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PurpleSun | [TAS] SMG2: Haunty Halls Green Stars @PurpleSunTAS | Uploaded 1 year ago | Updated 2 hours ago
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 won't 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 won't go back.

Green Star 2 - 11.83s IGT - 1:05:06.25 real-time split (55.19s segment)

4f improvement over my 2020 TAS: 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 don't have the fixed speed and angle of regular ones which means you'll lose speed unless moving backwards.
Fortunately, it's 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, Luigi's 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 there's 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 can't 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
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[TAS] SMG2: Haunty Halls Green Stars @PurpleSunTAS

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