[TAS] SMG2: Fleet Glide Green Stars @PurpleSunTAS
[TAS] SMG2: Fleet Glide Green Stars  @PurpleSunTAS
Uploaded September 2023 | Updated September 2026, 2 weeks ago
Green Stars TAS WIP
Star order has no real effect - the Thwomps may be a couple of frames different but nothing else.

Green Star 2 - 54.06 IGT - 1:49:23.00 real-time split (1:49.85 segment)
Compared to my 2020 TAS (youtu.be/DA8-_G1KBlo), the flying section was improved by 2 frames (42.23 on timer vs 42.26).

I struggled to keep up with the 2020 TAS without copying inputs, and even adjustments to try to improve only got to being 0.2 units ahead by the tunnel entrance (Fluzzard Hspeed is generally 47 so that's a very tiny difference).
The main issue is there is a lot of downhill - the holes at the start, the tunnel, especially the Banzai Bill part, so alternating between boost and lift to get more distance like in Wild Glide is not as beneficial here as it also ends up higher, so you lose that extra distance with sharper downtilts later.

The framesaves came right at the end of the tunnel, where the bottleneck is no longer downhill but an uptilt right at the end.
A light uptilt followed by 1-frame sharp tilt under the ceiling saved a frame on that last stretch of tunnel compared to the gentle curve of tilt from before, and optimising that + general better movement to the star saved another.

Green Star 1 - 14.18 IGT - 1:50:19.86 real-time split (56.86 segment)
IL TAS is 13.98 (youtu.be/vDHeMTBJWAo).

I would usually delay the cutscene skip to optimise in-game time without losing real time, however, there's a quirk with the Jibberjay's dialogue where - after skipping cutscenes - it has some cooldown or inactive state before the dialogue box opens, so you could press A 0.3s later than possible and still be as fast as pressing A as early as possible.
Skipping cutscenes earlier than I usually would manages to cut down a bit (but not all) of the waiting time, so it's faster RTA by 13 frames.

Because this quirk gives freedom for suboptimal movement, it means there is space for another optimisation quirk - camera cutscene movement. For dialogue or other mini-cutscenes, the camera needs to reach a certain point to rest before the box appears or the thing happens, so frames can be saved by getting the camera closer to its point before activating the scene/dialogue.
If heading straight to the Jibberjay, the camera really slowly moves to its point, so instead I run and slide around the right, saving 7 frames on camera movement (which seems to not be limited by the cooldown quirk I guess?).

Also 7 frames difference was bigger than the IL of 6 frames difference. Maybe 1 more frame to save in IL!

As nemi43 found, tilting up and slightly to the side grabs the star 1f earlier because hitboxes.

#supermariogalaxy2 #toolassistedspeedrun
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PurpleSun |

[TAS] SMG2: Fleet Glide Green Stars

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