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PurpleSun | [TAS] SMG2: Cosmic Cove Green Stars @PurpleSunTAS | Uploaded 1 year ago | Updated 4 hours ago
Green Stars TAS WIP

Green Star 1 - 20.58 IGT - 38:03.86 real-time split (1:16.51 segment)

For a more in-depth description, see the individual video here: youtu.be/XMDBlu3_u48
Brief notes:
- The start doesn't have any jumps in order to preserve hard landing state, which allows
the penguin launches to have uncapped horizontal speed.
- The launches work by clipping into the penguin, and then getting clipped out while spinning. If the clip-out reaches the surface of water, you get a spinny dolphin jump with all the clipping speed.

GS2/GS3 star order used to matter before new GS3 strats, as the cycles of the moving water blocks are different between cutscenes and no cutscenes. Neither of the two have water blocks sitting in the way of the shore launch, so there is no difference now.

Green Star 2 - 1:04.71 IGT - 40:03.76 real-time split (1:59.90 segment)

Ice-skating mechanics:
- Skating coasts at 18hspd, and spinning adds a boost of 9.25 to whatever the current speed is, but doesn't boost if current speed is above 18.75
- Long jumps have a fixed speed, while standard jumps are based on ground speed, while adding a small boost on top. Ground speed is conserved through jumps.
- There are two different deceleration rates of spin-skates. No full list of what causes what, but the lesser rate kicks in when you've been on ground for a short time. This is why I wait to jump at the start.
- Also for some reason uncrouch spin gained more speed than a regular spin for that initial one.

In the cave, 2P brick break + backwards slope jump + landing on the slope
just before entering water (so that holding Z will give a water long jump) ended up 0.4s faster than the nearest challenger (backwards sliding).

In the last section, double jump would be faster but this would prevent being able to long jump later on (even if Z is held during the jump), so a long jump spin is much better.
For the long jump, you can barely clip into the corner of the ceiling, and this causes a weird 'push' out of the water's surface that lets you instantly long jump. This saved 0.8s over the normal water lj method, and 0.9s over a really cool backwards long jump.

For the star grab, a similar corner clip wasn't useful as water walls don't act like surfaces. Auto-ledgegrab is faster by 8 frames over backwards spinning out of the water.


Green Star 3 - 1:11.00 IGT - 41:58.10 real-time split (1:54.34 segment)

I was able to compare to a 2020 IL TAS I did with this one: youtu.be/FB2KuYX9OZo Saved 0.53s in the first section,
and another 0.91s in the cave.

The corner clip somehow conserves double jump state, giving a triple jump 'out of water'. This saves 0.3s over the strat done in 2020 (jump & spin onto the curved ground, backflip into the water).

The Goomba launch works the same as penguin launches.
To get it high enough for the clip-out to reach the surface, some A Button Challenge tech came in handy: Goomba raising. When stunned by a spin or starbit, Goombas recoil up into the air. Spamming them with starbits can gradually lift them up.
While this causes a lot of hitlag, it was faster than the strat used in 2020, and also meant the Paragoomba could be 2P frozen higher up to make the next trick quicker.
The only downside to the launch is that when it hits the water above, Luigi immediately dives down. Fortunately not too much for 2P to let itself go of the Paragoomba.

Because Goombas immediately explode upon touching water, a Goomba launch isn't possible with the Paragoomba (it only clips Luigi down), but it can clip Luigi into the wall, where a shore launch is possible.
This is enough to reach the star; holding neutral during the launch allows for a spin once Luigi has reached the peak.

#supermariogalaxy2 #toolassistedspeedrun
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[TAS] SMG2: Cosmic Cove Green Stars @PurpleSunTAS

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