Room ID: 176
Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0, "gentleUpTiles": 2, "steepUpTiles": 2, "steepDownTiles": 1 } } |
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithRunway": { "length": 45, "openEnd": 1 } } |
From: 1
Left Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 2 } } Requires: "canShinechargeMovementComplex" "canPreciseStutterWaterShineCharge" { "shinespark": { "frames": 3 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
With a runway of 5 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 5 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 130 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
With only a runway of 4 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition. It also works well to release forward for 3 frames and repress on the last possible frame. Other timings can also work, but may gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and shoot it open, making the Sciser fall; spin jump over the Sciser to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 4 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 140 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
With only a runway of 3 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and shoot it open, making the Sciser fall; spin jump over the Sciser to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 3 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 145 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375), with a 3-frame stutter, but there doesn't appear to be any application. |
From: 1
Left Door
To: 1
Left Door
With only a runway of 2 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and shoot it open, making the Sciser fall; spin jump over the Sciser to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 150 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less. Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition. Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air); in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button), and the shinecharge will be gained slightly further away from the door. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and shoot it open, making the Sciser fall; spin jump over the Sciser to reach the transition with a shinecharge. Ideal subpixels ($3FFF) can be achieved using one of several methods: 1) press forward against the door ledge (or a wall aligned with it); jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $BFFF, moonwalk back for exactly 1 frame to end with subpixels $3FFF. 2) press forward against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), and moonwalk back two pixels, then jump and mid-air turnaround onto the ledge; if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame; in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame. 3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), then jump and mid-air turnaround toward the door, and use X-Ray to turnaround in place away from the door; repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround; then do one more jump and mid-air turnaround, high enough to land on the door ledge, and Samus should be in the correct position with subpixels $3FFF. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 1 } } Requires: "canPreciseStutterWaterShineCharge" "canInsaneJump" "canBeVeryPatient" "canShinechargeMovementTricky" { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" "canXRayTurnaround" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 1
Left Door
With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less. Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition. Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air); in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button), Entrance condition: { "comeInStutterShinecharging": { "minTiles": 1 } } Requires: "canPreciseStutterWaterShineCharge" "canInsaneJump" "canXRayTurnaround" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: The canInsaneJump requirement is for difficulty placement; use a more appropriate tech if possible. |
