Uploaded April 2023 | Updated September 2026, 1 week ago
Green Stars TAS WIP
Star order doesn't matter here since no affected cycles change movement between either star.
Green Star 2 - 44.35s IGT - 1:20:39.13 real-time split (1:40.58 segment)
This is an improvement over my 2020 TAS: youtu.be/0YeVYsjCiX8
Left side beeless climb (nemi's IL route: youtu.be/iBfqJ6XjF6s ) was initially 20 frames faster than right side, and then the zip jump was found.
This zip jump is extremely precise - too close to the edge and it counts as an edge jump which has normal properties (speed capped to 32, decelerates when moving forward), but too close to safe ground and it stops dead. It's a very thin line to get the uncapped 59spd jump.
This speed carries into the swing and remaining momentum was conserved in the single jump.
Facing left on the swing (and the setup required) ends up grabbing the wall 9 frames later than facing right (which has a better setup), however - because wallgrabs are more lenient while facing away from the wall - it is only possible to get this glitchy 90+ degree wallkick facing that way, and this wallkick is 21 frames faster than a normal one, making this 12 frames faster overall.
The instant sideflip conserved running speed into the backflip, and then landing on the top part got higher acceleration to long jump early enough to graze past the bubble.
For the floaty fluff, the angle coming off the earlier swing is usually the set angle coming off the floaty fluff, but this angle can be altered by turning (after neutral) while jumping into the fluff.
This meant I could face sideways off the fluff, gaining more speed while falling.
An alternative route for the climb that skips the flower flinger was only 3 frames slower getting the megawallkick off the Queen Bee.
Speaking of the Queen, she starts to talk if you stay on the ground for 5 frames.
Green Star 1 - 26.88s IGT - 1:21:49.11 real-time split (1:09.98 segment)
This is an improvement over my 2020 TAS: youtu.be/KG3QC0CJGzQ
Much the same as GS2 until the top of the 2D section.
Because it can keep enough speed to long jump, it's 0.65s faster to do this triple jump and jump on the cloud to get a long jump to the star than to use the floaty fluff.
#supermariogalaxy2 #toolassistedspeedrun
Green Stars TAS WIP
Star order doesn't matter here since no affected cycles change movement between either star.
Green Star 2 - 44.35s IGT - 1:20:39.13 real-time split (1:40.58 segment)
This is an improvement over my 2020 TAS: youtu.be/0YeVYsjCiX8
Left side beeless climb (nemi's IL route: youtu.be/iBfqJ6XjF6s ) was initially 20 frames faster than right side, and then the zip jump was found.
This zip jump is extremely precise - too close to the edge and it counts as an edge jump which has normal properties (speed capped to 32, decelerates when moving forward), but too close to safe ground and it stops dead. It's a very thin line to get the uncapped 59spd jump.
This speed carries into the swing and remaining momentum was conserved in the single jump.
Facing left on the swing (and the setup required) ends up grabbing the wall 9 frames later than facing right (which has a better setup), however - because wallgrabs are more lenient while facing away from the wall - it is only possible to get this glitchy 90+ degree wallkick facing that way, and this wallkick is 21 frames faster than a normal one, making this 12 frames faster overall.
The instant sideflip conserved running speed into the backflip, and then landing on the top part got higher acceleration to long jump early enough to graze past the bubble.
For the floaty fluff, the angle coming off the earlier swing is usually the set angle coming off the floaty fluff, but this angle can be altered by turning (after neutral) while jumping into the fluff.
This meant I could face sideways off the fluff, gaining more speed while falling.
An alternative route for the climb that skips the flower flinger was only 3 frames slower getting the megawallkick off the Queen Bee.
Speaking of the Queen, she starts to talk if you stay on the ground for 5 frames.
Green Star 1 - 26.88s IGT - 1:21:49.11 real-time split (1:09.98 segment)
This is an improvement over my 2020 TAS: youtu.be/KG3QC0CJGzQ
Much the same as GS2 until the top of the 2D section.
