[TAS] SMG2: Hightail Falls GS3 in 57.23s @PurpleSunTAS
[TAS] SMG2: Hightail Falls GS3 in 57.23s  @PurpleSunTAS
Uploaded June 2022 | Updated September 2026, 2 weeks ago
WARNING: Some weird "flashing" (it's strobey but dark) when eating or single jumping with a Dash Pepper (or first person cameras). This is a graphical bug in the older version of Dolphin I'm using (5.0 stable).

Green Stars TAS WIP

I was planning to put all 3 on here but GS2 had a desync. It was good in the end as I had found some improvements for GS3 - beforehand I didn't want to have to go back and redo everything but the desync motivated me to go back.

This is roughly a 2.9s improvement over this demo from last year, which has a lot of detail on some tricks: youtu.be/IlklCoR-V2A

57.23s IGT - 27:34.13 real-time split (1:53.28 segment)
The single jump into Yoshi was a little faster than another long jump, as another long jump would float in the air too long.

The main tech is Dash Pepper jumping.
Bunnyhopping along the ground is a little over 1 frame faster per jump, as running speed peaks at 32.4 units/frame, whereas jumping speed has an initial speed boost between 60-70, a speed of 32 while going up, and a speed of up to 34.7 while falling. There's a frame with about 28 when landing.
Jumping on edges when horizontal will cause a lower jump, but on edges of slopes and ramps, it causes a much higher jump, which can then get up ramps faster.

The jump up the first big curve saved ~0.5s.
Double jumps can be constantly done by fluttering each jump, even if only for a frame.
The jump up the big wall saved ~0.8s. This was where I had found improvement in GS2 later on, 13 frames improvement with a much better jumping angle.

The big flutter at the end is the jda flutter. To keep all the speed going forwards, Yoshi needs to jump off the stone block as it's falling, and also needs to be *on* the block; jumping off the very edge doesn't work.
After some time, a sideways slightly backwards angle needs to be held to keep speed, as is usually done for infinite flutters.
Flutter height is maxed to be as close to the first flower swing as possible.

This flower swing route is where much of the timesave comes over the 2021 demo. I must have done really badly with this route back then to find it as 0.45s slower than some Dash jumping, when in fact it's 0.6s faster with what I had known then, and now it's 2s faster with a new technique.
This technique is grabbing a flower swing at a specific spot so Yoshi ends up facing opposite to the way the swing goes. This spot is directly under the swing, with only 1 unit of margin on each side.
This gives Yoshi a lot of backwards momentum to add to a dismount that flies back into the star.
The swing animation is cancelled with a frame-perfect flutter, but this loses a bit of height so it only saved 1 frame needing a weakspin to grab the star.

#supermariogalaxy2 #toolassistedspeedrun
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PurpleSun |

[TAS] SMG2: Hightail Falls GS3 in 57.23s

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