Room ID: 42
Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 0 } } |
Requires: { "canShineCharge": { "usedTiles": 19, "openEnd": 2 } } Exit condition: { "leaveShinecharged": { "framesRemaining": 140 } } |
Requires: "h_canCrystalFlash" |
Requires: { "or": [ "Gravity", "HiJump", "SpaceJump" ] } |
Wall jump when the water is low. Requires: "canWalljump" |
Crouch jump down grab when the water is high. Requires: "h_canCrouchJumpDownGrab" |
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 } } |
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 } } |
Requires: "Gravity" |
Requires: "SpaceJump" { "or": [ "canWalljump", "canPrepareForNextRoom", { "and": [ "canSpaceJumpWaterEscape", "HiJump" ] } ] } |
It helps to begin jumping when the water level is high. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" |
Requires: "canWallJumpBombBoost" |
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" |
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" ] } |
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" |
Requires: { "doorUnlockedAtNode": 2 } "SpeedBooster" "canLateralMidAirMorph" "canCarefulJump" |
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" |
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 |
Exit condition: { "leaveWithRunway": { "length": 1, "openEnd": 1 } } |
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" ] } ] }