Because it can keep enough speed to long jump, it's 0.65s faster to do this triple jump and jump on the cloud to get a long jump to the star than to use the floaty fluff.
#supermariogalaxy2 #toolassistedspeedrun
![[TAS] SMG2: Flip-Swap Green Star 2 in 0xA Presses
Mario floats to a Green Star without jumping.
This saves 1xA over the previous count, doing a crystal float to reach the star.
I had managed this in 0.5xA with Luigi, but it is possible 0x by using the electric beams to recharge spins in mid-air, enough to be able to get onto the crystal.
Crystal floats are confusing but the theory is that Mario interacts with the push/NPC sphere inside a crystal while on top of it. This sphere messes around with gravity - usually causing Marios falling speed to be very slow - and by going backwards over a certain area of the crystal, the axis of the gravity is reversed, so Mario ends up falling upwards.
On flat gravity, floats are very powerful, and for some reason going straight backwards causes them to cut off quickly, but holding a sideways angle makes them go further - interestingly, infinite flutters go faster sideways. Maybe something related?
Ground pounds are also affected, causing Mario to go forward at a fixed speed and only actually pounding down once the effect of the float is finished.
I selected GS1 because I wanted to try some stuff for that too.
P2 was chilling, making it easier for BillyWAR to put this in an upcoming project...
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Flip-Swap Green Star 2 in 0xA Presses](https://i.ytimg.com/vi/S1yB5rzsb3k/mqdefault.jpg)
![[ABC TAS] SMG: Freezeflame Comet in 0xA presses [Luigi]
Luigi outskates the Cosmic clone in 0xA presses.
Shoutouts to BillyWAR for suggesting this. Hes currently going through SMG1 making videos for every star and saving more A presses along the way (including the coolest flipbug raising strat in Gusty Garden 3): https://www.youtube.com/channel/UCBCqPFqPz2OUFOFdUZ9Bkyg
The layout of the level is fine for not jumping (besides a trick needed for the last gravity flip) but the issue is being fast enough to beat the clone.
Spinning immediately in the air tended to get the fastest landing, although late spin cancels were very close when testing.
Spin skating has a trick where you can spin once just before the Luma fully recharges and then you dont have to wait as long for another spin (but you do have to wait a little bit).
This can be further improved by cancelling this spin by cutting corners, as then the next spin can be almost immediate.
I couldnt replicate it anywhere else, but one landing was on the edge and some jerky analog movements let me fall off and land back on in an instant, which let me spin skate early.
For the last gravity flip, it isnt possible to reach the gravity with a normal spin, so edge lift is required.
This is where you land on the edge of a ledge so that you dont get snapped to the floor, and you can then spin from this higher landing, which can barely reach the gravity.
These tricks meant I could be fast enough to catch up to the clone at the end and bounce off it into the star.
oh hey also its 10 years since i joined youtube
#supermariogalaxy #abuttonchallenge [ABC TAS] SMG: Freezeflame Comet in 0xA presses [Luigi]](https://i.ytimg.com/vi/SQI6vXVXT0I/mqdefault.jpg)

![[TAS] Super Mario Galaxy 2: Haunty Halls Green Star 2 in 11.90s
Luigi backflips off a bump in the path to a Green Star in 11.90 seconds [IGT, 714 frames]
The camera pan at the start moves the second planet off-screen, stopping the paths cycles for a moment. This was helpful as it meant the path to the star needed less meandering, so I could backflip closer to the star.
The camera cancel on the second planet is frame-perfect, pressing up on the D-pad on the first landing (dust) frame. A jump cancel is also possible here, which is also frame-perfect.
It was 10 frames faster to land on the bump and backflip, rather than continue the long jump closer to the star but landing on lower ground.
