PurpleSun | [TAS] SMG2: Freezy Flake Green Stars @PurpleSunTAS | Uploaded 1 year ago | Updated 19 seconds ago
Green Stars TAS WIP
Star order doesn't matter here, although it almost did with a slower GS2 strat involving the flying ? block.
Green Star 2 - 37.95 IGT - 1:00:59.31 real-time split (1:34.05 segment)
A longer description of this star can be found here: youtu.be/j_J_UWSEdpM
The first launch star is a balance of optimisation for the earliest statue break while still being able to get to the launch star on its first active frame. The strat used was fastest by 29 frames, and also is good enough to enter the launch star at 0spd which somehow makes the instawalk 5 frames faster.
With certain movement, conical or jagged slopes can cause some very buggy fast slides for a frame or two, leading to glitchy slope jumps. These slope jumps have a fixed speed and angle trajectory.
As with Tall Trunk's slide, the path you take doesn't matter, until the end where exiting upside down causes Luigi to face backwards, leading to a smooth pipe strat 35 frames faster than a forward exit.
Another glitchy slope jump on the Goomba statue, but couldn't get one at that speed with a better trajectory than hitting the lava near the end. This strat is 1.4s faster than a normal long jump route.
Green Star 1 - 20.43 IGT - 1:02:03.06 real-time split (1:03.75 segment)
Because of the different set up not having to detour to the Fire Flower, the glitchy slope jump gets a straighter trajectory. Speed is conserved in the single and continues into the double jump after breaking the Bowser statue, being fast and high enough to land on the ledge to the slide.
Green Star 3 - 10.43 IGT - 1:03:08.66 real-time split (1:05.60 segment)
Adjusting for cutscene difference, this is an improvement of roughly 3 seconds to my TAS from 2021: youtu.be/K5xMO-TfyCI
For details on the rock mid-air jumps, here's Joselle's doc: docs.google.com/document/d/13HenHN3IA2mQih2k8Ve_VZdK-yIoX8fnXB2g2eMaZGM/edit
Most of the timesave comes from a completely direct route to the star rather than the mid-air turn from the previous TAS.
Remaining timesave comes from understanding how horizontal speed works with rock jumps: it's a simple case of waiting between each jump, lower vertical speed causes higher horizontal speed. With this in mind, I steady out at 59-60 hspd jumping when yspd drops to -20, which hovers just above the DeathArea.
SMG TASing server: discord.gg/h2YSCZm
#supermariogalaxy2 #toolassistedspeedrun
Green Stars TAS WIP
Star order doesn't matter here, although it almost did with a slower GS2 strat involving the flying ? block.
Green Star 2 - 37.95 IGT - 1:00:59.31 real-time split (1:34.05 segment)
A longer description of this star can be found here: youtu.be/j_J_UWSEdpM
The first launch star is a balance of optimisation for the earliest statue break while still being able to get to the launch star on its first active frame. The strat used was fastest by 29 frames, and also is good enough to enter the launch star at 0spd which somehow makes the instawalk 5 frames faster.
With certain movement, conical or jagged slopes can cause some very buggy fast slides for a frame or two, leading to glitchy slope jumps. These slope jumps have a fixed speed and angle trajectory.
As with Tall Trunk's slide, the path you take doesn't matter, until the end where exiting upside down causes Luigi to face backwards, leading to a smooth pipe strat 35 frames faster than a forward exit.
Another glitchy slope jump on the Goomba statue, but couldn't get one at that speed with a better trajectory than hitting the lava near the end. This strat is 1.4s faster than a normal long jump route.
Green Star 1 - 20.43 IGT - 1:02:03.06 real-time split (1:03.75 segment)
Because of the different set up not having to detour to the Fire Flower, the glitchy slope jump gets a straighter trajectory. Speed is conserved in the single and continues into the double jump after breaking the Bowser statue, being fast and high enough to land on the ledge to the slide.
Green Star 3 - 10.43 IGT - 1:03:08.66 real-time split (1:05.60 segment)
Adjusting for cutscene difference, this is an improvement of roughly 3 seconds to my TAS from 2021: youtu.be/K5xMO-TfyCI
For details on the rock mid-air jumps, here's Joselle's doc: docs.google.com/document/d/13HenHN3IA2mQih2k8Ve_VZdK-yIoX8fnXB2g2eMaZGM/edit
Most of the timesave comes from a completely direct route to the star rather than the mid-air turn from the previous TAS.
Remaining timesave comes from understanding how horizontal speed works with rock jumps: it's a simple case of waiting between each jump, lower vertical speed causes higher horizontal speed. With this in mind, I steady out at 59-60 hspd jumping when yspd drops to -20, which hovers just above the DeathArea.
SMG TASing server: discord.gg/h2YSCZm
#supermariogalaxy2 #toolassistedspeedrun