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| [[Category:Games]] | | [[Category:Games]] |
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− | {{contents}}
| + | * [[Super Mario Galaxy 2/Game Mechanics|Game Mechanics]] - Details on jumps, powerups, Yoshi, etc. |
− | __NOTOC__
| + | * [[Super Mario Galaxy 2/Route Planning Info|Route Planning Info]] - Star unlocking requirements, World maps, etc. |
− | {{-}}
| + | * [[Super Mario Galaxy 2/Run Categories, Times, and Routes|Run Categories, Times, and Routes]] |
− | | + | * [[Super Mario Galaxy 2/Star Strategies|Star Strategies]] - Tricks and shortcuts for individual Stars. |
− | == General Tricks ==
| + | * [[Super Mario Galaxy 2/Star Times|Star Times]] - Best known individual-star times with videos. |
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− | * '''Getting the most out of jumps:''' Long jumps, backflips, sideflips, wall jumps, and triple jumps are used for countless major and minor timesavers in this game. You can always boost yourself a little bit by adding a spin at the end of a jump.
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− | ** To get the best boost from a spin, hold the A button while spinning and you will go higher than normal. | + | |
− | ** Spins can be used in practically any jump trick. This wiki may tend to omit spins from jump trick explanations, assuming that the reader will know to add spins whenever more height or distance is needed.
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− | ** Sideflips give about the same height as backflips do, though backflips can give more horizontal distance. Though this wiki may usually favor backflips, sideflips and backflips can be used interchangeably if jump height is the only concern. Sideflips are harder to execute than backflips, but sometimes doing a sideflip instead of a backflip will save time because you don't have to stop running to do a sideflip. | + | |
− | ** Triple jumps offer more height than backflips and sideflips. Sometimes the terrain will make it difficult to time your second and third jumps, but you can often just repeatedly tap A while running to perform a triple jump.
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− | ** To get the most height out of a wall jump trick, spin before the wall jump as well as after the wall jump. Make sure you're not right against the wall when you spin, though, or you may deflect off of the wall without getting a spin boost. In many cases, a triple jump + spin + wall jump + spin combo will be the highest jump in your repertoire. However, a backflip + spin + wall jump + spin is easier, and sufficient for most jump tricks. | + | |
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− | * '''Infinite flutter:''' Yoshi can use his flutter kick repeatedly if you do the following: | + | |
− | # Start a flutter.
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− | # Before the flutter finishes and while still holding A, press and release Z.
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− | # Release and press A to start a new flutter.
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− | # Repeat.
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− | This technique allows you do gain both height and distance indefinitely, although you gain height somewhat slowly. You'll gain distance faster if you move sideways, but you'll slow down after 7 or 8 flutters. [http://www.youtube.com/watch?v=Oh1uexrKEJI Video]
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− | * '''Homing stomp:''' Mario and Luigi can perform a homing attack that will automatically target nearby enemies. To perform this technique, jump and use a midair spin attack. Before the spin attack has completed its animation, press Z to use your stomp attack. If your timing was right, you'll hear a different sound effect, and Mario/Luigi's landing will look different than it does after a normal stomp. If used close to an enemy, the stomp should home in on them. While this move could occasionally be useful in combat, its most interesting property is that it also targets NPCs such as the Toads. Frequently after bouncing off of an NPC's head this way, you will receive a significant horizontal boost, sometimes even greater than that of a long jump. The key is to doing this is to face away from the NPC. [http://www.youtube.com/watch?v=n1UiQE-tuEU Video]
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− | * '''Quick cloud making:''' If you press Z immediately after making a cloud, you'll be able to move sooner.
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− | * '''Spin delay reset:''' Spinning on the ground and then quickly jumping will reset the spin cooldown timer, so you can spin again immediately.
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− | * '''Scroll through text quickly:''' Hold the A button to scroll through text more quickly than normal.
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− | * '''Timing of moving elements:'''
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− | ** Cutscene skips: skipping (or not skipping) the cutscenes after selecting a star will affect the timing of moving elements. This means that strategies may be adjusted depending on whether you are playing a full speedrun (where cutscenes can't be skipped) or an individual-level speedrun (where cutscenes may be skipped). Examples: spike panels and electric wires in Painting the Planet Yellow, penguins in Passing the Swim Test, Tox Boxes in The Secret Undersea Cavern.
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− | ** Draw distance: some moving elements will not move at all when they are far away or offscreen. In some levels, this means that when you want to practice a timed element in a level, you don't have to worry about speedrun mistakes that were made earlier in the level. In other levels, turning the camera toward enemies (to let them move) or away from enemies (to stop them) can be part of the speedrun strategy.
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− | * '''Getting 99 lives quickly:''' It's often convenient to have lots of lives for testing purposes. The fastest way to get to 99 lives is to go to the planet with the giant Koopas in star 1 of Supermassive Galaxy. Long jump onto one of the Koopa's shells and bounce on it repeatedly. Eventually, you'll start rapidly gaining lives. Note that you must get a star to keep your lives.
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