I had had a cooler idea for the star grab involving the broken walls but it ended up over 1 second slower. Here it is on my second channel: https://youtu.be/TccadovLC7c
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Haunty Halls Green Star 2 in 11.90s](https://i.ytimg.com/vi/Sy6O893-okk/mqdefault.jpg)
![[TAS demo] SMG2: Honeybloom GS2 in 58.90s
Improvements were made thanks to cutscene cycles and the 11f advantage of how the in-game timer starts from cutscenes, starting further along with a few frames of flying speed before grabbing the vine.
The first improvement is being able to squeeze between the Choppah (I learned the name!) and the ledge at the end of the waterfall section, rather than having to go over the Choppah.
This squeeze also meant that the ledgegrab instantly climbed up, and also gave a huge boost of horizontal speed, up to 32 units/frame, that could be carried briefly in a single jump (but the jump was shortened as a longer jump wouldnt regain running speed as quickly when landing. More optimisation to be had here).
Another improvement was in the bouncy fruit section, where the first Choppah goes low enough that a bounce gets cut off of its height just enough to get to the cloud, while quickly getting to the faster hspd of falling as Bee Luigi.
And then P2 was used to hold the second Choppah in a good position to get the damage boost onto the next ledge.
The squeeze between the Choppah and the ledge at the end of the pole section required an early P2 A press so P2 would jump up, and resulted in a ledge grab spin bonk as the spin was still active when grabbing the ledge, which may be faster than spinning and waiting to grab the ledge as the squeeze makes Luigi land very quickly and in such a way that he starts running instantly, with the horizontal speed getting the same as the squeeze in the waterfall. A different landing would have been stuck running on the edge for a moment.
Overall, this run isnt highly optimised with many frame saves to be made and other little bits of movement to experiment with.
#SuperMarioGalaxy2 #TAS [TAS demo] SMG2: Honeybloom GS2 in 58.90s](https://i.ytimg.com/vi/TP0NNyl4FDg/mqdefault.jpg)
![[TAS] Super Mario Galaxy 2: Flip-Swap Green Star 2 in 17.38s
Luigi launches off flipping panels to collect a Green Star in 17.38 seconds [IGT, 1043 frames].
This is fast, but theres so much nuance to flip panel jumps, and waiting the cutscene a bit would give better electric beam cycles, so an IL time could go sub 17.
For the first panel jump, I spin cancel long jump on the panel to trigger another flip. This gives a strange push in mid-air in the direction the flip panel moves (in this case north-east). Displacement? I dont know the technical side of it.
This also means the blue panels are active, and landing on that one was necessary to avoid the electric beams - again, waiting the cutscenes could be better for in-game time as you could do a shorter panel jump without the spin cancel and go over to the red panels instead.
P2 comes in handy to hit the checkpoint so that Luigi doesnt hit it and lose all speed when he spins. This helps to set up a stronger blue panel jump that makes it all the way to the final panel. I learned about this blue panel strat from datteos IL of the main star: https://youtu.be/M-Fss5TKjWE
This final panel flings straight towards the star.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Flip-Swap Green Star 2 in 17.38s](https://i.ytimg.com/vi/VJuskE1EpWE/mqdefault.jpg)
![[TAS] SMG2: Shiverburn Green Stars
Green Stars TAS WIP
Star order has no real effect - all three stars have the same start so start position difference doesnt matter.
Green Star 3 - 35.45 IGT - 1:51:51.80 real-time split (1:31.94 segment)
This is an improvement of 1.53s over my 2020 TAS, even without land cancel: https://youtu.be/L1khyJTw79E
No land cancel here.
This route to the Cloud Flower saved 6 frames over starting with the 2nd green platform, and getting a height boost off the blue platform.
The most interesting part was the route from getting clouds and skipping to the launch star, and how many clouds would be best to have at the end.
The route RTA uses - going back to spawn and then long jumping out of bounds from there - is possible with just 1 cloud, leaving 2 at the end.
This route - which is later used for GS2 - is barely possible with 2 clouds (even when entering gravity, I have to slow down for a few frames to avoid swinging out into the deathplane). This route is 92 frames (1.53s) faster than the other.