Requires: "h_navigateUnderwater" { "resetRoom": { "nodes": [ 1 ] } } { "partialRefill": { "type": "Energy", "limit": 100 } } { "partialRefill": { "type": "PowerBomb", "limit": 3 } } Resets obstacles: A |
Requires: "h_CrystalFlash" |
Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } |
Requires: { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 1
Left Door
To: 2
Right Door
The gate will not spawn in indirect G-Mode, and can be freely passed. Exit G-Mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: A |
From: 1
Left Door
To: 2
Right Door
Requires a very precise stutter where Samus is moving slow enough while near the gate, so she can shoot it and it is fully open before she collides with it. A runway in the adjacent room of 2 tiles works best - with a longer runway, Samus will be moving too fast. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 1.4375 } } Requires: { "notable": "Stutter Shinecharge Through The Gate" } "canShinechargeMovementComplex" "canPreciseStutterWaterShineCharge" "canDodgeWhileShooting" { "ammo": { "type": "Super", "count": 1 } } { "or": [ { "and": [ "HiJump", { "shineChargeFrames": 95 } ] }, { "shineChargeFrames": 110 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Requires a very precise stutter where Samus is moving slow enough while near the gate, so she can shoot it and it is fully open before she collides with it. A runway in the adjacent room of 2 tiles works best - with a longer runway, Samus will be moving too fast. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 1.4375 } } Requires: { "notable": "Stutter Shinecharge Through The Gate" } "canShinechargeMovementComplex" "canPreciseStutterWaterShineCharge" "canDodgeWhileShooting" { "ammo": { "type": "Super", "count": 1 } } "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Samus will teleport inside of the gate, causing it to open. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 12, 12 ], [ 12, 13 ] ] } } Clears obstacles: A |
Requires: "Gravity" { "or": [ "h_greenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
Perform the Gate Glitch by moving towards the gate and firing the super on the correct frame for it to pass through and reach the button on the other side. Due to the water physics, many traditional setups for the glitch will not work. Requires: { "notable": "Suitless Green Gate Glitch" } { "or": [ "h_greenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 2
Right Door
To: 1
Left Door
The gate will not spawn in indirect G-Mode, and can be freely passed. Exit G-Mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: A |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } } Bypasses door shell: true |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } Bypasses door shell: true |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } } Bypasses door shell: true |
Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 1 } } |
Requires: "h_frozenEnemyRunway" Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 1 } } |
Requires: "h_navigateUnderwater" { "resetRoom": { "nodes": [ 2 ] } } { "partialRefill": { "type": "Energy", "limit": 240 } } { "partialRefill": { "type": "PowerBomb", "limit": 6 } } Resets obstacles: A |
Requires: "h_CrystalFlash" |
Requires: "Gravity" "canShinechargeMovement" { "or": [ { "canShineCharge": { "usedTiles": 42, "steepDownTiles": 1, "openEnd": 1 } }, { "and": [ "h_shinechargeMaxRunway", { "obstaclesCleared": [ "A" ] } ] } ] } { "shineChargeFrames": 60 } Exit condition: { "leaveShinecharged": {} } |
Requires: "Gravity" Exit condition: { "leaveSpinning": { "remoteRunway": { "length": 40, "openEnd": 0 }, "minExtraRunSpeed": "$0.D" } } |
Requires: "Gravity" { "obstaclesCleared": [ "A" ] } Exit condition: { "leaveSpinning": { "remoteRunway": { "length": 43, "openEnd": 1 }, "minExtraRunSpeed": "$0.D" } } |
Requires: "Gravity" Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 40, "openEnd": 0 }, "landingRunway": { "length": 5, "openEnd": 1 } } } |
Requires: "Gravity" { "obstaclesCleared": [ "A" ] } Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 43, "openEnd": 1 }, "landingRunway": { "length": 5, "openEnd": 1 } } } |
