[TAS] SMG2: Clockwork Ruins Green Star 3 in 1:24.51 @PurpleSunTAS
[TAS] SMG2: Clockwork Ruins Green Star 3 in 1:24.51  @PurpleSunTAS
Uploaded April 2021 | Updated September 2026, 1 week ago
Luigi and P2 go on a temple run through the ruins to collect a Green Star in 1 minute 24.51 seconds [IGT, 5071 frames].

Apologies for the choppy framerate at parts - the framerate kept fluctuating when dumping frames. Need to learn to limit FPS to 15 or something.
Input display: youtu.be/lQepNs1deL0

This TAS isn't the greatest in optimisation as it is - the main issue of optimisation is in the first section. Both intro cutscenes affect the wheel cycles in different ways, the first one mostly changing the second half of wheels.
There is much to keep testing with judging the best balance of cutscene skips along with understanding movement across these wheels when on different cycles.
I started my testing by copying Nemi's ideas (youtu.be/OzivXwVp3Rc?t=262) and then adjusting from there.
I also tried to adjust the skips and movement to reach the rising arm of the final wheel when it was level with the ? block, rather than having to jump to the middle, but barely missed out on it.
Interestingly, in terms of real time, GS1 is faster if you delay cutscenes compared to instant cutscene skips, whereas GS2 (and presumably GS3) is faster the other way around.

On the second planet, the backflip wallkick from the cage was 0.3s faster than backflip ledgegrab. Interestingly, the backflip ledgegrab up to the gravity arrow was 4 frames faster than backflip wallkick, because the latter strat would have to either land late with a weakspin to hit the arrow or wait for Master Luma to replenish the normal spin.
P2 cannot hit the arrow.
Long jumping and pressing the button midway through the ground pound animation ended up being 0.3s faster than a single jump with a normal ground pound hit, and still faster than a long jump-spin-ground pound, even if the spin is cancelled immediately to avoid a homing ground pound.

A textbox skip may be possible using a proxy off a Goomba/Jack O'Goomba (a set up known to work elsewhere), but I have had no luck with it yet, and it would take a lot of starbit hitlag or waiting for a Goomba to run along to the Luma, potentially diminishing the timesave to 0.

On the third planet, delays between long jumps were necessary to align the long jumps past the final wheel.
Neutral wallkick strain was used to help get up to the top from a lower backflipping position.
I held forward (left) on the second-to-last pole to go straight into the last, saving a few frames over continuing to the right and wallkicking.
Long jump-backflip-wallkick was 0.4s faster than triple jump-wallkick.
P2 saved a small bit of time (0.25s) clearing the crates so Luigi could land right next to the elevator and activate it earlier.

The elevator trick is another point of low optimisation. From what I tested, the fastest method was getting a double wallkick off the extended wall (done by instant spin knockback back into the same wall, seen commonly in Honeybloom runs) as it meant the wallkicks were closer together compared to the spaced out angled wallkicks in speedruns.
But there could be better movement between wallkicks that changes that conclusion.

#SuperMarioGalaxy2 #ToolAssistedSpeedrun
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PurpleSun |

[TAS] SMG2: Clockwork Ruins Green Star 3 in 1:24.51

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