Mario has adventure time for an adventure time for in 1 A press (4 including dialogue).
The A press is required to long jump across the gap between the spikes and the walljump wheels.
A lot of this is messing around waiting for cycles. I waited bouncing on the pumpkin goomba on the second planet because, while I would have made the second safe zone in time, I wouldnt have made the next cycle in time to save any time (for adventure).
The Luma takes up 3 dialogue A presses. There is a theory to save 2xA here by using a Goomba to push Mario out of the Lumas trigger area while pressing A, which should get a textbox skip, but it hasnt been successful yet.
A theory to save the final gameplay A press is to get slope displacement off a moving wheel at the start of the final planet, and then, before it disappears, grab a wall to either get displaced upwards to the top or sideways to the walljump wheels.
Mario can let go of poles by shaking the controller.
P.S. thanks for 1k subs!
#supermariogalaxy2 #AButtonChallenge [ABC TAS] SMG2: Clockwork Ruins 1 in 1xA (4xA) presses](https://i.ytimg.com/vi/dK0Dxuk48bA/mqdefault.jpg)
![[TAS] SMG: Gold Leaf Comet in 2.5x A Presses [Luigi]
Luigi beats Cosmic Luigi in 2.5 A Presses.
This saves 0.5x over the previous count, avoiding having to jump up to the big tree by getting on the wooden fence, spinning onto the mushrooms, and spinning up to the ledge.
Technically, the star is possible to reach in at least 0.5xA just by spinning up the intended path, but the cosmic clone is too fast to beat that way, and is still too fast to beat with a couple of jumps along that way, so instead we do the speedrun strat in as few A presses as possible.
On the way to the wooden fence, I ran up the side of the log to fall off it and remove hard landing state, which then allows me to control the direction of spin knockbacks.
The 0.5x was needed to get the height to spin onto the mushrooms.
When on the mushrooms, I slid off in such a way that it bumped Luigi up, which helped get enough height to spin to the ledge.
#SuperMarioGalaxy #AButtonChallenge [TAS] SMG: Gold Leaf Comet in 2.5x A Presses [Luigi]](https://i.ytimg.com/vi/dkFnjZSy8vk/mqdefault.jpg)