Requires: "Gravity" Exit condition: { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 35, "openEnd": 1 }, "landingRunway": { "length": 5, "openEnd": 1 }, "movementType": "uncontrolled" } } |
From: 2
Right Door
To: 2
Right Door
Requires: "Gravity" { "obstaclesCleared": [ "A" ] } Exit condition: { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 43, "openEnd": 1 }, "landingRunway": { "length": 5, "openEnd": 1 }, "movementType": "uncontrolled" } } |
Requires: "Gravity" Exit condition: { "leaveSpaceJumping": { "remoteRunway": { "length": 34, "openEnd": 1 } } } |
Requires: "Gravity" { "obstaclesCleared": [ "A" ] } Exit condition: { "leaveSpaceJumping": { "remoteRunway": { "length": 43, "openEnd": 1 } } } |
Requires: "Gravity" { "canShineCharge": { "usedTiles": 43, "steepDownTiles": 1, "openEnd": 0 } } "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } |
{ "$schema": "../../../schema/m3-room.schema.json", "id": 176, "name": "Crab Tunnel", "area": "Maridia", "subarea": "Outer", "roomAddress": "0x7D08A", "roomEnvironments": [ { "heated": false } ], "mapTileMask": [ [ 1, 1, 1, 1 ] ], "nodes": [ { "id": 1, "name": "Left Door", "nodeType": "door", "nodeSubType": "blue", "nodeAddress": "0x001a414", "doorOrientation": "left", "doorEnvironments": [ { "physics": "water" } ], "mapTileMask": [ [ 2, 1, 1, 1 ] ] }, { "id": 2, "name": "Right Door", "nodeType": "door", "nodeSubType": "blue", "nodeAddress": "0x001a420", "doorOrientation": "right", "doorEnvironments": [ { "physics": "water" } ], "mapTileMask": [ [ 1, 2, 2, 2 ] ] } ], "obstacles": [ { "id": "A", "name": "Green Gate", "obstacleType": "inanimate" } ], "enemies": [ { "id": "e1", "groupName": "Crab Tunnel Left Sciser", "enemyName": "Sciser", "quantity": 1, "homeNodes": [ 1 ] }, { "id": "e2", "groupName": "Crab Tunnel Right Scisers", "enemyName": "Sciser", "quantity": 5, "homeNodes": [ 2 ] } ], "links": [ { "from": 1, "to": [ { "id": 1 }, { "id": 2 } ] }, { "from": 2, "to": [ { "id": 1 }, { "id": 2 } ] } ], "strats": [ { "id": 1, "link": [ 1, 1 ], "name": "Leave with Runway", "requires": [], "exitCondition": { "leaveWithRunway": { "length": 13, "openEnd": 0, "gentleUpTiles": 2, "steepUpTiles": 2, "steepDownTiles": 1 } } }, { "id": 2, "link": [ 1, 1 ], "name": "Leave with Runway (Open Gate)", "requires": [ { "or": [ { "obstaclesCleared": [ "A" ] }, { "ammo": { "type": "Super", "count": 1 } } ] } ], "exitCondition": { "leaveWithRunway": { "length": 45, "openEnd": 1 } } }, { "id": 3, "link": [ 1, 1 ], "name": "Precise Stutter Shinecharge, Leave With Spark", "entranceCondition": { "comeInRunning": { "speedBooster": true, "minTiles": 2 } }, "requires": [ "canShinechargeMovementComplex", "canPreciseStutterWaterShineCharge", { "shinespark": { "frames": 3 } } ], "exitCondition": { "leaveWithSpark": {} }, "unlocksDoors": [ { "types": [ "super" ], "requires": [] }, { "types": [ "missiles", "powerbomb" ], "requires": [ "never" ] } ] }, { "id": 37, "link": [ 1, 1 ], "name": "Precise Stutter Shinecharge, Leave Shinecharged (5-tile runway)", "entranceCondition": { "comeInStutterShinecharging": { "minTiles": 5 } }, "requires": [ "canPreciseStutterWaterShineCharge", "canShinechargeMovementTricky", "canInsaneJump", { "shineChargeFrames": 130 }, { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } ], "exitCondition": { "leaveShinecharged": {} }, "unlocksDoors": [ { "types": [ "super" ], "requires": [] }, { "types": [ "missiles", "powerbomb" ], "requires": [ "never" ] } ], "note": [ "With a runway of 5 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition.", "Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining.", "After gaining the shinecharge, continue holding forward in order to make Samus stand.", "Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge." ] }, { "id": 38, "link": [ 1, 1 ], "name": "Precise Stutter Shinecharge, Leave Shinecharged (4-tile runway)", "entranceCondition": { "comeInStutterShinecharging": { "minTiles": 4 } }, "requires": [ "canPreciseStutterWaterShineCharge", "canShinechargeMovementTricky", "canInsaneJump", { "shineChargeFrames": 