But on the last planet, having 2 clouds would allow for a double cloud long jump route that saves 0.65s over the standard 1-cloud strat.
So overall, the final route - 2 clouds at the start, 1 at the end - was 0.88s faster.
On the last planet, I saved 3 frames by turning the camera so Luigi was moving to the left in its perspective.
For some reason, you get ever so slightly more speed moving left/right to the camera compared to moving away from it, and much more compared to moving towards it. https://docs.google.com/document/d/14DAcbHw0OPSL2psmxpvAPtpAVdF_AYkYJyeE8GNZKjM/edit
This mechanic is difficult to make useful in other parts of the game, as often times the camera either cant move or its constantly fighting to get back to being behind Luigi, with its back-and-forth swinging making optimising movement an exhausting task without some kind of script or visualiser that we dont yet have.
Green Star 2 - 19.48 IGT - 1:52:55.11 real-time split (1:03.31 segment)
This is an improvement of 0.5s over my 2020 TAS: https://youtu.be/QdUV1xkWiuo
Not much to note besides the trick itself catching the edge of gravity right above the star into a cool precise spin-cancel ground pound.
Green Star 1 - 17.91 IGT - 1:53:56.86 real-time split (1:01.75 segment)
This is an improvement of 0.58s over my 2020 TAS: https://youtu.be/thg0ekOZxfg
On the 2nd cloud long jump to the button, I start walking up and then turning and long jumping before completing the turn. This makes it so Luigi turns around quicker when getting up from the ground pound, saving a few frames.
Despite the wayward zig-zag, the movement on the frozen volcano saved 2 frames over going straight over the higher lip to the left.
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Shiverburn Green Stars](https://i.ytimg.com/vi/VOCZo6UDmHo/mqdefault.jpg)
![[TAS] SMG2: Flash Black Green Stars
Green Stars TAS WIP
Star order would matter due to Paragoomba and Jack OGoomba cycles, however use of 2P negates the differences. GS1 was still picked first from the pre-2P route.
Green Star 1 - 16.78s IGT - 2:01:53.73 real-time split (1:13.05 segment)
This is an improvement of 2.97s over my 2020 IL TAS, despite cutscenes: https://youtu.be/WBvi2DMZO9M
Even against the Blimp boost tech explained later, climbing Yoshiless is faster by a couple of seconds.
A megasideflip is a glitch that still isnt quite understood on a technical level, but requires a certain camera type (XZ_PARA) and angle, and then sideflipping and holding a direction perpendicular to facing angle. See more here: https://docs.google.com/document/d/1a2wWBhFL7hTVEY9zJmtTk5CEbxiib3lim9hSOCkAWQw/edit#heading=h.54goeomx2quh
This megasideflip route is 1s faster than this zip jump triple jump route: https://twitter.com/PurpleSunSR/status/1801718542540411149
The megasideflip was made even faster by aiming to grab the ledge. Since this is inside the 2D section, and entering a 2D section from the front slowly forces Luigi into the 2D restriction, grabbing the ledge results in a 1-frame climb.
Grabbing Yoshi at the end would only be 0.5s slower than what was done here.
Usernameispassword suggested starbitting the Paragoomba to bounce off it in mid-air. This strat saves 0.37s over the mega-wallkick route done in the 2020 TAS.
Green Star 2 - 31.15s IGT - 2:03:07.98 real-time split (1:14.25 segment)
This is an improvement of 5.18s over my 2020 IL TAS: https://youtu.be/XJqTklGuRrg
Thanks to the Paragoomba cycles, it is 3 frames faster to bounce-spin off one to the wallkick up to the Jack OGoomba, rather than the double wallkick GS1 has to settle with (2P cant help GS1s cycle because it needs the Paragoomba to move to the left).
Taking Yoshi at the end of the climb ends up 0.8s faster than going the rest of the way Yoshiless (which would use a zip jump).
