Uploaded September 2025 | Updated September 2026, 2 weeks ago
Green Stars TAS WIP
Star order doesn't matter here - the position of enemies doesn't change enough to make differences for either star.
Green Star 2 - 46.31 IGT - 2:25:22.90 real-time split (1:42.44 segment)
This is an improvement of 5.59s over my 2020 TAS, despite cutscenes: youtu.be/5zBcZT8DuUc
The main improvement is the spiral skip found by Sheep: youtu.be/XHtPWADnpds?feature=shared
This first bonks off the pillar and then jumps the frame after to keep high speed (around 85hspd) that is enough to get over the death plane and land at the bottom of the spiral.
The landing has to be precise and land on the rail along the edge in order to come to a complete stop, otherwise Luigi would roll down and off the other side.
A couple of smaller improvements:
- 0.26s at the start by jumping off the sloped edge of the platform to gain speed, rather than a chain of jumps (bunnyhopping, or bouncy-balling I guess) on the fences
- 0.55s plus higher speed for the skip by bunnyhopping from near the end of the rainbow 'halfpipe' slide to maintain the higher speed from that slide (rolling on flat ground decelerates faster, jumping maintained the downhill speed)
Green Star 1 - 21.13s IGT - 2:26:27.36 real-time split (1:04.46 segment)
This is an improvement of 1.82s over my 2020 TAS: youtu.be/D5V8ibOL_tc?feature=shared
The main improvement is the same bunnyhopping technique, but this time it saved even more time (0.94s) to start much earlier and set up landing on the sloped side of the halfpipe slide right at the end, as this gets a much faster jump and leftwards trajectory through the Bob-ombs. This set-up didn't work out the opposite way for Green Star 2.
#supermariogalaxy2 #toolassistedspeedrun
Green Stars TAS WIP
Star order doesn't matter here - the position of enemies doesn't change enough to make differences for either star.
Green Star 2 - 46.31 IGT - 2:25:22.90 real-time split (1:42.44 segment)
This is an improvement of 5.59s over my 2020 TAS, despite cutscenes: youtu.be/5zBcZT8DuUc
The main improvement is the spiral skip found by Sheep: youtu.be/XHtPWADnpds?feature=shared
This first bonks off the pillar and then jumps the frame after to keep high speed (around 85hspd) that is enough to get over the death plane and land at the bottom of the spiral.
The landing has to be precise and land on the rail along the edge in order to come to a complete stop, otherwise Luigi would roll down and off the other side.
A couple of smaller improvements:
- 0.26s at the start by jumping off the sloped edge of the platform to gain speed, rather than a chain of jumps (bunnyhopping, or bouncy-balling I guess) on the fences
- 0.55s plus higher speed for the skip by bunnyhopping from near the end of the rainbow 'halfpipe' slide to maintain the higher speed from that slide (rolling on flat ground decelerates faster, jumping maintained the downhill speed)
Green Star 1 - 21.13s IGT - 2:26:27.36 real-time split (1:04.46 segment)
This is an improvement of 1.82s over my 2020 TAS: youtu.be/D5V8ibOL_tc?feature=shared
The main improvement is the same bunnyhopping technique, but this time it saved even more time (0.94s) to start much earlier and set up landing on the sloped side of the halfpipe slide right at the end, as this gets a much faster jump and leftwards trajectory through the Bob-ombs. This set-up didn't work out the opposite way for Green Star 2.
#supermariogalaxy2 #toolassistedspeedrun
![[TAS] SMG2: Fleet Glide Green Stars
Green Stars TAS WIP
Star order has no real effect - the Thwomps may be a couple of frames different but nothing else.
Green Star 2 - 54.06 IGT - 1:49:23.00 real-time split (1:49.85 segment)
Compared to my 2020 TAS (https://youtu.be/DA8 G1KBlo), the flying section was improved by 2 frames (42.23 on timer vs 42.26).
I struggled to keep up with the 2020 TAS without copying inputs, and even adjustments to try to improve only got to being 0.2 units ahead by the tunnel entrance (Fluzzard Hspeed is generally 47 so thats a very tiny difference).