140 }, { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } ], "exitCondition": { "leaveShinecharged": {} }, "unlocksDoors": [ { "types": [ "super" ], "requires": [] }, { "types": [ "missiles", "powerbomb" ], "requires": [ "never" ] } ], "note": [ "With only a runway of 4 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition.", "It also works well to release forward for 3 frames and repress on the last possible frame.", "Other timings can also work, but may gain the shinecharge further from the door, leaving fewer shinecharge frames remaining.", "After gaining the shinecharge, continue holding forward in order to make Samus stand.", "Then turnaround spin jump back toward the door, and shoot it open, making the Sciser fall;", "spin jump over the Sciser to reach the transition with a shinecharge." ] }, { "id": 39, "link": [ 1, 1 ], "name": "Precise Stutter Shinecharge, Leave Shinecharged (3-tile runway)", "entranceCondition": { "comeInStutterShinecharging": { "minTiles": 3 } }, "requires": [ "canPreciseStutterWaterShineCharge", "canShinechargeMovementTricky", "canInsaneJump", { "shineChargeFrames": 145 }, { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } ], "exitCondition": { "leaveShinecharged": {} }, "unlocksDoors": [ { "types": [ "super" ], "requires": [] }, { "types": [ "missiles", "powerbomb" ], "requires": [ "never" ] } ], "note": [ "With only a runway of 3 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition.", "Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining.", "After gaining the shinecharge, continue holding forward in order to make Samus stand.", "Then turnaround spin jump back toward the door, and shoot it open, making the Sciser fall;", "spin jump over the Sciser to reach the transition with a shinecharge." ], "devNote": [ "The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375),", "with a 3-frame stutter, but there doesn't appear to be any application." ] }, { "id": 40, "link": [ 1, 1 ], "name": "Precise Stutter Shinecharge, Leave Shinecharged (2-tile runway)", "entranceCondition": { "comeInStutterShinecharging": { "minTiles": 2 } }, "requires": [ "canPreciseStutterWaterShineCharge", "canShinechargeMovementTricky", "canInsaneJump", { "shineChargeFrames": 150 }, { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } ], "exitCondition": { "leaveShinecharged": {} }, "unlocksDoors": [ { "types": [ "super" ], "requires": [] }, { "types": [ "missiles", "powerbomb" ], "requires": [ "never" ] } ], "note": [ "With only a runway of 2 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition.", "Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining.", "After gaining the shinecharge, continue holding forward in order to make Samus stand.", "Then turnaround spin jump back toward the door, and shoot it open, making the Sciser fall;", "spin jump over the Sciser to reach the transition with a shinecharge." ] }, { "id": 41, "link": [ 1, 1 ], "name": "Precise Stutter Shinecharge, Leave Shinecharged (1-tile runway)", "entranceCondition": { "comeInStutterShinecharging": { "minTiles": 1 } }, "requires": [ "canPreciseStutterWaterShineCharge", "canInsaneJump", "canBeVeryPatient", "canShinechargeMovementTricky", { "shineChargeFrames": 160 } ], "exitCondition": { "leaveShinecharged": {} }, "unlocksDoors": [ { "types": [ "super" ], "requires": [] }, { "types": [ "missiles", "powerbomb" ], "requires": [ "never" ] } ], "note": [ "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", "Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air);", "in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button),", "and the shinecharge will be gained slightly further away from the door.", "After gaining the shinecharge, continue holding forward in order to make Samus stand.", "Then turnaround spin jump back toward the door, and shoot it open, making the Sciser fall;", "spin jump over the Sciser to reach the transition with a shinecharge." ], "detailNote": [ "Ideal subpixels ($3FFF) can be achieved using one of several methods:", "1) press forward against the door ledge (or a wall