@PurpleSunTAS
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PurpleSun | [TAS] Super Mario Galaxy 2: Lava Lair Green Star 1 in 35.20s @PurpleSunTAS | Uploaded 3 years ago | Updated 2 hours ago
P2 provides medical support while Luigi burns his bum on the way to a Green Star in 35.20s [IGT, 2112 frames].

The start needs more experimenting but I used a single jump to carry some long jump momentum to get to the edge quicker - although checking back on this after rendering, I somehow kept running speed here so jumping didn't do anything.
The delayed long jump was done to get across the lava and set up the next long jump to bounce directly on the Luma - this also needs more experimenting as perhaps an earlier long jump onto the moving platforms could long jump again and then do something else like a single jump + bounce or backflip to the next planet.
Copying nemi's IL (youtu.be/ayMijUx-x4w), I held back before bouncing on the Luma to have more control during the gravity change and get a backwards gravity swing to land further up the next planet.

In the next section, a jump cancel spin to swing around the corner was only a few frames faster than a camera cancel that runs around and has another long jump.
As Luigi faces down-left when landing, the jump cancel was slightly faster going to the right than to the left, as it gained more backwards speed, landing further along and only needing one long jump to get to the edge, whereas going left needed either a delayed long jump or long jump and single jump.

It is barely possible to long jump and get an angled wallkick combined with neutral wallkick strain (holding the same angle as facing angle to get more speed) that gets over the edge of the lava, however, for setting up the main trick, this is 0.5s slower than wallkicking up to the top (also helped with neutral wallkick strain getting less distance away from the wall) and long jumping from the top.
The main trick is a lava-wall boost, a technique used in RTA speedruns of Gravity Gauntlet and SMG1's Freezeflame. Getting hit by a wall of lava results in the usual vertical speed of a lava boost being horizontal speed instead, and as there's no friction to slow the horizontal speed, it continues to accelerate. Getting continuous lava boosts resets the speed but conserves this state of acceleration, meaning you can cover a lot of ground from a couple of boosts.
Also, you can land on normal ground once and keep this state as the first collision with normal ground is a bounce that is still part of the 'fire damage' state. It's only when you land again and are running on the ground that the state is finished, even though Luigi is still burning.
Most of the dark lava wall doesn't have lava collision - you can even wallkick off it - but at the bottom, there is lava collision, and where it spills onto the lighter lava, there are small walls.

P2 grabs a couple of coins to help keep the boost going. This would lose time in a full-game run getting the coin textbox if there are other extra textboxes such as Galaxy Complete, starbit counting, or New Ghost. However, this strat saves 1.6s, which may be a bigger timesave than the loss of extra menuing. A Life Mushroom might be a better option, though, which P2 could get in the first section.

At the end, I land on the edge of the rock and I briefly drop onto lava, but was able to jump up onto the rock and land on the slippery slope to slip very quickly down to the star.
This was 1 frame faster than my other idea. As I ended up with no speed when hitting the rock, I was able to run on the lava, similar to how going neutral works like this: youtu.be/W28X4lLB2nY
I tried running around the rock and long jumping into the star. But as stated, this was 1 frame slower than jumping. I tried other kinds of jumps at different times but the single jump worked best.

#SuperMarioGalaxy2 #ToolAssistedSpeedrun
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[TAS] Super Mario Galaxy 2: Lava Lair Green Star 1 in 35.20s @PurpleSunTAS

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