Blue Brinstar Boulder Room

Room ID: 42

Wiki
Difficulty filter

From: 1
Left Door
To: 1
Left Door

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 1
Left Door

Requires:

{
  "canShineCharge": {
    "usedTiles": 19,
    "openEnd": 2
  }
}

Exit condition:

{
  "leaveShinecharged": {
    "framesRemaining": 140
  }
}
From: 1
Left Door
To: 1
Left Door

Requires:

"h_canCrystalFlash"
From: 1
Left Door
To: 2
Right Door

Requires:

{
  "or": [
    "Gravity",
    "HiJump",
    "SpaceJump"
  ]
}
From: 1
Left Door
To: 2
Right Door

Wall jump when the water is low.

Requires:

"canWalljump"
From: 1
Left Door
To: 2
Right Door

Crouch jump down grab when the water is high.

Requires:

"h_canCrouchJumpDownGrab"
From: 1
Left Door
To: 2
Right Door

Shoot open the door and jump through it without going into the water below.

Requires:

"canCarefulJump"
From: 1
Left Door
To: 2
Right Door

Requires:

{
  "canShineCharge": {
    "usedTiles": 19,
    "openEnd": 2
  }
}
"canShinechargeMovement"
"Gravity"

Exit condition:

{
  "leaveShinecharged": {
    "framesRemaining": 100
  }
}
From: 1
Left Door
To: 2
Right Door

Shoot the bridge to see where it ends. Opening the door requires a shot that is fired while Samus has some momentum from running to the right. Charge a spark running left then run off right into a preopened door.

Requires:

{
  "canShineCharge": {
    "usedTiles": 19,
    "openEnd": 1
  }
}
"canShinechargeMovement"
"canCarefulJump"

Exit condition:

{
  "leaveShinecharged": {
    "framesRemaining": 60
  }
}
From: 2
Right Door
To: 1
Left Door

Requires:

"Gravity"
From: 2
Right Door
To: 1
Left Door

Requires:

"SpaceJump"
{
  "or": [
    "canWalljump",
    "canPrepareForNextRoom",
    {
      "and": [
        "canSpaceJumpWaterEscape",
        "HiJump"
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

It helps to begin jumping when the water level is high.

Requires:

"canSuitlessMaridia"
"canTrickySpringBallJump"
From: 2
Right Door
To: 1
Left Door

Requires:

"canWallJumpBombBoost"
From: 2
Right Door
To: 1
Left Door

Requires waiting until the last moment before SpringBall jumping.

Requires:

{
  "doorUnlockedAtNode": 2
}
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canWalljump"
  ]
}
"canSpringBallBombJump"
"h_canBombThings"
From: 2
Right Door
To: 1
Left Door

A doorsill with an open end is really all the room that's needed on the other side.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canCarefulJump"
"canWalljump"
From: 2
Right Door
To: 1
Left Door

It's not even necessary to jump through the door, the in-room doorsill gives enough running room to make it up.

Requires:

{
  "doorUnlockedAtNode": 2
}
"canPreciseWalljump"
"canCarefulJump"
{
  "or": [
    "canTrickyJump",
    "canMoonwalk",
    "canXRayTurnaround",
    "Morph"
  ]
}
From: 2
Right Door
To: 1
Left Door

It's a delayed walljump while the water is low, followed by a tight walljump off the bridge. This strat is easily bypassed by jumping through the door, or if the door can be opened.