aligned with it);", "jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $BFFF,", "moonwalk back for exactly 1 frame to end with subpixels $3FFF.", "2) press forward against the door ledge (from a platform below, assuming one exists)", "turn around (while on the ground), and moonwalk back two pixels,", "then jump and mid-air turnaround onto the ledge;", "if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame;", "in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame.", "3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists)", "turn around (while on the ground), then jump and mid-air turnaround toward the door,", "and use X-Ray to turnaround in place away from the door;", "repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround;", "then do one more jump and mid-air turnaround, high enough to land on the door ledge,", "and Samus should be in the correct position with subpixels $3FFF." ] }, { "id": 42, "link": [ 1, 1 ], "name": "Precise Stutter Shinecharge, Leave With Temporary Blue", "entranceCondition": { "comeInStutterShinecharging": { "minTiles": 2 } }, "requires": [ "canPreciseStutterWaterShineCharge", "canXRayTurnaround", "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ] }, { "id": 43, "link": [ 1, 1 ], "name": "Very Precise Stutter Shinecharge, Leave With Temporary Blue", "entranceCondition": { "comeInStutterShinecharging": { "minTiles": 1 } }, "requires": [ "canPreciseStutterWaterShineCharge", "canInsaneJump", "canXRayTurnaround", "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "note": [ "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", "Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air);", "in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button)," ], "devNote": [ "FIXME: The canInsaneJump requirement is for difficulty placement; use a more appropriate tech if possible." ] }, { "id": 5, "link": [ 1, 1 ], "name": "Sciser Farm", "requires": [ "h_navigateUnderwater", { "resetRoom": { "nodes": [ 1 ] } }, { "partialRefill": { "type": "Energy", "limit": 100 } }, { "partialRefill": { "type": "PowerBomb", "limit": 3 } } ], "resetsObstacles": [ "A" ] }, { "id": 6, "link": [ 1, 1 ], "name": "Crystal Flash", "requires": [ "h_CrystalFlash" ], "flashSuitChecked": true }, { "id": 7, "link": [ 1, 1 ], "name": "G-Mode Setup - Get Hit By Sciser", "requires": [], "exitCondition": { "leaveWithGModeSetup": {} }, "flashSuitChecked": true }, { "id": 8, "link": [ 1, 1 ], "name": "G-Mode Regain Mobility", "requires": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ], "gModeRegainMobility": {}, "flashSuitChecked": true }, { "id": 9, "link": [ 1, 2 ], "name": "Base", "requires": [ { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } ], "clearsObstacles": [ "A" ] }, { "id": 10, "link": [ 1, 2 ], "name": "G-Mode Indirect Despawn the Gate, Open Gate", "entranceCondition": { "comeInWithGMode": { "mode": "indirect", "morphed": false } }, "requires": [], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "note": [ "The gate will not spawn in indirect G-Mode, and can be freely passed.", "Exit G-Mode while under the gate to open it without a Super." ] }, { "id": 11, "link": [ 1, 2 ], "name": "Stutter Water Shinecharge Through The Gate, Leave Shinecharged", "entranceCondition": { "comeInRunning": { "speedBooster": true, "minTiles": 1.4375 } }, "requires": [ { "notable": "Stutter Shinecharge Through The Gate" }, "canShinechargeMovementComplex", "canPreciseStutterWaterShineCharge", "canDodgeWhileShooting", { "ammo": { "type": "Super", "count": 1 } }, { "or": [ { "and": [ "HiJump", { "shineChargeFrames": 95 } ] }, { "shineChargeFrames": 110 } ] } ], "exitCondition": { "leaveShinecharged": {} }, "unlocksDoors": [ { "types": [ "super" ], "requires": [] }, { "types": [ "missiles", "powerbomb" ], "requires": [ "never" ] } ], "flashSuitChecked": true, "note": [ "Requires a very precise stutter where Samus is moving slow enough while near the gate, so she can shoot it and it is fully open before she collides with it.", "A runway in the adjacent room of 2 tiles works best - with a longer runway, Samus