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Super Mario Galaxy is a classic, 2007 3D platformer in which Princess Peach is captured yet again and Mario is forced to go on a journey, collecting power stars, so he can travel to the centre of the universe and save his special one. In this TAS, Mario instead decides to terrify the local surfing instructor by breaking the game.

Goals:

  • Crash the game
  • Do it as fast as possible
  • Use death to save time

Sync Settings:

  • Dolphin 5.0 (5.0-0000)
  • 2 Emulated wiimotes, first has a nunchuck extension, second has no extension (Controllers)
  • Dual Core Off (Config > General)
  • Cheats Off (Config > General)
  • DSP LLE interpreter (slow) (Config > Audio)
  • Backend: OpenGL (Graphics > General)
  • Internal Resolution: 3x Native for 1080p (Graphics > Enhancements)

What?

In Loopdeeloop Galaxy there's a 3 frame window where you control Mario while the screen transitions to the tutorial. Jumping in this window lets us get off of the manta ray and out of bounds.
The tutorial counts as complete when the “Yep! That’s how you turn right!” textbox is closed. There are normally 2 more textboxes after this before you gain control of the manta ray so I run off the edge and die. This skips those 2 textboxes to get control of the manta ray immediately.
Now that we have control of the manta ray I buffer a spin by shaking the controller and the game crashes. This is the only known crash in Super Mario Galaxy.
Normally, when you shake the controller while ray surfing you do a jump, but because Mario is off of the manta ray he is supposed to do his spin animation. You never encounter this scenario during regular gameplay so I suspect the game wasn’t programmed to handle this.

Known Improvements

  • Bloopiero discovered that changing the angles leading up to Peach's castle in the intro can save time. I later optimized this for a total of 8 frames saved
  • Collecting no starbits at all in this run would save time by removing the post-level notifications. Specifically: 91f after Gateway (it was cancelled suboptimally), 29f after GE1, and 30f after HH1 for a total of 150 frames

Special Thanks

In no particular order:
  • April
  • Bloopiero
  • PurpleSun
  • Toogs
  • nim

Suggested Frame: 77514 (or if you want a more friendly frame use 77469). Some other good ones were 77505, 77509, and 77515 (pretty much any frame where Mario is on top of the camera is cool)

Noxxa: Claiming for judgment.
Noxxa: This is definitely among the upper echelon of Fastest Crash TASes, at least in terms of interesting content or tricks being displayed. However, it is still a Fastest Crash TAS, so rejecting.


TASVideoAgent
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This topic is for the purpose of discussing #6697: Xander's Wii Super Mario Galaxy "Fastest Crash" in 21:41.48
Joined: 6/4/2009
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damn that game aged well, hard to think this is a wii game...
EgixBacon
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Huh I never knew you could do that. Interesting.
FanFiction|Youtube Still on Win7! Take that, Microsoft!
EZGames69
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all this submission is doing to me is getting me excited for the real deal. Also I forgot how long the intro to this game is, I think it's actually longer than Sunshine.
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kann
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I remember Xander finding this out during one of his TASing streams. Can't wait for the Any% TAS, and a real showcase of Loopdeloop Tutorial Skip!
Xander
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Getting this game on TASVids is getting me hype for Any% too, just gotta get to work ;) I would like to clarify that when I say "this is the only known crash in Super Mario Galaxy," it's the only known replicable crash. There was one at the end of loopdeeloop and one in loopdeeswoop. The second one is interesting because it has the same conditions (should be doing the spin animation because of the sling star) but it's been done successfully on console multiple times. I already know the major issues with this run:
    1. The cutscenes are super long for such a (relatively) short run 2. It branches off from Any% at loopdeeloop
But what do you guys think: does it slow it down too much, or does the fast paced gameplay, and ultra janky out of bounds make up for it? And I want to add that there's a known setup for the Fastest Softlock at the end of the first level. If I were to submit something like that would the same issues be too problematic for a run like that? I didn't include too much in the submission text because this run is mainly about the crash. If you have any questions about tricks like midairs or IBFs feel free to ask. There's a lot of small movement tech that can go unnoticed by people who haven't had any speedrunning experience with the game. Hope you guys enjoyed :D
Super Mario Galaxy/64 TASer
TASVideosGrue
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om, nom, nom... blech, bitter!
darkszero
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This is some really impressive movement, looking forward to the any%! 2p is OP
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That was amazing, too bad it had to end so soon. The Hungry Luma playaround was funny too, I had no idea enemies were still active while you're feeding it. Looking forward to your any% run!
lexikiq
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Looks like a good candidate for playground to me, this is well made 👀