Perform a last-frame jump and ceiling mockball, then spring fling to just barely make it onto the ledge with the item.
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_crouchJumpDownGrab", { "or": [ "canInsaneJump", "h_additionalBomb" ] } ] }, { "and": [ "canHorizontalShinespark", { "canShineCharge": { "usedTiles": 15, "openEnd": 2 } }, { "shinespark": { "frames": 40, "excessFrames": 18 } } ] }, { "and": [ { "notable": "Ceiling Mockball Spring Fling" }, "SpeedBooster", "canInsaneJump", "canMomentumConservingMorph", "canSpringFling" ] } ] } "h_heatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 2
Right Door
Touch the item as little as possible in order to prevent PLMs from being overloaded, so the platforms below remain solid. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canComplexGMode" { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_crouchJumpDownGrab", "canInsaneJump" ] }, { "and": [ "canHorizontalShinespark", { "canShineCharge": { "usedTiles": 15, "openEnd": 2 } }, { "shinespark": { "frames": 40, "excessFrames": 18 } } ] }, { "and": [ { "notable": "Ceiling Mockball Spring Fling" }, "SpeedBooster", "canInsaneJump", "canMomentumConservingMorph", "canSpringFling" ] } ] } "h_heatedDirectGModeLeaveSameDoor" Collects items: 3 Dev note: There is no leniency option for using an extra Power Bomb, because it will contribute to PLM overload. (2 PBs is technically barely possible) FIXME: A variant with shinesparking can be added. (It would require energy free sparks) |
Position at the end of the runway (or up to 4 pixels away) at the top-right of the room, gain run speed, perform a last-frame jump and ceiling mockball, then equip or unequip Spring Ball in order to reset Samus' vertical speed and just barely make it onto the ledge with the item. Requires: { "notable": "Ceiling Mockball Spring Fling" } "SpeedBooster" "canInsaneJump" { "heatFrames": 500 } "canMomentumConservingMorph" "canSpringFling" { "or": [ "h_heatProof", "canBeVeryPatient" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_crouchJumpDownGrab", { "or": [ "canInsaneJump", "h_additionalBomb" ] } ] }, { "and": [ "canHorizontalShinespark", { "canShineCharge": { "usedTiles": 15, "openEnd": 2 } }, { "shinespark": { "frames": 40, "excessFrames": 18 } } ] }, { "and": [ { "notable": "Ceiling Mockball Spring Fling" }, "SpeedBooster", "canInsaneJump", "canMomentumConservingMorph", "canSpringFling" ] } ] } { "heatFrames": 90 } Clears obstacles: A Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. FIXME: Variants with shinesparking or Geruta damage boost can be added. (Energy from immobile, CF, or energy free sparks) |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_crouchJumpDownGrab", { "or": [ "canInsaneJump", "h_additionalBomb" ] } ] }, { "and": [ "canHorizontalShinespark", { "canShineCharge": { "usedTiles": 15, "openEnd": 2 } }, { "shinespark": { "frames": 40, "excessFrames": 18 } } ] }, { "and": [ { "notable": "Ceiling Mockball Spring Fling" }, "SpeedBooster", "canInsaneJump", "canMomentumConservingMorph", "canSpringFling" ] } ] } { "heatFrames": 0 } Dev note: FIXME: Variants with Geruta damage boost can be added. (Energy from immobile or CF) |