will be moving too fast." ] }, { "id": 36, "link": [ 1, 2 ], "name": "Stutter Water Shinecharge Through The Gate, Leave With Temporary Blue", "entranceCondition": { "comeInRunning": { "speedBooster": true, "minTiles": 1.4375 } }, "requires": [ { "notable": "Stutter Shinecharge Through The Gate" }, "canShinechargeMovementComplex", "canPreciseStutterWaterShineCharge", "canDodgeWhileShooting", { "ammo": { "type": "Super", "count": 1 } }, "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "flashSuitChecked": true, "note": [ "Requires a very precise stutter where Samus is moving slow enough while near the gate, so she can shoot it and it is fully open before she collides with it.", "A runway in the adjacent room of 2 tiles works best - with a longer runway, Samus will be moving too fast." ] }, { "id": 12, "link": [ 1, 2 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 12, 12 ], [ 12, 13 ] ] } }, "requires": [], "clearsObstacles": [ "A" ], "note": [ "Samus will teleport inside of the gate, causing it to open." ] }, { "id": 13, "link": [ 2, 1 ], "name": "Green Gate Glitch", "requires": [ "Gravity", { "or": [ "h_greenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } ], "clearsObstacles": [ "A" ], "flashSuitChecked": true }, { "id": 14, "link": [ 2, 1 ], "name": "Suitless Green Gate Glitch", "requires": [ { "notable": "Suitless Green Gate Glitch" }, { "or": [ "h_greenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } ], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "note": [ "Perform the Gate Glitch by moving towards the gate and firing the super on the correct frame for it to pass through and reach the button on the other side.", "Due to the water physics, many traditional setups for the glitch will not work." ] }, { "id": 15, "link": [ 2, 1 ], "name": "G-Mode Indirect Despawn the Gate, Open Gate", "entranceCondition": { "comeInWithGMode": { "mode": "indirect", "morphed": false } }, "requires": [], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "note": [ "The gate will not spawn in indirect G-Mode, and can be freely passed.", "Exit G-Mode while under the gate to open it without a Super." ] }, { "id": 16, "link": [ 2, 1 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } }, "requires": [] }, { "id": 17, "link": [ 2, 1 ], "name": "Grapple Teleport Door Lock Skip", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } }, "requires": [], "bypassesDoorShell": true }, { "id": 18, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Top Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } }, "requires": [], "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } }, "bypassesDoorShell": true }, { "id": 19, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Bottom Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } }, "requires": [], "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } }, "bypassesDoorShell": true }, { "id": 20, "link": [ 2, 2 ], "name": "Leave with Runway", "requires": [], "exitCondition": { "leaveWithRunway": { "length": 5, "openEnd": 1 } } }, { "id": 21, "link": [ 2, 2 ], "name": "Leave With Runway - Frozen Sciser", "requires": [ "h_frozenEnemyRunway" ], "exitCondition": { "leaveWithRunway": { "length": 6, "openEnd": 1 } } }, { "id": 22, "link": [ 2, 2 ], "name": "Sciser Farm", "requires": [ "h_navigateUnderwater", { "resetRoom": { "nodes": [ 2 ] } }, { "partialRefill": { "type": "Energy", "limit": 240 } }, { "partialRefill": { "type": "PowerBomb", "limit": 6 } } ], "resetsObstacles": [ "A" ] }, { "id": 23, "link": [ 2, 2 ], "name": "Crystal Flash", "requires": [ "h_CrystalFlash" ], "flashSuitChecked": true }, { "id": 24, "link": [ 2, 2 ], "name": "Leave Shinecharged", "requires": [ "Gravity", "canShinechargeMovement", { "or": [ { "canShineCharge": { "usedTiles": 42, "steepDownTiles": 1, "openEnd": 1 } }, { "and": [ "h_shinechargeMaxRunway", { "obstaclesCleared": [ "A" ] } ] } ] }, { "shineChargeFrames": 60 } ], "exitCondition": { "leaveShinecharged": {} }, "flashSuitChecked": true }, { "id": 25, "link": [ 2, 2 ], "name": "Leave Spinning", "requires": [ "Gravity" ], "exitCondition": { "leaveSpinning": { "remoteRunway": { "length": 40, "openEnd": 0 }, "minExtraRunSpeed": "$0.D" } } }, { "id": 26, "link": [ 2, 2 ], "name": "Leave Spinning (Open Gate)", "requires": [ "Gravity", { "obstaclesCleared": [ "A" ] } ], "exitCondition": { "leaveSpinning": { "remoteRunway": { "length": 43, "openEnd": 1 }, "minExtraRunSpeed": "$0.D" } } }, { "id": 27, "link": [ 2, 2 ], "name": "Leave With Mockball", "requires": [ "Gravity" ], "exitCondition": { "leaveWithMockball": { "remoteRunway": { "length": 40, "openEnd": 0 }, "landingRunway": { "length": 5, "openEnd": 1 } } } }, { "id": 28, "link": [ 2, 2 ], "name": "Leave With Mockball (Open Gate)", "requires": [ "Gravity", { "obstaclesCleared": [ "A" ] } ], "exitCondition": { "leaveWithMockball": { "remoteRunway": { "length": 43, "openEnd": 1 }, "landingRunway": { "length": 5, "openEnd": 1 } } } }, { "id": 29, "link": [ 2, 2 ], "name": "Leave With Spring Ball Bounce", "requires": [ "Gravity" ], "exitCondition": { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 35, "openEnd": 1 }, "landingRunway": { "length": 5, "openEnd": 1 }, "movementType": "uncontrolled" } } }, { "id": 30, "link": [ 2, 2 ], "name": "Leave With Spring Ball Bounce (Open Gate)", "requires": [ "Gravity", { "obstaclesCleared": [ "A" ] } ], "exitCondition": { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 43, "openEnd": 1 }, "landingRunway": { "length": 5, "openEnd": 1 }, "movementType": "uncontrolled" } } }, { "id": 31, "link": [ 2, 2 ], "name": "Leave Space Jumping", "requires": [ "Gravity" ], "exitCondition": { "leaveSpaceJumping": { "remoteRunway": { "length": 34, "openEnd": 1 } } } }, { "id": 32, "link": [ 2, 2 ], "name": "Leave Space Jumping (Open Gate)", "requires": [ "Gravity", { "obstaclesCleared": [ "A" ] } ], "exitCondition": { "leaveSpaceJumping": { "remoteRunway": { "length": 43, "openEnd": 1 } } } }, { "id": 33, "link": [ 2, 2 ], "name": "Leave With Temporary Blue", "requires": [ "Gravity", { "canShineCharge": { "usedTiles": 43, "steepDownTiles": 1, "openEnd": 0 } }, "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} } }, { "id": 34, "link": [ 2, 2 ], "name": "G-Mode Setup - Get Hit By Sciser", "requires": [], "exitCondition": { "leaveWithGModeSetup": {} }, "flashSuitChecked": true }, { "id": 35, "link": [ 2, 2 ], "name": "G-Mode Regain Mobility", "requires": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ], "gModeRegainMobility": {}, "flashSuitChecked": true }, { "link": [ 1, 1 ], "name": "Base (Unlock Door)", "requires": [], "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ] }, { "link": [ 1, 1 ], "name": "Base (Come In Normally)", "entranceCondition": { "comeInNormally": {} }, "requires": [] }, { "link": [ 1, 1 ], "name": "Base (Come In With Mockball)", "entranceCondition": { "comeInWithMockball": { "adjacentMinTiles": 0, "remoteAndLandingMinTiles": [ [ 0, 0 ] ], "speedBooster": "any" } }, "requires": [] }, { "link": [ 2, 2 ], "name": "Base (Unlock Door)", "requires": [], "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ] }, { "link": [ 2, 2 ], "name": "Base (Come In Normally)", "entranceCondition": { "comeInNormally": {} }, "requires": [] }, { "link": [ 2, 2 ], "name": "Base (Come In With Mockball)", "entranceCondition": { "comeInWithMockball": { "adjacentMinTiles": 0, "remoteAndLandingMinTiles": [ [ 0, 0 ] ], "speedBooster": "any" } }, "requires": [] } ], "notables": [ { "id": 1, "name": "Stutter Shinecharge Through The Gate", "note": [ "Requires a very precise stutter where Samus is moving slow enough while near the gate, so she can shoot it and it is fully open before she collides with it.", "A runway in the adjacent room of 2 tiles works best - with a longer runway, Samus will be moving too fast." ] }, { "id": 2, "name": "Suitless Green Gate Glitch", "note": [ "Perform the Gate Glitch by moving towards the gate and firing the super on the correct frame for it to pass through and reach the button on the other side.", "Due to the water physics, many traditional setups for the glitch will not work." ] } ], "nextStratId": 44, "nextNotableId": 3 }