@PurpleSunTAS
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PurpleSun | [TAS] SMG2: Chompworks Green Stars @PurpleSunTAS | Uploaded 1 year ago | Updated 1 hour ago
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 (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, I've realised I forgot to optimise the launch star cutscene by minimising its camera movement, so there's 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 slope's 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, you're 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 momentum'd 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 (youtu.be/WM5o2eKxPVE).

Zip jump route was 0.5s faster than long jump route (IL's 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 ( twitter.com/PurpleSunSR/status/1657853806787403778 ) which could save 0.5s, but the screw cycle doesn't work out.


birthday upload :)
#toolassistedspeedrun #supermariogalaxy2
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[TAS] SMG2: Chompworks Green Stars @PurpleSunTAS

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