The main issue is there is a lot of downhill - the holes at the start, the tunnel, especially the Banzai Bill part, so alternating between boost and lift to get more distance like in Wild Glide is not as beneficial here as it also ends up higher, so you lose that extra distance with sharper downtilts later.
The framesaves came right at the end of the tunnel, where the bottleneck is no longer downhill but an uptilt right at the end.
A light uptilt followed by 1-frame sharp tilt under the ceiling saved a frame on that last stretch of tunnel compared to the gentle curve of tilt from before, and optimising that + general better movement to the star saved another.
Green Star 1 - 14.18 IGT - 1:50:19.86 real-time split (56.86 segment)
IL TAS is 13.98 (https://youtu.be/vDHeMTBJWAo).
I would usually delay the cutscene skip to optimise in-game time without losing real time, however, theres a quirk with the Jibberjays dialogue where - after skipping cutscenes - it has some cooldown or inactive state before the dialogue box opens, so you could press A 0.3s later than possible and still be as fast as pressing A as early as possible.
Skipping cutscenes earlier than I usually would manages to cut down a bit (but not all) of the waiting time, so its faster RTA by 13 frames.
Because this quirk gives freedom for suboptimal movement, it means there is space for another optimisation quirk - camera cutscene movement. For dialogue or other mini-cutscenes, the camera needs to reach a certain point to rest before the box appears or the thing happens, so frames can be saved by getting the camera closer to its point before activating the scene/dialogue.
If heading straight to the Jibberjay, the camera really slowly moves to its point, so instead I run and slide around the right, saving 7 frames on camera movement (which seems to not be limited by the cooldown quirk I guess?).
Also 7 frames difference was bigger than the IL of 6 frames difference. Maybe 1 more frame to save in IL!
As nemi43 found, tilting up and slightly to the side grabs the star 1f earlier because hitboxes.
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Fleet Glide Green Stars](https://i.ytimg.com/vi/mEP0JCh_u28/mqdefault.jpg)
![[TAS] SMG2: Stone Cyclone Green Stars
Green Stars TAS WIP
Star order matters for Tox Box cycles. It is faster to do GS1 first by 1.33s.
Green Star 1 - 8.55 IGT - 2:29:48.26 real-time split (1:04.66 segment)
The cutscene cycle strat is slower IGT than the IL strat (here TASed by Sheep: https://youtu.be/nGh7FFfgDbU ) but the cycles make the IL strat too slow - you barely miss making it onto the first Tox Box in time.
As for the Tox Box used, if I had tried to slope jump on the first flip, I would have gone sideways with the momentum from the prior backflip (which is done for the old GS2 strat). So I landed further down onto the edge to be able to get a regular jump to line up an extremely fast fling into the star.
Green Star 2 - 10.92 IGT - 2:30:42.56 real-time split (54.30s segment)
This uses the massive Tox Box fling found by Sheep: https://youtu.be/nGh7FFfgDbU?t=38
In my previous Stone Cyclone TAS from 2021, I added a clip of almost getting sent straight into the star from this Tox Box: https://youtu.be/2R9-WyeAbMY?t=44
Sheep then made the strat work out by redirecting the jump to the right and jumping fast enough from high enough up the Tox Box to scrape over the platform and ground pound onto the star.
While it saves 3.25s in-game time when delaying cutscene skips, I still have to wait for the Tox Box, so this only saves 0.38s in real time compared to the old GS2 strat you can see in my 2021 TAS.
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Stone Cyclone Green Stars](https://i.ytimg.com/vi/mIa6TaLJo2E/mqdefault.jpg)
![[TAS] Super Mario Galaxy 2: Honeybloom Green Star 2 in 59.31s
Luigi and P2 fly through the bees garden to collect a Green Star in 59.31 seconds [IGT, 3559 frames].
This was optimised for real time comparison rather than in-game time, so 0.18s IGT was lost by skipping the flying cutscene.
Honeybloom GS2 joins the sub 1 club!
The first major change from the route is landing early from the swing and backflipping up the wall, instead of landing later and bouncing off the Goomba from a long jump. This saved a few frames.
The fastest method from this point was doing one wallkick and getting a long jump, spinning to the wall and wallkick spinning off the wall to the ledge with the Bee shroom, and backflipping up. This was faster than the usual double wallkick, no long jump, sideflip, backflip method by 0.5s.
