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81 changes: 49 additions & 32 deletions region/crateria/central/Climb Supers Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -807,70 +807,87 @@
{
"id": 76,
"link": [1, 5],
"name": "G-Mode Morph Overload PLMs Collect the Item",
"name": "Direct G-Mode Overload PLMs, Remote Acquire Item",
"entranceCondition": {
"comeInWithGMode": {
"mode": "direct",
"morphed": true
"morphed": false
}
},
"requires": [
"Morph",
"SpaceJump",
"canRemoteAcquire",
{"or": [
{"and": [
{"itemNotCollectedAtNode": 3},
"canRiskPermanentLossOfAccess"
]},
{"and": [
"Morph",
"Grapple",
{"or": [
"canTrickyJump",
{"spikeHits": 1}
]}
"canTrickyJump"
]}
]},
]}
],
"collectsItems": [3],
"flashSuitChecked": true,
"blueSuitChecked": false,
"note": [
"Move through the item to overload PLMs, then go down through the speed blocks and exit G-mode to collect the item.",
"Note that if the item has already been collected, Samus can overload PLMs with Grapple."
],
"detailNote": [
"With Morph and Grapple, quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes."
]
},
{
"link": [1, 5],
"name": "Direct G-Mode Crystal Flash, Overload PLMs, Remote Acquire Item",
"entranceCondition": {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
}
},
"requires": [
"h_CrystalFlash",
"canRemoteAcquire",
{"or": [
{"and": [
"h_artificialMorphSpringBall",
{"spikeHits": 4}
]},
{"and": [
"h_artificialMorphSpringBall",
"h_artificialMorphBombHorizontally",
{"spikeHits": 3}
{"itemNotCollectedAtNode": 3},
"canRiskPermanentLossOfAccess",
{"or": [
"SpaceJump",
{"spikeHits": 1}
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Regarding "blueSuitChecked": false
I think these spike hits are not bluesuit safe.
Reserve management with BlueSuit doesn't feel like it's handled correctly with pauseless bluesuit actually, but I haven't checked. But that would be the way this saves energy over the regular strat.

]}
]},
{"and": [
"h_artificialMorphSpringFling",
"canTrickyJump",
{"spikeHits": 2}
"SpaceJump",
"Grapple",
"canTrickyJump"
]},
{"and": [
"Morph",
{"or": [
"SpaceJump",
{"and": [
{"spikeHits": 1},
{"or": [
"canUseIFrames",
{"spikeHits": 1}
]}
]}
]}
"Grapple",
{"spikeHits": 1}
]}
]}
]},
{"autoReserveTrigger": {}},
{"enemyDamage": {"enemy": "Boyon", "type": "contact", "hits": 1}}
],
"collectsItems": [3],
"flashSuitChecked": true,
"blueSuitChecked": false,
"note": [
"Roll through the item to overload PLMs, then go down through the speed blocks and exit G-mode to collect the item.",
"Move through the item to overload PLMs, then go down through the speed blocks and exit G-mode to collect the item.",
"Note that if the item has already been collected, Samus can overload PLMs with Grapple."
],
"detailNote": [
"With Morph and Grapple, quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes."
],
"devNote": "FIXME: It is possible to cross with spike hits, but it would require a CF and reserve trigger below."
"devNote": [
"This can not be done with artificial morph, because there is no morphed method to cross the spikes without taking damage.",
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You can CIBJ with artificial morph.
And Bombs would be an easy way to overload PLMs as an option.

"FIXME: It is possible to kill the Boyon during the reserve trigger, or to use the acid instead and end with full Energy."
]
},
{
"id": 17,
Expand Down
66 changes: 66 additions & 0 deletions region/maridia/inner-green/East Sand Hall.json
Original file line number Diff line number Diff line change
Expand Up @@ -1848,6 +1848,39 @@
"since otherwise there is an easier strat that simply runs into the room with momentum and jumps."
]
},
{
"link": [3, 1],
"name": "Shinespark - Enter with Spin",
"entranceCondition": {
"comeInShinecharged": {},
"comesThroughToilet": "any"
},
"requires": [
{"shineChargeFrames": 10},
"h_navigateUnderwater",
"canShinechargeMovementComplex",
"canHorizontalMidairShinespark",
"canPrepareForNextRoom",
{"or": [
{"and": [
"Gravity",
{"shinespark": {"frames": 34, "excessFrames": 6}}
]},
{"shinespark": {"frames": 39, "excessFrames": 8}}
]}
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": [
"Enter with a falling pose in order to be able to spark immediately on entry.",
"This may require a quick drop through the sand in the room above."
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Quickdrop that stops at the transition to spinjump is like canInsaneJump.
I find I jump too high in the sand with gravity and that adds a lot of shinecharge frames.

