Uploaded July 2020 | Updated September 2026, 2 weeks ago
Mario finds the secret of Buoy Base in 40.53 seconds [2432 frames].
There are two main parts to this: the torpedo and the Bullet Bill.
The torpedo spawns as soon as you're vertically in line with it. A good visual cue is reaching the ring with starbits on.
Optimising this was interesting, as going straight down would mean the torpedo would come out too early and home in when you're on the wrong side, going away from the pipe.
So I made sure to get some distance before activating the torpedo.
There may be a frame to save if you can turn the camera to where it ends up when watching the pipe whirlpool spawn. Cameras have micro-optimisations like that in other places.
I had to swim into the bottom of the cage so the torpedo would be on the perfect path to hit as soon as possible. Not doing this would've lost a frame.
Bullet Bills still turn when frozen by P2, so the key was optimising the right path to make it turn quicker and letting go when its angle is at least somewhat facing backwards.
The backflip was late enough that it didn't change the Bullet Bill's path, at least, not enough to lose time.
#SuperMarioGalaxy #ToolAssistedSpeedrun
Mario finds the secret of Buoy Base in 40.53 seconds [2432 frames].
There are two main parts to this: the torpedo and the Bullet Bill.
The torpedo spawns as soon as you're vertically in line with it. A good visual cue is reaching the ring with starbits on.
Optimising this was interesting, as going straight down would mean the torpedo would come out too early and home in when you're on the wrong side, going away from the pipe.
So I made sure to get some distance before activating the torpedo.
There may be a frame to save if you can turn the camera to where it ends up when watching the pipe whirlpool spawn. Cameras have micro-optimisations like that in other places.
I had to swim into the bottom of the cage so the torpedo would be on the perfect path to hit as soon as possible. Not doing this would've lost a frame.
Bullet Bills still turn when frozen by P2, so the key was optimising the right path to make it turn quicker and letting go when its angle is at least somewhat facing backwards.
The backflip was late enough that it didn't change the Bullet Bill's path, at least, not enough to lose time.
#SuperMarioGalaxy #ToolAssistedSpeedrun
![[TAS] Super Mario Galaxy 2: Tall Trunk Green Star 1 in 8.83s
Luigi climbs a tree without a run-up this time in 8.83 seconds [IGT, 530 frames].
-1.52s (91f) improvement over previous record. Tall Trunk GS1 joins the sub 10 club.
Diamentos found that the technique of holding neutral (or pressing C) before the double jump will add more height and momentum to the triple jump, making this route much faster and it doesnt need a run-up from behind the spawn stump: https://clips.twitch.tv/BrainyGentleTildeDxCat
This is a technique that was found over the development of the Battlerock 1 OoB trick.
This wasnt hyper-optimised with a couple of slightly later landings than necessary, and I think there is some more potential in the extended triple jump that would remove the need for a walljump, and possibly even without a spin (the spin in the run was used to land earlier and further right than the walljump would have).
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Tall Trunk Green Star 1 in 8.83s](https://i.ytimg.com/vi/qshjDR8ch4M/mqdefault.jpg)
![[TAS] Super Mario Galaxy 2: Supermassive Green Star 3 in 19.58s
Luigi and P2 use checkpoints and Koopa Troopas to collect a Green Star in 19.58 seconds [IGT, 1175 frames].
I delayed the first long jump as it got the following single jump a bit closer to the ledge, saving a few frames.
For the wallkick on the ? block, I used neutral wallkick strain to be closer to the block when spinning, landing earlier.
Having P2 grab the checkpoint and then dying is faster than the pipe strat done in RTA runs by ~1.5 seconds (in real time; IGT is more like 3.5 seconds).
But there is a different strat using angled wallkicks that is ~0.3 seconds faster in real time than the death abuse strat (seen here: https://youtu.be/KwHCkBmDdJU), so death abuse only has use for in-game time - the timer stops when the life counter appears and starts again when its gone, so in-game time is 2 seconds shorter than real time.
Freezing the Koopa Troopa at the end to bounce off it saved 0.6s over a triple jump.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Supermassive Green Star 3 in 19.58s](https://i.ytimg.com/vi/rSjkTOOWvjc/mqdefault.jpg)
![[TAS] SMG2: Fluffy Bluff Green Star 2 without Cloud Flower
aka Luigi makes his way around the large cliffs for 4 minutes.
Could this be done with a crystal float? Maybe, I didnt spend long testing that idea. Could it be done with a megasideflip? I dont know if they are possible here. Could it be done with a backwards jump off the cloud? Maybe, I didnt get very close with it though.
Sometimes its good to have a silly outlandish method of completing a challenge.
While slope climbing - as it works in SMG1 - is patched, it is still possible to jump off a slope and be able to spin, if that jump is on the last frame before sliding off the slope.
Sometimes a slope has a bump before the edge that Luigi can slide off of, so it might look like a slope jump is not coming off the edge but it is coming off the end of a slide.
