@PurpleSunTAS
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PurpleSun | [TAS] Super Mario Galaxy 2: The Perfect Run in 1:44.30 @PurpleSunTAS | Uploaded 3 years ago | Updated 48 seconds ago
Mario, Yoshi and P2 make the ""perfect"" run in 1 minute 44.30 seconds [IGT, 6258 frames].
This is dedicated to diamond mentos and nemi.

I was planning to go back to this at some point for sub 2, but Nemi recently put out a 1:50.68 IL run - going way beyond my expectations - finding new fluttering tech for the first two sections to gain high speed while going backwards:
1:50.68 IL by nemi43: youtu.be/5fDqJ5cHMNQ?t=132

This motivated me to come back sooner, using Nemi's IL as the groundwork for improving much of my previous demo which you can find here (2:00.38 time): youtu.be/iB0gigyiIo0

Mario is faster as he can break the egg and mount Yoshi 9 frames earlier than Luigi. Luigi's dismount speed may be faster but it makes very little difference compared to this.

The new tech involves Yoshi spinning and then fluttering close to the ground, which picks up lots of speed, and it seems the more ground you cover, the faster you go (up to a certain point).
I start by going left a little bit. I couldn't find a way to spin early so I had to wait for the jump to dip down and then spin.
I could spin early for the second flutter though, and gained up to 32 hspd - nearly the top speed of a sideways flutter.
P2 and the single starbit helped to clear the way and flutter to the launch star, saving 13 frames over going for the last flower swing.

To set up the remount, I aimed the first flutter just in front of the back row of flipswitches to cover more ground for higher speed, and also off to the right as the target launch star is to the right.
Unlike sideways flutter speed, backwards flutter speed is consistent, so I could focus on getting the most height for the first set of backwards flutters, and then use lowering rapid flutters for more speed in the second sideways set.
The dismount was on the frame before hspd gets set to 0 for spending too long in the air. As the flutter speed was too fast for Mario to catch up to Yoshi in the air, I held down for 5 frames to slow Yoshi down before dismounting, at a speed where I could ground pound quickly and not lose too much height.
The interesting thing about optimising the second flutter is that the launch star is in a 2D section: when entering 2D from the front, the game slowly drags you into the middle no matter your speed. This means you have to flutter a few times before you can enter the launch star.
Because of this, optimisation becomes more about entering the section as soon as possible, but still able to reach the launch star at the earliest point.
I aimed for the last corner of the electric beams, as this was the straightest possible flutter angle without going too far away from the launch star.

In the flip-swap section, bouncing off the Octopuses let me change flutter direction so I could optimise for straighter angles, with a short rightwards flutter between the second and third Octopuses followed by holding straight up while falling.
I fluttered just before bouncing to get the bounce while still continuing to flutter, keeping more speed than bouncing (bouncing stays at 32, fluttering could quickly go up to 34 by resetting the flutter).
Fluttering into the pull star section, I bounce off Toad and hold the bounce all the way, as this delays the air timer that eventually sets hspd to 0.
Going under the obstacles was 2 frames faster than going over, using rapid flutters that keep the 34spd throughout and then two longer 32spd flutters to get up to the launch star.

In the Bros section, I set up a very slight downwards angle before fluttering to get a small curve throughout the flutters that lined up with the first and last Hammer Bros.
Flutter bouncing off the first Hammer Bro wasn't any faster as, at that point, Yoshi is just accelerating and acceleration isn't different between fluttering and bouncing. The bounce was also useful for getting higher up to be able to do faster lower flutters later on.
Reaching the last Hammer Bro, I had P2 hit the far Boomerang Bro off the platform, and Yoshi tongue the closest Bro to stun it.
Just before bouncing off the first Bro, Yoshi could tongue the second one.
I flutter bounced off the first Bro to avoid getting all the height of a triple bounce, so I could quickly bounce off the second Bro.
I spun when bouncing off the second Bro to avoid getting loads of backwards momentum away from the launch star.

Finally, bringing Yoshi to the end is 1 frame faster than ditching him beforehand, due to a fast backwards flutter and dismount, leaving Yoshi with Rosalina.

#SuperMarioGalaxy2 #ToolAssistedSpeedrun
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[TAS] Super Mario Galaxy 2: The Perfect Run in 1:44.30 @PurpleSunTAS

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