[TAS] SMG2: Clockwork Ruins Green Stars @PurpleSunTAS
[TAS] SMG2: Clockwork Ruins Green Stars  @PurpleSunTAS
Uploaded August 2025 | Updated September 2026, 2 weeks ago
Green Stars TAS WIP
Star order matters due to both the cycles of the wheels and the cycle of the moving wall on the 2nd planet. Because the cutscene cycle is perfect, GS2 first is fastest by 2.5 seconds.

Green Star 2 - 28.68s IGT - 2:04:32.75 real-time split (1:25.15 segment)
This is an improvement of 0.97s over my 2021 test TAS: youtu.be/nPBNwAWyQv8

Most of the improvement comes from the end of the first section, where a horizontal mega triple jump (a hyper triple jump?) was much faster for getting to the middle of the wheel.

This improvement ultimately allowed for a better positioning and earlier timing on the backflip off the moving wall at the end.

Green Star 3 - 1:22.03 IGT - 2:06:38.18 real-time split (2:05.38 segment)
This is an improvement of 4.5s real time (2.48s IGT) over my 2021 TAS: youtu.be/Yp_QK_nZUa8

The majority of the improvement comes from the first planet. My first TAS took the IL route seen in nemi's run: youtu.be/OzivXwVp3Rc?t=261 But speedrunners' RTA route that starts with a triple jump is 0.8s faster.

I then experimented with some mega triple jumps and conserved speed jumps in general, getting to a point where I could almost reach the end of the final wheel with a double jump off the ? block.
I eventually gave up and started optimising the mega triple to get to the normal wheel strat of backflipping from the middle, and managed to hit a ceiling perfectly to land early on the grass - this led to getting a triple jump (with conserved speed) off the ? block to land on the end of the wheel and save 1.95s.

On the second planet, there were a few tiny improvements including getting a spin before the wall-break cutscene, and backflipping from the button saved 0.25s over turning and long jumping. Couldn't get the quickturn strat used in Puzzle Plank and Shiverburn.

Bumping the wheels on the 3rd planet not only helped with long jump routing, but also for some reason touching them triggered a small displacement upwards when grabbing the wall (something usually seen if sliding off a moving slope), saving a frame or two.

Backflip into poles and a backflip-slopejump-wallkick saved 10 frames over the next best route (sideflipping into poles for instant LJ - backflip - wallkick).

Green Star 1 - 9.58s IGT - 2:07:33.26 real-time split (55.13s segment)
This was an improvement of 0.35s over my 2021 TAS (no vid)

This star is confusing. The bottleneck is the cycle of the second wheel.
Both cutscenes let the wheels go further along their cycle. This makes sense. But somehow (and it seems nemi may have understood this from his ILs linked above) the intro cinematic leads to the first big wheel being further in its cycle - or perhaps the fly-in stops them or resets them if skipped? Or even the big wheels are twice as fast in the intro.

However it happens, it is 0.8s faster overall to delay the intro for 1s and the fly-in for around 1.2s because of how the cycles then line up. So I guess it's like 3 seconds' difference?

#supermariogalaxy2 #toolassistedspeedrun
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PurpleSun |

[TAS] SMG2: Clockwork Ruins Green Stars

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