Uploaded March 2023 | Updated September 2026, 1 week ago
Green Stars TAS WIP
Star order matters slightly - the cycles of the moving platforms means GS3 is faster to do without cutscenes by 0.25s, while GS1 and GS2 differ because of the effect of land cancel on their routes. GS2 is 4 frames faster to do first with cutscenes.
Green Star 2 - 10.78 IGT - 1:15:11.96 real-time split (1:06.43 segment)
This is an improvement of 0.1s IGT over my 2020 TAS (youtu.be/pUWDsUgGFPw) however, this is with cutscenes, so the improvement is more like 0.6s.
Top running speed is gained at the start by doing the second long jump immediately on safe ground. While I don't make use of having top speed, this tech also gives higher acceleration, making the quick-turn for the third long jump 5 frames faster.
Getting onto the roof bracket to the star was already around 2 seconds faster than the RTA strat going to the side and backflipping up, but there is now also a zip jump that saves 0.3s.
Green Star 3 - 17.11 IGT - 1:16:12.41 real-time split (1:00.45 segment)
This is an improvement of 0.25s over my 2020 TAS (youtu.be/oAaXH5qgCjk).
I improved the Toad bounce by lining up a more sideways angle. Going more sideways in the air is a little faster than straight backwards (known from infinite fluttering), getting up to 34hspd compared to 32.
This led to ground pounding the grate 7 frames earlier.
The remaining improvement was general optimisation of the final section. This section includes getting the top running speed long jump tech, and doing a leap of faith into the star by using a mechanic of jumping off a moving platform over a void. This causes Luigi to accelerate when falling, even when moving forwards.
This leap also clips through the fence, getting ejected at 66hspd to save an extra frame.
Green Star 1 - 5.91 IGT - 1:17:01.66 real-time split (49.25s segment)
This is an improvement of 0.25s over my 2020 TAS (youtu.be/H2jkvp5i-1w).
The main improvement is neutral walljump strain, where going neutral on the joystick after walljumping can bypass the restricted movement walljumps usually have.
This was particularly useful for the second walljump, where I held Luigi back enough to avoid ledgegrabbing, and then forward to maintain speed when landing.
#supermariogalaxy2 #toolassistedspeedrun
Green Stars TAS WIP
Star order matters slightly - the cycles of the moving platforms means GS3 is faster to do without cutscenes by 0.25s, while GS1 and GS2 differ because of the effect of land cancel on their routes. GS2 is 4 frames faster to do first with cutscenes.
Green Star 2 - 10.78 IGT - 1:15:11.96 real-time split (1:06.43 segment)
This is an improvement of 0.1s IGT over my 2020 TAS (youtu.be/pUWDsUgGFPw) however, this is with cutscenes, so the improvement is more like 0.6s.
Top running speed is gained at the start by doing the second long jump immediately on safe ground. While I don't make use of having top speed, this tech also gives higher acceleration, making the quick-turn for the third long jump 5 frames faster.
Getting onto the roof bracket to the star was already around 2 seconds faster than the RTA strat going to the side and backflipping up, but there is now also a zip jump that saves 0.3s.
Green Star 3 - 17.11 IGT - 1:16:12.41 real-time split (1:00.45 segment)
This is an improvement of 0.25s over my 2020 TAS (youtu.be/oAaXH5qgCjk).
I improved the Toad bounce by lining up a more sideways angle. Going more sideways in the air is a little faster than straight backwards (known from infinite fluttering), getting up to 34hspd compared to 32.
This led to ground pounding the grate 7 frames earlier.
The remaining improvement was general optimisation of the final section. This section includes getting the top running speed long jump tech, and doing a leap of faith into the star by using a mechanic of jumping off a moving platform over a void. This causes Luigi to accelerate when falling, even when moving forwards.
This leap also clips through the fence, getting ejected at 66hspd to save an extra frame.