Requires:

"canSuitlessMaridia"
"canInsaneWalljump"
From: 2
Right Door
To: 1
Left Door

Requires:

{
  "doorUnlockedAtNode": 2
}
"SpeedBooster"
"canLateralMidAirMorph"
"canCarefulJump"
From: 2
Right Door
To: 1
Left Door

In direct g-mode, the door will not close, and the in-room doorsill gives enough running room to make it up to the invisible ledge.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"canPreciseWalljump"
"canCarefulJump"
{
  "or": [
    "canTrickyJump",
    "canMoonwalk",
    "canXRayTurnaround",
    "Morph"
  ]
}
From: 2
Right Door
To: 1
Left Door

Starting an IBJ from spring ball with no other items is not very precise, it just takes a bit of an odd timing.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"h_canArtificialMorphJumpIntoIBJ"
"h_canArtificialMorphBombHorizontally"
From: 2
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ],
      [
        3,
        13
      ]
    ]
  }
}

Bypasses door shell: true

From: 2
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}

Bypasses door shell: true

From: 2
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}

Bypasses door shell: true

From: 2
Right Door
To: 2
Right Door

Exit condition:

{
  "leaveWithRunway": {
    "length": 1,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Requires:

"h_canCrystalFlash"

{
  "$schema": "../../../schema/m3-room.schema.json",
  "id": 42,
  "name": "Blue Brinstar Boulder Room",
  "area": "Brinstar",
  "subarea": "Blue",
  "playable": true,
  "roomAddress": "0x7A1AD",
  "roomEnvironments": [
    {
      "heated": false
    }
  ],
  "nodes": [
    {
      "id": 1,
      "name": "Left Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x0018fee",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ]
    },
    {
      "id": 2,
      "name": "Right Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x0018fe2",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ]
    }
  ],
  "enemies": [
    {
      "id": "e1",
      "groupName": "Boulder Room Boulders",
      "enemyName": "Boulder",
      "quantity": 3,
      "homeNodes": [
        1
      ]
    }
  ],
  "links": [
    {
      "from": 1,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        }
      ]
    },
    {
      "from": 2,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        }
      ]
    }
  ],
  "strats": [
    {
      "link": [
        1,
        1
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 3,
          "openEnd": 0
        }
      }
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Leave Charged",
      "requires": [
        {
          "canShineCharge": {
            "usedTiles": 19,
            "openEnd": 2
          }
        }
      ],
      "exitCondition": {
        "leaveShinecharged": {
          "framesRemaining": 140
        }
      }
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ]
    },
    {
      "link": [
        1,
        2
      ],
      "name": "Base",
      "requires": [
        {
          "or": [
            "Gravity",
            "HiJump",
            "SpaceJump"
          ]
        }
      ]
    },
    {
      "link": [
        1,
        2
      ],
      "name": "Wall Jump",
      "requires": [
        "canWalljump"
      ],
      "note": "Wall jump when the water is low."
    },
    {
      "link": [
        1,
        2
      ],
      "name": "Crouch Jump Down Grab",
      "requires": [
        "h_canCrouchJumpDownGrab"
      ],
      "note": "Crouch jump down grab when the water is high."
    },
    {
      "link": [
        1,
        2
      ],
      "name": "Careful Jump",
      "requires": [
        "canCarefulJump"
      ],
      "note": "Shoot open the door and jump through it without going into the water below."
    },
    {
      "link": [
        1,
        2
      ],
      "name": "Leave Charged (with Gravity)",
      "requires": [
        {
          "canShineCharge": {
            "usedTiles": 19,
            "openEnd": 2
          }
        },
        "canShinechargeMovement",
        "Gravity"
      ],
      "exitCondition": {
        "leaveShinecharged": {
          "framesRemaining": 100
        }
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "link": [
        1,
        2
      ],
      "name": "Leave Charged (Suitless)",
      "requires": [
        {
          "canShineCharge": {
            "usedTiles": 19,
            "openEnd": 1
          }
        },
        "canShinechargeMovement",
        "canCarefulJump"
      ],
      "exitCondition": {
        "leaveShinecharged": {
          "framesRemaining": 60
        }
      },
      "unlocksDoors": [
        {
          "types": [
            "powerbomb"
          ],
          "requires": []
        },
        {
          "types": [
            "missiles",
            "super"
          ],
          "requires": [
            "canTrickyJump"
          ]
        }
      ],
      "note": [
        "Shoot the bridge to see where it ends.",