The Blimp boost tech involves freezing a Paragoomba so Blimp Yoshi can go through it, and then spinning it to make it solid inside Blimp, causing it to push Blimp out at high speeds (like a proxy in Spyro games). This one was 121 initial y-speed - Blimps normal is 7 y-speed.
UPDATE: Improved ending by 0.39s here: https://youtu.be/emYeiQOWsKY
At the end, backwards infinite flutter from the start is 0.5s faster than going over to the crystal for a zip jump.
I slightly angle the flutter to drift off of a straight line to the star in order to be over a void around the middle part.
After accelerating to top speed with fluttering, you eventually lose speed if youre fluttering close to the ground, but maintain it over void or high above ground. This saved a few frames.
I also turned the camera here - moving to the side of the screen is slightly faster than moving towards or away from it. This saved 0.2s. See more here: https://docs.google.com/document/d/14DAcbHw0OPSL2psmxpvAPtpAVdF_AYkYJyeE8GNZKjM/edit
at 150k rerecords now
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Flash Black Green Stars](https://i.ytimg.com/vi/WFnBtg0WeTc/mqdefault.jpg)
![[TAS] Super Mario Galaxy 2: Spin-Dig Green Star 2 in 38.45s
Luigi and P2 drill and backflip to a Green Star in 38.45 seconds [IGT, 2307 frames].
At the start, I tried long jumping and bouncing off the digger, but its slower than just jumping down and triple jumping up, especially when you can triple jump up without having to spin, which saved a few frames.
I turned the camera just before talking to the Luma so it didnt have to pan as far to its resting point, making the textbox appear 1f earlier.
On the second planet, I used the IL strat of getting the drill clip on the underside: https://youtu.be/BcsOtQoJuXU?t=25
This saves 0.75s over clipping from the first drill.
After making this, I had found I could have HGPd the drill 3 frames earlier. I found this out while comparing camera cancel with a new jump cancel idea, with camera cancel still coming out 1 frame ahead. I also may have found 1 frame of timesave for both drills when doing cutscene cycle tests.
At the Luma, I again turned the camera to save 1 frame of camera cutscene movement.
On the third planet, I turned the camera at a certain point to get the yellow appearing platforms off screen to freeze their cycles. This meant that I reached the second row of platforms as they reappeared, and when they reappear, they move slightly upwards - side note: the collision is the same size despite the model expanding - so a backflip could gain a bit more vertical speed. This saved 7 frames.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Spin-Dig Green Star 2 in 38.45s](https://i.ytimg.com/vi/WJgs-aUh5bc/mqdefault.jpg)

![[TAS] SMG2: Lava Lair Comet in 0xA presses [Mario]
Mario speeds through Lava Lair to grab a star in 0 A presses.
This improves on the previous 1xA count by using the Whomp as a sliding tool to get to the meteor.
This star was an interesting one, as beforehand the two 1xA routes were either: Jump on spring at the start and use the Whomp with an 0.5xA strat for the meteor, or use the pull star with B to skip the spring and jump on the meteor.
It turned out that the Whomp strat was possible 0xA, but I was sceptical that thered be enough time on the limit to bring all the strats together.
As stated, pull stars can be grabbed with B. The IR appears a second time to manipulate Marios rotation inside the bubble so hes facing away from the spring; backwards speed is faster in the air.
I stayed on the moving platforms rather than the lavaboost that is done in other stars so that I could fireboost into a clock later on and still have the health to lavaboost into the star. This lost 3 seconds in real-time but gained 7s profit on the time limit.
I got lucky with the Whomps cycle, although P2 could have helped if necessary.
The slide requires standing on a certain point as the Whomp stands up; a bit too far up or down would still slide, but not get any speed in the air. A quick turn can be done just before sliding to face backwards.
I couldnt get that around the meteor far enough to hit the gate immediately, but was able to use some gravity trickery as the next one came up to be able to pound that instead.
Lava boost into snake block clip at the end for style points.
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Lava Lair Comet in 0xA presses [Mario]](https://i.ytimg.com/vi/WhZmjb_kUiY/mqdefault.jpg)