Green Star 1 - 5.91 IGT - 1:17:01.66 real-time split (49.25s segment)
This is an improvement of 0.25s over my 2020 TAS (youtu.be/H2jkvp5i-1w).
The main improvement is neutral walljump strain, where going neutral on the joystick after walljumping can bypass the restricted movement walljumps usually have.
This was particularly useful for the second walljump, where I held Luigi back enough to avoid ledgegrabbing, and then forward to maintain speed when landing.
#supermariogalaxy2 #toolassistedspeedrun
![[TAS] Super Mario Galaxy 2: Yoshi Star Green Star 3 in 1:01.10
Luigi, Yoshi and P2 go soaring through Yoshi Star Galaxy to collect a Green Star in 1 minute 1.10 seconds [IGT, 3666 frames].
The spring bonk strat was found by Qr1pt1k, and is 0.3s faster than just long jumping up and onto the Magikoopa.
For the infinite flutter, I tried emulating and optimising Jeromes instant triple bounce off the fruit (https://youtu.be/FduJb1he_Qs?t=26), but it was frustrating trying to angle Yoshi correctly with the flutter.
I eventually managed to get it, but 8 frames of lag are lost getting grabbed by the Smeech, so theres improvement to be made there. For some reason, I actually needed to get grabbed by the Smeech to bounce off the fruit in that way. Trying the same angle and P2 freezing the Smeech ended up with no bounce at all.
After the flutter, I jumped out of the ground pound and spun up to the sign, and from here was able to long jump with a slight rightwards strain to barely land on the next ledge.
Backflip spin was faster than long jump wallkick spin by 5 frames, and by landing on the edge of the spring, I was able to backflip off it which would have saved time if finishing this planet without Yoshi was faster.
Because that route is not faster (see below), and because the Yoshi egg isnt active until just as I land on it, the spring backflip isnt faster nor is it slower than backwards spring jumping.
It is also because of the eggs late spawn that P2 couldnt break it to save time. You can only go as fast as Yoshi eggs respawn.
For the ending route, I first tried going without Yoshi through the launch star (which is a faster way to the launch star) and climbing up to a Yoshi egg near the first moving platform. The route continued with a couple of Z flutters (infinite flutters) out of the first flower swing to the second (the moving platform doesnt move as early as the Yoshi route), landing on the second moving platform and jumping to the next flower swing to do some swings up to the star.
This ended with a 1:01.53.
I then tested taking Yoshi through the launch star, doing a sideflip with flutters up to the first flower swing, which in retrospect had suboptimal execution. The elevator was in a better spot to get a momentum-boosted sideflip up to the flower swing, and then I crouched to get lower in the air to bounce off the Octogoomba.
This - plus a quick spin at peak bounce height - helped to grab the next flower swing much earlier than the no Yoshi route had, resulting in 0.43s of timesave overall. Thats just comparing a much more optimised no Yoshi against a slightly sloppy Yoshi route, so it can be a bigger timesave.
Taking 4 swings to the star is 0.3s faster than any alternative routes, such as taking 2 swings and fluttering up to the last swing.
With further optimisation, I expect this to reach sub 1 minute.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Yoshi Star Green Star 3 in 1:01.10](https://i.ytimg.com/vi/QJkLo8j6kSE/mqdefault.jpg)
![[TAS] Super Mario Galaxy 2: Shiverburn Green Star 2 in 19.98s
Luigi cloud jumps to another planet to collect a Green Star in 19.98 seconds [IGT, 1199 frames].
This isnt optimised as well as it could be but sub 20 seemed a good milestone for testing against.
This is an improvement of 31 frames over sonicpackers 2014 TAS: https://youtu.be/tH5n3u8wjCo
The majority of the timesave comes from single jumping into the cloud and turning, rather than long jumping and ground pounding. This gets to the platform 20 frames earlier.