The next section looks clunky, but is faster than several other routes I tested. After the first long jump, I held neutral for half of the single jump in order to avoid the Bee shroom, with the neutral landing still keeping most of the momentum for the double jump onto the bee.
The triple jump is the reason why this ended up faster, being able to get straight to the first cloud without going to the first flower.
I first tried doing a sideflip from the cloud and going through the flower to get warped up onto the second cloud, then backwards jumping to the checkpoint ledge.
However, I then tried jumping onto the flower and doing a sideflip from there and seeing if a spin could make it that way onto the ledge. It was just a bit short.
But by freezing the copter enemy (could also work with starbit stuns) I could use a weak spin to change how Luigi would collide with the enemy, including changing how the push effect would work - without the weak spin, Luigi would have done a somersault animation and got pushed to the left, but with the spin, he instead just floated up off the enemy and continued going right.
This saved 10 frames over the original sideflip-flower warp-backwards jump strat.
Long jumping on that ledge was faster than running and turning by a few frames, despite getting stuck on the wall for so long.
Crouch spin knockback was a few frames faster for grabbing the vine than just dropping off.
With the Bee suit, going upwards reduces horizontal speed to 8 units/frame, but while dropping, hspd goes up to 10.25 u/f.
With this in mind, mashing A to slowly hover down is the best horizontal tactic for Bee flight.
Hovering down past the first cloud was a bit faster than going up onto it and continuing from there, by only 5 frames.
On the cloud I landed on, I waited for it to bounce up to get more height in the jump, which was a bit faster.
For the pole, I spun just before grabbing to get a faster turn on it.
Sideflipping up the first ledge was faster than backflipping by 1 frame, due to being able to execute it 1 frame earlier.
Sideflipping up the second ledge was faster by a few more frames as backflipping needed to land further in on the first ledge in order to work, meaning it would have to land later, whereas sideflipping just needed to land on the edge.
Long jumping into the Bee shroom is 2f faster than jumping or running.
Having P2 bring a coin to refill some of the Fly meter saved 6 frames of the refill time spent on the swings log.
Jumping and starting the final flight with neutral joystick was faster as it gains a bit more height than holding a direction, and height was the key factor to grabbing the star early.
Spinning into the star saved 5 frames.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Honeybloom Green Star 2 in 59.31s](https://i.ytimg.com/vi/mKKOJihre2Y/mqdefault.jpg)

![[TAS] Super Mario Galaxy 2: Rolling Masterpiece Green Star 2 in 1:00.63
Luigi bounces on a ruler to collect a Green Star in 1 minute 0.63 seconds [IGT, 3638 frames].
Spinning onto the ball is faster than the somersault animation by 0.2s.
The paintbrush planet is where theres room for improvement, particularly getting a better bonk off the red paintbrushes to bounce down rather than sideways.
Jumping through the red brushes is slower, and I tried many times to jump through the green brushes with no luck.
Jumping into the key is the best option as landing cuts off most of the momentum, allowing for a quicker u-turn back around to the red brushes.
In the next section, it is barely possible to jump from the flipswitches to the top disc. This required a full run-up (with a jump that lands on the edge of the flipswitch to keep speed) and a last frame jump.
For the last planet, I tried carrying some of the launch momentum across the whole planet with constant jumping, but it was a few frames faster to jump once and quickly roll off the little disc platform to quickly get up to rolling speed.
Its possible to land on the sides of the ruler, with the left side being more lenient than the right, even being able to land and roll along on the left side. But constant jumping is faster in this case. This is called ruler grinding, or ruler bouncing. idk what to call it.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Rolling Masterpiece Green Star 2 in 1:00.63](https://i.ytimg.com/vi/mTI_hX9rb5o/mqdefault.jpg)
![[TAS] SMG2: Throwback Green Stars
Green Stars TAS WIP
Star order matters because of the Whomps position for Green Star 2, with cutscenes bringing it close to the star to make it 1.1s faster to do GS2 first.