I could have made this much faster by not messing around with different ideas, but whatever lol.
#SuperMarioGalaxy2 #PowerUpChallenge [TAS] SMG2: Fluffy Bluff Green Star 2 without Cloud Flower](https://i.ytimg.com/vi/rT8SBF4Pwbw/mqdefault.jpg)
![[TAS] SMG2: Rolling Masterpiece Green Stars
Green Stars TAS WIP
I included the World movement because it is mind-blowing movement with the small IR click saving an astonishing 2 frames and breezing past Freezy Flake.
Star order doesnt matter for this galaxy.
Green Star 2 - 58.83 IGT - 58:07.10 real-time split (1:55.59 segment)
1.8s improved from 2020 despite starting from cutscenes: https://youtu.be/mTI_hX9rb5o
Backflip was 25 frames faster than long jump spin - a spinless long jump cant land directly onto the ball without a little more height as well as slowing down significantly, otherwise it just gets the forced jumping mount. Spinning from backflip was 21 frames slower.
The triple jump chain into the launcher was 2 frames faster than rolling and doing 1 jump.
Optimising launcher entry involves more than just aiming for the middle as too much speed will cause some slow swirls, but also having too little swirling causes the ball to vibrate in the middle, taking longer to lock in and be launched.
Because of this, its faster to aim slightly off-centre and slow down in the air to avoid the vibrating while still minimising the time spent swirling.
In the 2020 TAS, I had thought that jumping through the red brushes was a little bit slower, but what I missed was getting the trajectory just right to both minimise the speed lost from hitting the brush and to hit the side of the yellow brushes when landing.
It turns out that this hit avoids the usual landing slowdown, making the route much faster, about 1s faster in fact.
2P can freeze the starball. This is used to quickly turn around from the keys cutscene.
Trajectory of the next launcher is too fast to jump straight out and land safely, but some speed is retained with the movement done.
The jump straight onto the top disc requires all that run-up and a jump on the last possible frame.
Like the yellow brushes, hitting the arrow sign when landing avoided the landing slowdown to have more speed for ruler bouncing. In fact, it kept too much speed so I weaved in the air to slow down enough to catch the edge of the ruler to get a faster fall towards the star.
Green Star 1 - 35.08 IGT - 59:25.26 real-time split (1:18.16 segment)
1.1s improved from 2020.
Skipping cutscenes means a different starting position. A direct backflip wasnt possible, so long jump spin was fastest by 6 frames over a backflip spin.
For the star grab, theres no jump height difference that depends on horizontal speed, so jumping directly underneath would have worked just as well as the big run-up.
Happy new year!
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Rolling Masterpiece Green Stars](https://i.ytimg.com/vi/rZX99eGgevk/mqdefault.jpg)
![[TAS] SMG1: Beach Bowl Comet in 39.60s
Mario utilises the Fast Foes of the Stone Cyclone to collect the star in 39.60 seconds [2376 frames].
This is highly-optimised, as it is optimised in the parts that matter most; the more unoptimised parts dont necessarily matter because they have to wait for a cycle anyways.
That cycle is the Tox Box cycle, and a fling off of it can catch the gravity of the upper section and swing around, bumping another Tox Box to get the right line straight to the crystal.
Then the crystal can be broken in one spin with the right position. [TAS] SMG1: Beach Bowl Comet in 39.60s](https://i.ytimg.com/vi/rf4fRG5cBNg/mqdefault.jpg)

![[TAS] Super Mario Galaxy 2: Upside Dizzy Green Star 1 in 12.96s
Luigi flips around gravity planes to collect a Green Star in 12.96 seconds [IGT, 778 frames].
This is the IL strat that has been known for years, optimised to beat the 13 second mark.
The strat is very janky. For some reason - possibly an effect of the bonk - Luigi twirls after changing gravity, and this makes his wallkick angle go whatever way it wants, including backwards.
Interestingly, delaying the first long jump and getting a slightly higher bonk allows the camera to follow Luigi up to the gravity change, and it *seemed* to affect the angle and speed of the backwards wallkick too, although Im not convinced that thats the case.
This could be improved by 3 frames if this same fast wallkick can be done with the earliest long jump, with which I had no luck after many attempts (I was stuck with a 13.16 for a long time). In contrast, I got this fast wallkick after only a couple of minutes with the later long jump.
A frame of neutral joystick is used just after wallkicking - holding right straight away delays the acceleration to top speed for a few frames.
#SuperMarioGalaxy2 #ToolAssistedSpeedrun [TAS] Super Mario Galaxy 2: Upside Dizzy Green Star 1 in 12.96s](https://i.ytimg.com/vi/rw64kFfrQNg/mqdefault.jpg)
![[TAS] SMG2: Wild Glide Green Stars
Green Stars TAS WIP
The movement on the map uses an IR click and is one of the bigger differences of using IR, about 0.2s saved.
As there arent any cycles and the start is the same, there is no significance to star order.
For those that care, language difference is 28 frames from Japanese, 46 from Chinese.
