PurpleNebula | [TAS] SMG2: Rightside Down Greens @purplenebula8003 | Uploaded 2 years ago | Updated 1 hour ago
2nd channel time
GS2 with description: youtu.be/Ikq9CPZoGRk
GS1 (41.90 IGT) is much of the same which is why this is a 2nd channel thing.
The cutscene skip is different than I usually do it: for most levels, Luigi doesn't start moving for a little while if you immediately skip the fly-in, so for the sake of good IGT times and things looking a bit smoother, I delay the skip as far as Luigi's first movement frame, not losing any time.
For this level however, as it starts in a pipe, it is faster to skip the cutscene immediately.
For the ending strat, a straight triple jump and three firespins to the star is possible but requires more work than it seems.
The star's Z position is actually misaligned from the 2D restriction, closer to the back wall (likely because the intended way involves entering from the 3D section that's in line with the back wall). The edge of its hitbox is roughly -100 units on the Z axis.
The 2D restriction goes up to where the star is, so to get to the star without entering the 3D area, you'd have to get above the star to move far enough over on the Z axis.
A triple jump walljump is enough height, and distance is covered by first using neutral walljump strain to get more speed from the walljump, and then by getting a turnaround firespin (hold opposite direction 2 frames before spin happens) to move backwards in the air.
This strat saved 22 frames over a direct triple jump + 3 firespins, and 1.1s over the intended way.
16:49.91 real-time split, 1:24.86 segment
2nd channel time
GS2 with description: youtu.be/Ikq9CPZoGRk
GS1 (41.90 IGT) is much of the same which is why this is a 2nd channel thing.
The cutscene skip is different than I usually do it: for most levels, Luigi doesn't start moving for a little while if you immediately skip the fly-in, so for the sake of good IGT times and things looking a bit smoother, I delay the skip as far as Luigi's first movement frame, not losing any time.
For this level however, as it starts in a pipe, it is faster to skip the cutscene immediately.
For the ending strat, a straight triple jump and three firespins to the star is possible but requires more work than it seems.
The star's Z position is actually misaligned from the 2D restriction, closer to the back wall (likely because the intended way involves entering from the 3D section that's in line with the back wall). The edge of its hitbox is roughly -100 units on the Z axis.
The 2D restriction goes up to where the star is, so to get to the star without entering the 3D area, you'd have to get above the star to move far enough over on the Z axis.
A triple jump walljump is enough height, and distance is covered by first using neutral walljump strain to get more speed from the walljump, and then by getting a turnaround firespin (hold opposite direction 2 frames before spin happens) to move backwards in the air.
This strat saved 22 frames over a direct triple jump + 3 firespins, and 1.1s over the intended way.
16:49.91 real-time split, 1:24.86 segment