@PurpleSunTAS
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PurpleSun | [TAS] SMG2: Starshine Beach Green Stars @PurpleSunTAS | Uploaded 1 year ago | Updated 4 minutes ago
Green Stars TAS WIP
Star order doesn't really matter here - the Lakitu for GS1 is the same with or without cycles.
I showed the movement on the world map just because it's one of the faster cursor-click movements (11 frames over joystick).

Green Star 2 - 23.65s IGT - 1:23:09.11 real-time split (1:20.00 segment)

While carrying the land cancel out to the water enters water faster, it's facing the wrong way so the movement in water is much slower than for long jump ground pound.

Long jump on the slope works by landing on the very edge.
While the trajectory of the long jump looks off, this was the perfect setup for a zip jump that went off a small part of slope angled towards the Yoshi egg at 60+spd.
This zip jump (plus conserving speed for the single jump by landing in neutral) saved 3 seconds over long jumping across the gap.

With backwards Yoshi flutters, you get higher acceleration but your speed is fixed once you reach a certain height above ground.
By keeping low to ground, acceleration is even higher and can get above the usual cap of 32spd up to 37.
Eventually it decelerates back down to 32. There is also a short burst of speed after dismounting.


Green Star 1 - 24.51s IGT - 1:24:16.96 real-time split (1:07.85 segment)

After cutscene skips, Luigi is spawned slightly down-left of centre which is why the start goes in a different direction.

I tested three routes for this star: #1: Same as GS2, including varied flutter routes trying to bounce off the Pianta and instant triple bounce off the fruit. #2: jda7's Lakitu bounce ( youtu.be/2uiiaGeGeWY ). #3: An alternative Lakitu bounce or straight flutter going under the tunnel.
The results were: #1 24.80, #3 24.61, #2 24.51.


Green Star 3 - 43.43s IGT - 1:25:55.58 real-time split (1:38.62 segment)
This is an improvement over my 2021 TAS demo: youtu.be/hg8Tyo10qE8

UPDATE: This has been improved, a 42.28s just about managing to get a boosted leaf jump to work instead of waiting for another cloud. youtu.be/1fOPdsSK5ic

A Blooper launch is possible (seen here: youtu.be/PTWmPQlxNIw) but it takes too long to lure the Blooper to the surface.
Other launching ideas couldn't get the balance of horizontal and vertical speed necessary for where they are.

Zip jump on the outskirts of the starting area was 0.6s faster.
It is possible to zip jump on the grassy slope above the tunnel, but the left side can only be done high up which takes a while to get up, and the right side only gets jumps going way off to the left. Ultimately the best was 10 frames slower than long jumping.
It's possible to shore launch up the tower, but it takes too long to set up, making it 1.4s slower.
Cloud cycles are manipulated by keeping them off-screen.
The walljump spin was able to snap directly onto the cloud, allowing for a backflip which saves 0.5s.

The issue with the cloud cycles is where the other cloud is when starting the cloud long jumps.
You get much more speed (34spd compared to 20) if you jump from a moving object over a void or very high above ground, so the ideal is to have no clouds under Luigi when starting the long jumps, which is difficult with the fastest cloud cycle for climbing the tower.
I managed this by slightly diverting where the first long jump starts but still having a trajectory towards the star, which 'edged around' the cloud below.

#supermariogalaxy2 #toolassistedspeedrun
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[TAS] SMG2: Starshine Beach Green Stars @PurpleSunTAS

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