[TAS] SMG2: Slipsand Green Stars @PurpleSunTAS
[TAS] SMG2: Slipsand Green Stars  @PurpleSunTAS
Uploaded August 2023 | Updated September 2026, 2 weeks ago
Green Stars TAS WIP
Star order matters due to the cycles of the moving blocks on the 2nd planet, making an affect on GS2 & 3 but not 1.
I've potentially lost some time here; my 2020 tests found the blocks to be slightly better with cutscenes so GS3 goes first, but during this TAS I improved that section to then mean the no-cutscene cycles ended up much better than before, but I didn't want to redo everything up to that point so I've left it as future improvement.

Green Star 3 - 1:04.65 IGT - 1:44:39.70 real-time split (2:00.75 segment)
An improvement of 4.31s (+ cutscenes) over my 2020 TAS: youtu.be/xsd_7sIqS90

It's actually possible to long jump all the way over the first stone ring, but the route that follows is 0.2s slower.
Like with star order, there's a little bit of future improvement in the last segment of sandcurrents that was found in the latter stars.

And another case in the 2nd planet, where later stars get a very precise edge long jump after going over the big curve to avoid losing speed from the sand. I really did not have patience with this galaxy.

The Romp launch works because the ends of the Romp don't immediately crush you but instead try to push you to the side (see nemi's IL for Romp pushing strats: youtu.be/Wy2RYwIa-Ck?t=185 ).
This means you can jump in front of the Romp and clip inside enough to cause a big push in 1 frame, and if you can get a slope jump during that, the clip speed is conserved and fixed to the whole jump.
I had to go to the second row of Romps because there was no good angle jumping from the first row that would go straight to the star.

Green Star 2 - 49.35 IGT - 1:46:12.38 real-time split (1:32.68 segment)
2020 tests had a 51.20 here.

The improved moving block cycle is obvious here; in the previous tests, the blocks started moving left before long jumping.

Getting the star, a straight beeline to the star was 1f slower than a little bit of extra drifting to the left.
Also, the starbit collection with IR was necessary. If you collect a starbit and you're still in "collecting" state (glowing white) when grabbing a star, that starbit will be duplicated. Picking it up on the way, I would grab the star just barely within this window, so instead I use IR to pick it up earlier and shoot it out, avoiding the starbit textbox after the level.

Green Star 1 - 37.43 IGT - 1:47:33.15 real-time split (1:20.77 segment)
2020 tests had a 38.48 here.

Much the same as GS2. For the star grab, I was able to get another edge long jump avoiding the sandy speed loss, saving a couple of frames by getting enough speed to grab the star on top of its hitbox rather than the side.

#supermariogalaxy2 #toolassistedspeedrun
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[TAS] SMG2: Slipsand Green Stars

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