Colosseum

Room ID: 189

Wiki
Difficulty filter

From: 1
Left Door
To: 1
Left Door

Exit condition:

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

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up.

Requires:

"h_canNavigateUnderwater"
"h_canFrozenEnemyRunway"
{
  "or": [
    "canMochtroidIceClimb",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "SpaceJump",
            "canWalljump"
          ]
        }
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Requires:

{
  "resetRoom": {
    "nodes": [
      1
    ],
    "mustStayPut": false
  }
}
"SpaceJump"
"ScrewAttack"
{
  "refill": [
    "Energy",
    "Missile",
    "Super"
  ]
}
Crystal Flash (Very Hard)
Colosseum
From: 1
Left Door
To: 1
Left Door

Requires:

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

Exit condition:

{
  "leaveWithGModeSetup": {
    "knockback": false
  }
}
From: 1
Left Door
To: 1
Left Door

Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold left while near the top of the swing, and hold angle down for the middle of the swing. Samus should usually enter the transition with the ability to stand in the next room. If needing to make sure that Samus can stand, or to ensure the transition happens further to the right, retract Grapple by pressing up while approaching door; then after coming to a stop, roll from holding left to holding diagonal down-left to approach the door at a controlled low speed.

Requires:

"Gravity"
"canGrappleBombHang"
"h_canBombThings"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}
From: 1
Left Door
To: 1
Left Door

Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold left while near the top of the swing, and hold angle down for the middle of the swing. Press up while approaching the door to retract Grapple to avoid bonking the ceiling. Samus will typically come to rest at horizontal position 41. From here it is possible to roll from pressing left to pressing diagonally down-left to enter the transition, though this will create heavy lag and Samus will not be able to stand in the next room. Alternatively, only briefly press diagonally down-left and then press up, bringing Samus to a stop further left, typically at one of three positions 25, 28, or 38. If Samus stops at position 38, then the process can be repeated to move closer to the door again, with a possibility of reaching position 25. If Samus then stops at positions 25 or 28, then rolling from left to down-left will bring Samus into the transition in a pose that will be able to stand, and at horizontal position 21 (as far right as possible). If Samus stops at position 23 or closer, the setup will have to be started over. If needed to transition further to the left, it can be done from position 28 by rolling from left to down (with a brief down-left input), to result in a transition at a position of 20 or less.

Requires:

"Gravity"
"canGrappleBombHang"
"h_canBombThings"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}
From: 1
Left Door
To: 1
Left Door

Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left. Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part. Samus should usually enter the transition with the ability to stand in the next room. If needing to make sure that Samus can stand, or to ensure the transition happens further to the right, retract Grapple by pressing up while approaching door; then after coming to a stop, roll from holding left to holding diagonal down-left to approach the door at a controlled low speed.

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}
From: 1
Left Door
To: 1
Left Door

Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left. Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door. Then jump (to force crouch), angle up, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part. Press up while approaching the door to retract Grapple to avoid bonking the ceiling. Samus will typically come to rest at horizontal position 41. From here it is possible to roll from pressing left to pressing diagonally down-left to enter the transition, though this will create heavy lag and Samus will not be able to stand in the next room. Alternatively, only briefly press diagonally down-left and then press up, bringing Samus to a stop further left, typically at one of three positions 25, 28, or 38. If Samus stops at position 38, then the process can be repeated to move closer to the door again, with a possibility of reaching position 25. If Samus then stops at positions 25 or 28, then rolling from left to down-left will bring Samus into the transition in a pose that will be able to stand, and at horizontal position 21 (as far right as possible). If Samus stops at position 23 or closer, the setup will have to be started over. If needed to transition further to the left, it can be done from position 28 by rolling from left to down (with a brief down-left input), to result in a transition at a position of 20 or less.

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}
From: 1
Left Door
To: 2
Bottom Right Door

Entrance condition:

{
  "comeInShinecharged": {
    "framesRequired": 60
  }
}

Requires:

"canShinechargeMovement"
"canMidairShinespark"
"canCarefulJump"
{
  "shinespark": {
    "frames": 125,
    "excessFrames": 20
  }
}
Base (Basic)
Colosseum
From: 1
Left Door
To: 3
Top Right Door

While that one walljump near the end is a bit precise, it does not require a delayed walljump.

