Uploaded June 2022 | Updated September 2026, 2 weeks ago
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 (it's a bit more complicated than that, see Joselle's doc if you want more details): youtu.be/Zlv1Cs0tnk4
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 wasn't 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 couldn't 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 can't 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
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 (it's a bit more complicated than that, see Joselle's doc if you want more details): youtu.be/Zlv1Cs0tnk4
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 wasn't 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 couldn't 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 can't 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: 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)