Green Star 2 - 12.83s IGT - 2:08:42.25 real-time split (1:08.99 segment)
Despite cutscenes, this manages to be an IGT improvement of 7 frames over my 2020 TAS: https://youtu.be/I0q Uq9a1w?feature=shared
I was able to figure out where my TAS was losing slope jump speed to sonicpackers Whomp TAS - the long jumps up the arrow incline need to keep running speed as running speed affects slope jump speed.
Two more improvements come from the triple jump spin setup to get an angled wallkick straight onto the top, and 2P freezing the Whomp to get the boosted triple jump earlier.
Green Star 1 - 9.53s IGT - 2:09:35.13 real-time split (52.88 segment)
This is also an improvement of an unpublished 2020 TAS (9.61).
Not much is noteworthy about this star, besides the slight bump against the Bomp actually gaining some extra speed (8hspd) for a frame.
There was a potential strat zip jumping off the bottom of the dirt slope, but it was a few frames slower.
Green Star 3 - 16.53s IGT - 2:10:46.86 real-time split (1:11.73s segment)
The main trick of this star is the Blast Away the Wall route found by Pottoww, that uses an edge slope jump that allows for a spin to get back onto the rotating platform: https://youtu.be/MzC6UY2QRL0?feature=shared
Also, turning the camera for the cloud jumps saved a couple of frames as, without the turn, Luigi would be moving straight towards the camera which is generally slower.
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Throwback Green Stars](https://i.ytimg.com/vi/mjvpotW5SW0/mqdefault.jpg)
![[TAS] SMG2: Fearsome Fleet Green Star 2 in 0xA Presses [Luigi]
This saves 0.5x over the previous count. Nice to clean up half presses.
Credit to SaladBowl for the idea of getting a Hammer Bro higher up the ship. Salads channel: https://www.youtube.com/channel/UCsSYX9Ev_TqYxXRXTqHTNAA
P2 is there chillin waiting for me to test speed strats, but it doesnt do anything here. There is a possibility for it to be used in a full run though...
The timing for hitting a recovering Hammer Bro with a spin is much tighter than it looks - there are a few frames after it stands up where another hit will still kill it, but then just a few frames later, it jumps away, and if you hit it a few frames into its jump, its an insta-kill, so you only have a few standing frames and early jumping frames to hit it without killing it.
Yoshis tongue, however, can hit it whenever.
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Fearsome Fleet Green Star 2 in 0xA Presses [Luigi]](https://i.ytimg.com/vi/mu-uC5I3fyA/mqdefault.jpg)
![[TAS] SMG2: Supermassive Green Star 1 in 1xA + 0.5xA P2 [Mario]
Mario takes flight off a large Goomba with the help of P2 to collect a Green Star in 1 A press.
P2 can hold A before and throughout the level, letting go of the Goomba by itself when it gets hit or goes off-screen.
P2 is used to prevent Mario from getting hit by the Goomba, to stop it moving, and to lower it enough for Mario to get on top without using up a spin.
It was also useful after getting the reverse gravity/axis float, as it stopped Mario kicking the stunned Goomba which would break the float.
Reverse gravity/axis float: We dont have a full technical explanation, but the general theory is that an NPC sphere (used for enemies, allies, crystals, signs) has a push function - which is usually overridden by bounce or damage - that is supposed to push Mario off if he tries to land on top.
This action ends up messing with Marios gravitational pull in some way, typically making him fall slowly, but with some precise interaction, it can completely flip Marios reading of gravity (one theory is that its reversing the reading of the 3D axes, considering you need backwards movement), making him float slowly upwards until something eventually brings him back down to earth (interacting with something like an enemy or wall, or just eventually over time).
Really should ask modders more about how the game works lol
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Supermassive Green Star 1 in 1xA + 0.5xA P2 [Mario]](https://i.ytimg.com/vi/nFvOR6B6kA0/mqdefault.jpg)
![[ABC TAS] SMG2: Cosmic Cove GS1 in 0.5xA (+ P2 0.5xA)
Mario and P2 attack a penguin and a fish for some flying miles to collect a Green Star in 0.5 A presses.
Both Mario and P2s 0.5 are only required for the Cheep Cheep, with P2 using it to freeze and spin the Cheep, and Mario needing it to clip inside without hitting or being hit.