The remaining timesave was in the cloud jumping, particularly the first cloud jump. I formed the cloud a bit earlier, and also over lava so I could spin cancel with the lava being the target ground instead of the cloud. This allowed me keep more speed for some reason, so I could continue running when landing and could long jump earlier too.
A potential improvement would be to optimise the first and second cloud jumps to skip needing a third. Skipping this could be possible, considering I had to set up the third jump very soon after the second so the earliest long jump wouldnt go too high and miss the star.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Shiverburn Green Star 2 in 19.98s](https://i.ytimg.com/vi/QdUV1xkWiuo/mqdefault.jpg)


![[TAS] Super Mario Galaxy 2: Puzzle Plank Green Star 1 in 3.30s
Luigi unleashes his true jumping ability to collect a Green Star in 3.30 seconds [IGT, 198 frames].
Diamentos found yet another mega triple jump, transforming my original triple jump strat (https://youtu.be/ZSKT4ldZKJw) into something extra special, beating that TAS by 5 frames: https://youtu.be/wIN_DU4zrZw
[fun fact: my triple jump strat was originally found for minimum spins challenge]
The specifics on how to optimise mega triple jumps are still a little unclear (so I am certain it could be improved) but this is how this one worked out:
The first jump is angled slightly to the left of a straight line to the star, and is strained left as well. It is a short hop of two frames holding A that makes a tight and fast swing around the edge.
Before landing, I held neutral to conserve forward momentum into the double jump. This jump was made to be higher so it could get over the next edge, and I continued to strain slightly left while holding A [need exact frame count of holding A, it was roughly 20 frames].
Once letting go of A, I started to strain right. This left and right strain seems to have some effect on the resulting triple jump as, when taking a straighter line, I couldnt get anywhere near what I did here. Possibly to do with how it interacts with gravity, adjusting tilt, or just small adjustments of forward speed that couldnt be done with differing forward inputs? Or even simply counteracting the strain right before the triple jump explained below, so that it ends up being a straight jump to the star.
Getting closer to the edge, I held back (with strain to the right as well for a tighter adjustment of backwards speed) so that Luigi would land on the other side but with all the tilt stored from earlier. This causes the triple jump to go significantly higher than normal, with the first few frames having 50+ y velocity.
I held neutral again before landing to again conserve more of that momentum., and then forward as soon as I pressed A to go towards the star.
Despite not having faster yspd than continuing the jump, spinning underneath the star saved 1 frame due to the spins extended hitbox (it might also reset Luigis tilt so the hitbox goes forward and slightly upward, changing from almost lying down to standing up).
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Puzzle Plank Green Star 1 in 3.30s](https://i.ytimg.com/vi/QnROcaphJX0/mqdefault.jpg)
![[TAS] SMG2: Supermassive GS3 in 17.43s
A new improvement of 1.03s (62 frames) over my Greens WIP from last year: https://youtu.be/Z5AFvSz7VAs?t=74
One to add to known improvements I guess... not sure why I didnt think of trying the Goomba float before. Maybe because I was locked in on the coin zip jump, and didnt think that floating from this far back would work.
But the question of it being faster was brought up in Jhays Discord server after the A press save strat was shared. So Ive tested it now.
This isnt hyper-optimised as well so could be a few more frames to save. [TAS] SMG2: Supermassive GS3 in 17.43s](https://i.ytimg.com/vi/REXqfA8tcDY/mqdefault.jpg)
![[TAS] SMG2: Haunty Halls Green Stars
Green Stars TAS WIP
Decided to start the video early for simple IR art
Star order matters due to the cycles for the green moving platform and the Octoboos. It is 0.7s faster to do GS1 before GS2 because of these.
Green Star 1 - 6.76s IGT - 1:04:11.06 real-time split (1:02.40 segment)
If you jump when (safely) on a moving floor, your jump accelerates after its peak rather than decelerating. However, you wont get this speed boost if you jump from the edge.
Also, top running speed is gained and conserved by long jumping as soon as you land from the first long jump.