        "Opening the door requires a shot that is fired while Samus has some momentum from running to the right.",
        "Charge a spark running left then run off right into a preopened door."
      ],
      "devNote": [
        "Using the second openEnd means you cannot make it to the door in time.",
        "Could attach `canMomentumShot` tech if that gets added.",
        "Emphasis on Careful.  There is no jump."
      ]
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Base",
      "requires": [
        "Gravity"
      ]
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Space Jump",
      "requires": [
        "SpaceJump",
        {
          "or": [
            "canWalljump",
            "canPrepareForNextRoom",
            {
              "and": [
                "canSpaceJumpWaterEscape",
                "HiJump"
              ]
            }
          ]
        }
      ],
      "devNote": "Space Jump with HiJump alone is enough if the door can be opened."
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Spring Ball Jump",
      "requires": [
        "canSuitlessMaridia",
        "canTrickySpringBallJump"
      ],
      "note": "It helps to begin jumping when the water level is high."
    },
    {
      "link": [
        2,
        1
      ],
      "name": "WallJump Bomb Boost",
      "requires": [
        "canWallJumpBombBoost"
      ]
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Spring Ball Bomb Jump",
      "requires": [
        {
          "doorUnlockedAtNode": 2
        },
        {
          "or": [
            "h_canCrouchJumpDownGrab",
            "canWalljump"
          ]
        },
        "canSpringBallBombJump",
        "h_canBombThings"
      ],
      "unlocksDoors": [
        {
          "nodeId": 2,
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ],
      "note": "Requires waiting until the last moment before SpringBall jumping."
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Boulder Room Jump Through the Door",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": "any",
          "minTiles": 1
        }
      },
      "requires": [
        "canCarefulJump",
        "canWalljump"
      ],
      "note": "A doorsill with an open end is really all the room that's needed on the other side."
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Boulder Room Doorsill Jump",
      "requires": [
        {
          "doorUnlockedAtNode": 2
        },
        "canPreciseWalljump",
        "canCarefulJump",
        {
          "or": [
            "canTrickyJump",
            "canMoonwalk",
            "canXRayTurnaround",
            "Morph"
          ]
        }
      ],
      "note": "It's not even necessary to jump through the door, the in-room doorsill gives enough running room to make it up."
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Boulder Room Naked Walljump",
      "requires": [
        "canSuitlessMaridia",
        "canInsaneWalljump"
      ],
      "note": [
        "It's a delayed walljump while the water is low, followed by a tight walljump off the bridge.",
        "This strat is easily bypassed by jumping through the door, or if the door can be opened."
      ]
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Speedy Airball",
      "requires": [
        {
          "doorUnlockedAtNode": 2
        },
        "SpeedBooster",
        "canLateralMidAirMorph",
        "canCarefulJump"
      ]
    },
    {
      "link": [
        2,
        1
      ],
      "name": "G-Mode Direct Doorsill Jump",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "direct",
          "morphed": false
        }
      },
      "requires": [
        "canPreciseWalljump",
        "canCarefulJump",
        {
          "or": [
            "canTrickyJump",
            "canMoonwalk",
            "canXRayTurnaround",
            "Morph"
          ]
        }
      ],
      "note": "In direct g-mode, the door will not close, and the in-room doorsill gives enough running room to make it up to the invisible ledge."
    },
    {
      "link": [
        2,
        1
      ],
      "name": "G-Mode Morph Spring Ball IBJ",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "any",
          "morphed": true
        }
      },
      "requires": [
        "h_canArtificialMorphJumpIntoIBJ",
        "h_canArtificialMorphBombHorizontally"
      ],
      "note": "Starting an IBJ from spring ball with no other items is not very precise, it just takes a bit of an odd timing."
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ],
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Carry Grapple Teleport (Top Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      }
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Carry Grapple Teleport (Bottom Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      }
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 1,
          "openEnd": 1
        }
      }
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ]
    }
  ]
}