This saves 4 A presses from the previous count, avoiding the ice waterfall walljumps by launching off the Cheep into the star.
Also in this video is a launch worthy of the title mega, somehow getting 129 XYZ initial speed (67 yspd, 110 hspd) off the penguin to go rocketing across the first stretch of the planet.
You can find more mega launches here: https://youtu.be/bcCLTZ1MykQ
#SuperMarioGalaxy #abuttonchallenge [ABC TAS] SMG2: Cosmic Cove GS1 in 0.5xA (+ P2 0.5xA)](https://i.ytimg.com/vi/nHFTmux0Ae4/mqdefault.jpg)
![[TAS] SMG2: Bowsers Gravity Gauntlet 1 in 0xA (5xA) [Mario, w/ CM]
Mario swims up a castle and slingshots around meteors to defeat Bowsers Gravity Gauntlet in 0 A presses (with 5 dialogue A presses).
Despite being able to hold A from dialogue, I chose to complete the fight without that, in case dialogue has some magical skip in the future. Or a gameplay-specific run is done.
The castle OoB is used again, because the normal wheel route would have to die at the last checkpoint to have enough health for the fireboost into the Grand Star.
Attempt at the comet with the wheel way, if you wanted to see the movement: https://youtu.be/isYeFnmErXI
The tail grinding at 0:29 is actually faster than running, reaching up to 15hspd compared to 13 from running.
Getting the Comet Medal, I took advantage of a spin trick where you hit something with a ground spin just as you leave the ground, which gives some height while still letting you do an air spin.
With the lava boosting, I had to land on the Whomps foot to avoid dying due to being in fire/airtime state for too long (the little bounce before the foot is included in that state). So I decided to follow it up with some brief freerunning, clipping through the Whomp as it fell.
mkk (aka Lyric) found the Luma meteor strat. For some reason - possibly the jagged floor - I couldnt get the usual slippy slidey strat to work on the 2nd and 3rd meteors.
Avoiding Bowsers punch shockwaves was done by positioning Mario on the edge of the punch range so he gets clipped out without taking damage, which gives some airtime to spin over the shockwaves.
For the meteor waves, a very precise spin knockback was enough to dodge both at the same time (in one case, I bounced off a coin rock too).
To hit Bowser, standing on a meteor while Bowser destroys it keeps Mario in the air, and a well-timed and well-placed ground pound can swing around the gravity of the other meteor and still be registered as a pound even when Marios stance is changed.
UPDATE: Soon after this, I went back to retry lava boost skip without Life Mushroom and managed to get it, but only by grabbing a coin, so dying at a checkpoint would be needed to avoid a post-level coin textbox.
This could be useful for moving the first Life Mushroom textbox to a different level where holding A from the box would be useful (Melty Monster 1 or Lava Lair Comet): https://youtu.be/ylkAo0MPfXM
#SuperMarioGalaxy2 #AButtonChallenge [TAS] SMG2: Bowsers Gravity Gauntlet 1 in 0xA (5xA) [Mario, w/ CM]](https://i.ytimg.com/vi/nP3jOnwMYmk/mqdefault.jpg)
![[TAS] SMG2: Clockwork Ruins GS2 in 29.65s (cutscenes run)
Wanted to show off the cutscenes run here because the moving wall cycle is so tight and the wheel cycle is all weird but cool to do fast.
The second half of the first planet looks slow but is oddly the fastest route for that ending - the final wheel only starts moving when you reach a certain point on the previous wheel (I never found out exactly where) but in the time it takes for the arm to come up so you can backflip or long jump off it, it is faster to just get to the middle and backflip and wallkick up (by ~0.75s).
And damn this choppy framerate garbage dolphin dump garbage pc
At the very start, I had tried to get an instant triple bounce off the Jack OGoomba, but it didnt work out at all despite various angles.
An instant triple bounce was possible off the one on the second planet thanks to the low ceiling bouncing Luigi back down onto the pumpkin. This was fast and necessary to be able to beat the cycle to the far right side.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] SMG2: Clockwork Ruins GS2 in 29.65s (cutscenes run)](https://i.ytimg.com/vi/nPBNwAWyQv8/mqdefault.jpg)