Small hop to line up the final boosted long jump, saving a few frames over running due to the jump speed boost and less drag from the floor.
Known improvement: after finishing GS3, it was found that neutral speed conservation (landing with neutral joystick) with the jump speed boost could make a triple jump to the end 5 frames faster than long jumping. Want to move on so wont go back.
Green Star 2 - 11.83s IGT - 1:05:06.25 real-time split (55.19s segment)
4f improvement over my 2020 TAS: https://youtu.be/Sy6O893-okk
Camera turn twice at the start to manipulate the green moving platform later on.
2P saves a frame hitting the Octoboos at the end, as this allows Luigi to spin and enter the launch star earlier without hitting them and getting stopped by the impact.
It is 10 frames faster to slow down the long jump to land onto the bump and backflip from there.
Green Star 3 - 45.70s IGT - 1:06:47.11 real-time split (1:40.86 segment)
Getting behind the castle wall is 1 frame faster than going around.
The lips on the side of the moving platforms are sloped, and with this particular slope, the fastest jump speeds happen at the edge.
Edge slope jumps dont have the fixed speed and angle of regular ones which means youll lose speed unless moving backwards.
Fortunately, its possible to turn around just as the jump happens, and edge slope jumps are also able to spin, making this small skip possible and (initially) saving 19 frames over a normal route, and 11 frames over a slope jump from the second moving platform.
(Initially) because of the sling star. Normally this will force Luigi into an angle where he stops when landing, but by starting to turn (from standstill) before entering the sling star, Luigis angle will change.
With this, I have Luigi face somewhat left so he skids when landing, allowing for a much earlier long jump.
This is why I delay the long jumps to the sling star, so that I can land next to it and turn, and the long jump reroute is why the timesave of the earlier trick is different overall, being 20 frames against long jumping around, and 13 over a later slope jump.
Also theres some vectoring or low ceiling that gets a really low long jump.
On the final stretch, the broken bricks almost led to a cool slope jump trick, but cant make it all the way across.
Instead, jump speed boosts are used again, picking up even more speed by bouncing off the Mattermouths. I shoot a starbit at the last Mattermouth so it turns around into a better bouncing spot.
Speed is then conserved into the jumps at the end by landing in neutral.
massive wall of text Chatting
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Haunty Halls Green Stars](https://i.ytimg.com/vi/RWiF9dD1RKQ/mqdefault.jpg)
![SMG2: Twisty Trials Comet using only the analog stick [TAS]
This is tool-assisted.
Turning Turning Double Time completed without pressing a button or shaking the controllers, only using the Nunchuks joystick.
This is currently the only regular (yellow) star to be proven pure joystick only. There are a few Greens that are possible, and there are other yellow stars, such as Hot-Stepping Dash Pepper, that can be beaten joystick only if you consider shaking for launch stars as a meta control.
I had tried the normal Twisty star before, and got to the end before finding that the star was out of reach. But this star is nicely placed above the final block.
There were a couple of hurdles along the way where I needed a certain cycle to be able to fall onto a turning block and run up it before Luigi would start slipping down.
But the major hurdle was right at the end, and the solution came by accident - if you run up the very edge of a block, you can get off it and quickly land back on, and being off it means youre not getting dragged down with the turning surface, so you get a bit more height, and a bit more speed.
This was necessary to get up the final block, and particularly right at the end of the climb, I used this to get in the air and curve over the turning corner onto safe ground.
also this doubles up as a 0xA vid and a 0 spins vid.
smh purple sun u pressed a to sleect starrr!!.
#SuperMarioGalaxy2 SMG2: Twisty Trials Comet using only the analog stick [TAS]](https://i.ytimg.com/vi/RhiznriYgg4/mqdefault.jpg)
![[TAS, outdated] SMG2: Flip-Swap GS1 in 6.06s
obsoleted by 6 frames in this TAS: https://youtu.be/fnTWLzyNF_M
Luigi hyperjumps into a Green star in 6.06 seconds [IGT, 364 frames].