],
"devNote": [
"Frames are all assuming a toilet entry, frames could be reduced slightly if entering in a more favorable position.",
"While the shinecharge frames could be smaller, this gives a small buffer to orient the direction Samus is facing in the room above.",
"FIXME: It is possible to hero shot spark out the door."
]
},
{
"id": 65,
"link": [3, 1],
Expand Down Expand Up @@ -1899,6 +1932,39 @@
],
"devNote": "Only the last jump needs any items."
},
{
"link": [3, 2],
"name": "Shinespark - Enter with Spin",
"entranceCondition": {
"comeInShinecharged": {},
"comesThroughToilet": "any"
},
"requires": [
{"shineChargeFrames": 10},
"h_navigateUnderwater",
"canShinechargeMovementComplex",
"canHorizontalMidairShinespark",
"canPrepareForNextRoom",
{"or": [
{"and": [
"Gravity",
{"shinespark": {"frames": 34, "excessFrames": 12}}
]},
{"shinespark": {"frames": 39, "excessFrames": 15}}
]}
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": [
"Enter with a falling pose in order to be able to spark immediately on entry.",
"This may require a quick drop through the sand in the room above."
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Avoid entering too far to the right or you will be hit by the evir

],
"devNote": [
"Frames are all assuming a toilet entry, frames could be reduced slightly if entering in a more favorable position.",
"While the shinecharge frames could be smaller, this gives a small buffer to orient the direction Samus is facing in the room above.",
"FIXME: It is possible to come in with Gravity and more frames, jump off the sand and pillar, and hero shot spark out the door."
]
},
{
"id": 47,
"link": [3, 2],
Expand Down
20 changes: 20 additions & 0 deletions region/maridia/inner-green/Lonely Crab Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -1027,6 +1027,26 @@
"flashSuitChecked": true,
"blueSuitChecked": true
},
{
"link": [2, 1],
"name": "Carry Shinecharge",
"entranceCondition": {
"comeInShinecharged": {}
},
"requires": [
"Gravity",
{"shineChargeFrames": 55}
],
"exitCondition": {
"leaveShinecharged": {}
},
"unlocksDoors": [
{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
],
"flashSuitChecked": true,
"blueSuitChecked": true
},
{
"id": 22,
"link": [2, 1],
Expand Down
64 changes: 64 additions & 0 deletions region/maridia/inner-green/West Sand Hall.json
Original file line number Diff line number Diff line change
Expand Up @@ -1143,6 +1143,38 @@
"Land on the block just past the last Evir."
]
},
{
"link": [3, 1],
"name": "Shinespark - Enter with Spin",
"entranceCondition": {
"comeInShinecharged": {},
"comesThroughToilet": "any"
},
"requires": [
{"shineChargeFrames": 10},
"canSuitlessMaridia",
"canShinechargeMovementComplex",
"canHorizontalMidairShinespark",
"canPrepareForNextRoom",
{"or": [
"canTrickyJump",
{"enemyDamage": {"enemy": "Evir", "type": "particle", "hits": 1}}
]},
{"shinespark": {"frames": 65, "excessFrames": 34}}
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": [
"Enter with a falling pose in order to be able to spark immediately on entry.",
"This may require a quick drop through the sand in the room above.",
"Sparking quickly on entry can be used to avoid the Evir projectile,",
"however, with low Energy, Samus may still get hit by the projectile, as it is global and doesn't despawn when off-camera."
],
"devNote": [
"Frames are all assuming a toilet entry, frames could be reduced slightly if entering in a more favorable position.",
"While the shinecharge frames could be smaller, this gives a small buffer to orient the direction Samus is facing in the room above."
]
},
{
"id": 38,
"link": [3, 1],
Expand Down Expand Up @@ -1171,6 +1203,38 @@
"blueSuitChecked": true,
"note": "Dodging the Evirs can be tricky. Enter on the far right side, facing left, and hold left on entry to dodge them reliably."
},
{
"link": [3, 2],
"name": "Shinespark - Enter with Spin",
"entranceCondition": {
"comeInShinecharged": {},
"comesThroughToilet": "any"
},
"requires": [
{"shineChargeFrames": 10},
"canSuitlessMaridia",
"canShinechargeMovementComplex",
"canHorizontalMidairShinespark",
"canPrepareForNextRoom",
{"or": [
"canTrickyDodgeEnemies",
{"enemyDamage": {"enemy": "Evir", "type": "particle", "hits": 1}}
]},
{"shinespark": {"frames": 39, "excessFrames": 16}}
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": [
"Enter with a falling pose in order to be able to spark immediately on entry.",
"This may require a quick drop through the sand in the room above.",
"Sparking very quickly on entry can be used to avoid the Evir projectile."
],
"devNote": [
"Frames are all assuming a toilet entry, frames could be reduced slightly if entering in a more favorable position.",
"While the shinecharge frames could be smaller, this gives a small buffer to orient the direction Samus is facing in the room above.",
"FIXME: It is possible to come in with Gravity and more frames, jump off the sand and pillar, and hero shot spark out the door."
]
},
{
"id": 39,
"link": [3, 2],
Expand Down
35 changes: 35 additions & 0 deletions region/maridia/inner-pink/Draygon's Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -1431,6 +1431,41 @@
"flashSuitChecked": true,
"blueSuitChecked": true
},
{
"link": [2, 1],
"name": "Suitless Come in Shinecharging, Leave With Spark",
"entranceCondition": {
"comeInShinecharging": {
"length": 1,
"openEnd": 1
}
},
"requires": [
"canSuitlessMaridia",
"canShinechargeMovementComplex",
{"or": [
{"and": [
"canHeroShot",
{"shinespark": {"frames": 26, "excessFrames": 0}}
]},
{"and": [
"canShinechargeMovementTricky",
{"shinespark": {"frames": 20, "excessFrames": 0}}
]}
]}
],
"exitCondition": {
"leaveWithSpark": {"grounded": false}
},
"unlocksDoors": [
{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": "Shinecharge then jump at the end of the runway, depending on how far the jump is, a hero shot might be necessary to open the door.",
"devNote": "This runway length is assuming Samus comes in shinecharging at a relatively high speed."
},
{
"id": 64,
"link": [2, 1],
Expand Down
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