Uploaded April 2023 | Updated September 2026, 3 hours ago
This level I found the best lines happened when you let the entire intro cutscene play out. I try to maintain running speed during the long jump chain. This is done by z+a on the first frame of the first long jump and then long jumping immediately upon landing each time. There's a small buffer window for the 2nd and 3rd long jump. Because luigi long jumps much farther than mario, these long jumps are down with a mixture of neutral on control stick and holding half forward until the last long jump.
At 0:27 I implemented the new jump I rediscovered a while back here: Luigi jumps high enough that he can jump earlier and at more unique angles than mario.
The jump at 0:32 was inspired by sonicpacker's TAS: youtube.com/watch?v=uOtcsc4Of_U&feature=youtu.be
Overall, the position of the spinies determines a lot about how optimal your lines can be. This makes the level heavily reliant on RNG for a good time. For instance I have never seen the RNG found in sonicpacker's TAS using full cutscene. I only saw it once with instant cutscene skip. In theory, instant cutscene skip could be faster, but that makes the level even more reliant on RNG.
This level I found the best lines happened when you let the entire intro cutscene play out. I try to maintain running speed during the long jump chain. This is done by z+a on the first frame of the first long jump and then long jumping immediately upon landing each time. There's a small buffer window for the 2nd and 3rd long jump. Because luigi long jumps much farther than mario, these long jumps are down with a mixture of neutral on control stick and holding half forward until the last long jump.
At 0:27 I implemented the new jump I rediscovered a while back here: Luigi jumps high enough that he can jump earlier and at more unique angles than mario.
The jump at 0:32 was inspired by sonicpacker's TAS: youtube.com/watch?v=uOtcsc4Of_U&feature=youtu.be
Overall, the position of the spinies determines a lot about how optimal your lines can be. This makes the level heavily reliant on RNG for a good time. For instance I have never seen the RNG found in sonicpacker's TAS using full cutscene. I only saw it once with instant cutscene skip. In theory, instant cutscene skip could be faster, but that makes the level even more reliant on RNG.