-1f from sonicpackers 2012 TAS: https://youtu.be/WgZGmVK3I3I
Crouching at the start moves slightly forward and accelerates faster, saving 2 frames on the starting run-up.
The frame of improvement comes from long jumping later to spin cancel jump immediately, jumping 1f earlier than sonicpacker and still getting the best flip panel jump all the way into the star.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS, outdated] SMG2: Flip-Swap GS1 in 6.06s](https://i.ytimg.com/vi/RikJY-wwPDk/mqdefault.jpg)
![[TAS] SMG2: Boo Moon Green Stars
Green Stars TAS WIP
Star order doesnt matter here.
Green Star 3 - 1:02.88 IGT - 1:37:16.28 real-time split (2:02.45 segment)
As the first planet is a sphere, long jumping generally isnt faster. The only exceptions are at the start to quickly get to top speed, and through the doors - jumping squeezes through earlier to save 8 frames.
2P freezing the Boo to get a squeezed backflip saved 11 frames.
I waited until landing to spin, which initially loses a couple of frames, but turning on floor while entering the launch star changes Luigis angle when landing on the next planet, allowing for a quick backwards land cancel and spin to the snake block, saving 14 frames overall.
Snake blocks seemingly dont count as moving platforms, so theres no cool boost to gain.
Also funny reverse gravity float off the sign.
As the moon is a moving platform, it can cause jumps to accelerate after their peak. I experimented with a mega triple jump conserving all the extra speed to get the star chips, but it was 45 frames slower than the RTA double backflip strat. UPDATE: A new approach to the MTJ using an instant turnaround for the double jump was closer but still slower by 4f.
Grabbing the star further left saved a frame due to hitboxes being confusing.
Green Star 2 - 45.00 IGT - 1:38:44.61 real-time split (1:28.33 segment)
Avoiding the coin isnt necessary due to maxed file, but it didnt lose any frames and is a good showcase for 242.
Squeezed backflip wasnt faster here due to the Boos bad positioning.
Double long jump + floaty airspin cancel was 8 frames faster than a long jump + single jump. Its also possible (27f slower) to ground pound the moon and uncrouch spin to grab the star without falling off: https://twitter.com/PurpleSunSR/status/1680632811764568065
Green Star 1 - 1:02.95 IGT - 1:40:30.90 real-time split (1:46.29 segment)
This time its important to get on the third snake block as soon as possible, as thats the next autoscroller bottleneck.
For the star, a couple of skip ideas were tested:
#1. Long jump, 2P freeze an Octoboo and bounce off it - off by about 100 units (5-ish LJ frames).
#2. 2P squeeze backflip from an Octoboo - 5f slower replacing the LJ at the end
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Boo Moon Green Stars](https://i.ytimg.com/vi/Rk994rMgs0A/mqdefault.jpg)
![[TAS] SMG2: Lava Lair Green Star 2 in 0xA presses [Mario]
Mario waits for an opening to grab a Green star in 0 A presses.
I had P2 on as this might be part of a future World 2 run, following the World 1 run made by Billy, Moosh and I early last year: https://youtu.be/HqSIIo-RUV0
In SMG2, unlike SMG1, you can grab pull stars with B, but only if youre not holding A.
With Flomps, you have some control over your velocity when thrown off and can go huge distances when moving the same way you get thrown. Its a shame they cant throw in any direction, couldve been useful for the Speed Run Comet.
In something Im calling edge grinding (or tail grinding), its faster to get that stumbling to fall state when running on the edge of a floor rather than simply running, although in the part I mostly used it, the shorter distance of running across and around the firebars would likely have been faster.
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Lava Lair Green Star 2 in 0xA presses [Mario]](https://i.ytimg.com/vi/RkDFGqmr6K4/mqdefault.jpg)