Movement: I had done a Fleet Glide GS2 TAS a while ago, finding that the most optimal consistent speed was when the Y axis of the Wiimote gyro was at 498, a little bit above being completely level, which is the highest tilt that will accelerate.
But nemi had already noted (https://youtu.be/VmpawoTiNjI) that this wasnt necessarily indicative of speed, and that the best movement appears to be alternating between accelerating and lifting up.
Using the first straight section at 0:53 as a testing ground, I found that alternating between 498 (accelerate) and 496 (lift) every 44 frames was optimal, although, compared to other alternating times, it was only by fractions of a unit across 3 seconds of gameplay, so theres not much difference to RTA runs.
Compared to not alternating, though, it was 60 units further ahead at 12.15 on the timer, so about 1.3 frames faster.
The average speed went from 47.27 to 47.4.
The issue is that, particularly for GS2, this movement is too high for the star and some obstacles, so at some point I needed bigger downward tilt which lowered the average speed of the whole run and lost a lot of that potential timesave.
Green Star 2 - 1:04.65 IGT - 35:28.88 real-time split (2:00.75 segment)
The first level longer than 1 minute IGT.
Turnaround double jump was 4 frames faster than running to Jibberjay.
As stated earlier, I had to start tilting downwards a lot more nearer to the end, but a frame was saved by going further down to lift up with more speed into the Green Star. This animation also brings Luigi further forward which helped in the frame save.
Green Star 1 - 35.38 IGT - 36:47.35 real-time split (1:18.47 segment)
Backwards jump saved 8 frames here.
This star didnt need as much downward tilt so the optimal movement was more helpful. I did a slight lift up into the star but it didnt save any frames this time.
#supermariogalaxy2 #toolassistedspeedrun [TAS] SMG2: Wild Glide Green Stars](https://i.ytimg.com/vi/s1fLQyWmg2k/mqdefault.jpg)

![[TAS] Super Mario Galaxy: Dusty Dune 3 in 1:55.43 [Luigi]
Luigi ascends the sunbaked sand castle in 1 minute 55.43 seconds [6926 frames].
This emulates a full game run watching cutscenes, which is a deficit of ~12s to IL runs.
I couldnt find a way to get a land cancel at the start, despite trying 20 different frames and different angles too.
The autoscroller skip was first attempted by SamuelJH: https://youtu.be/iT_MJ_5e2ew
The bounciness of the button added momentum to the backflip.
To emulate a full game run, I avoided the coin. The detour loses 9 frames, but would save time on menuing after the star.
At the top of the autoscroller section, I did a megasideflip, which needed a certain Luigi position and camera position to go so high which is why it took a small run-up. It isnt necessary for Luigi, as a triple jump + 2P jump is barely possible, but it is faster.
The megasideflip was first done here: https://youtu.be/wsh07wMnjRk?&t=62
Spinning out of the sand on the next planet was 3 frames faster than jumping out.
I was originally going to do the star chips skip: https://youtu.be/dVHRYC7NwA8
But when messing about, I found that it was possible to escape the sand at the edge of the planet by using an ABC technique of facing away from the wall, spinning to get knockback, and holding backwards into the wall to get a second higher knockback. This let me grab the wall so I could walljump onto the rim.
This trick alone saves 1 second, but in the process of finding it, I also found that, by long jumping onto the secret stars planet, you can long jump all the way to the Pokey-coconut section, completely skipping the spiny plants planet, saving another 6.5 seconds.
I had to carefully change the angles for the few frames before spin cancel long jumping into the coconut to get a trajectory that ended up close to the Pokey and didnt get pulled back by the quicksand current.
A spin cancel long jump into the Pokeys head was 6 frames faster than bouncing on it.
As the launch star takes some time to be usable, I did a co-star jump for fun.
Inside the glass castle, spin cancel long jumps dont break the boxes so I had to get a little creative.
Spin cancel jumps were useless as they got knocked back all the time, but spinning just before reaching the box avoids knockback, so this was the way forward.
For the first one, I did a backflip spin to have backwards momentum onto the second step, from which I could do a backflip 2P jump up to the higher ledge before the cutscene.
Another important thing here was doing spin cancel ground pounds (aka frame perfect ground pounds) to be able to do 2P jumps next to walls without getting knockback.
Some of the movement here could use some more work but overall Im satisfied with it.
At 1:51 I did a long jump spin to get on the ramp earlier, as a long jump on this ramp lands right in the front of the box. Squeezing a fast long jump in like that was fast.
At 1:58 I pressed Z when spinning to get a sort of spin-cancel crouch-uncrouch thing that prevented knockback and allowed me to backflip as soon as possible.
Spinning into the star saved 1 frame.
#SuperMarioGalaxy #ToolAssistedSpeedrun [TAS] Super Mario Galaxy: Dusty Dune 3 in 1:55.43 [Luigi]](https://i.ytimg.com/vi/saMCD7QtOAQ/mqdefault.jpg)