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "canPreciseWalljump",
        "canConsecutiveWalljump"
      ]
    },
    {
      "and": [
        "Grapple",
        "canCarefulJump"
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Requires:

"SpaceJump"
From: 1
Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInShinecharged": {
    "framesRequired": 60
  }
}

Requires:

"canShinechargeMovement"
"canMidairShinespark"
"canCarefulJump"
{
  "shinespark": {
    "frames": 125,
    "excessFrames": 6
  }
}
IBJ (Hard)
Colosseum
From: 1
Left Door
To: 3
Top Right Door

Requires:

"Gravity"
{
  "or": [
    "canSandIBJ",
    {
      "and": [
        "h_canUseSpringBall",
        "h_canJumpIntoIBJ"
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Requires:

"Gravity"
"HiJump"
"canPlayInSand"
"canTrickySpringBallJump"
From: 1
Left Door
To: 3
Top Right Door

Use Grapple Beam to cross the Colosseum. The first two room segments can be safely grappled across from in the water. The third room segment grapple is tricky. It is possible to use the spikes as platforms instead.

Requires:

"canSuitlessMaridia"
"canCarefulJump"
{
  "or": [
    "canPreciseGrapple",
    "canGrappleJump"
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Notable: true

Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the Colosseum. Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help. The first jump is particularly tough. A SpringBallJump from the sand with HiJump, or Grapple can be used to get past it.

Requires:

"canWalljump"
"Morph"
"canCarefulJump"
"canIframeSpikeJump"
{
  "or": [
    "Grapple",
    {
      "and": [
        "canSuitlessMaridia",
        "canPlayInSand",
        "HiJump",
        "canNeutralDamageBoost",
        "canTrickySpringBallJump",
        {
          "spikeHits": 2
        }
      ]
    }
  ]
}
{
  "spikeHits": 1
}
{
  "or": [
    {
      "spikeHits": 1
    },
    "canHorizontalDamageBoost"
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Notable: true

Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the Colosseum. Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help. The first jump is particularly tough. A springball rolling jump can be used to get past it.

Entrance condition:

{
  "comeInRunning": {
    "minTiles": 2,
    "speedBooster": "any"
  }
}

Requires:

"canWalljump"
"Morph"
"canCarefulJump"
"canIframeSpikeJump"
"h_canUseSpringBall"
"canMockball"
{
  "spikeHits": 3
}
{
  "or": [
    {
      "spikeHits": 1
    },
    "canHorizontalDamageBoost"
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Notable: true

Land on each set of spikes as a way to jump to the next safe platform. The first jump can be done with a very precise damage boost to bounce forward off the spike, or using morph.

Requires:

"canWalljump"
"canInsaneJump"
"canHorizontalDamageBoost"
"canIframeSpikeJump"
{
  "spikeHits": 3
}
{
  "or": [
    "Morph",
    {
      "spikeHits": 2
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Climb a mochtroid with ice using the wall to help guide them. It is very easy to take damage if not preemptive with freezes. Mochtroid movement and freeze timing gets harder at the waterline.

Requires:

"h_canNavigateUnderwater"
"canMochtroidIceClimb"
"canPlayInSand"
"canCameraManip"
{
  "or": [
    "Gravity",
    "HiJump"
  ]
}
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Notable: true

Climb a mochtroid with ice using the wall to help guide them. Mochtroid damage is pretty hard to avoid, but it is possible.

Requires:

"canSuitlessMaridia"
"canMochtroidIceClimb"
"canPlayInSand"
"canCameraManip"
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ],
      [
        108,
        13
      ]
    ]
  }
}

Bypasses door shell: true

From: 1
Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ]
    ]
  }
}

Bypasses door shell: true

From: 1
Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        13
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        13
      ]
    ]
  }
}

Bypasses door shell: true

From: 2
Bottom Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ],
      [
        7,
        2
      ]
    ]
  }
}
From: 2
Bottom Right Door
To: 1
Left Door

Entrance condition:

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

Bypasses door shell: true

From: 2
Bottom Right Door
To: 1
Left Door

Entrance condition:

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

Exit condition:

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

Bypasses door shell: true

From: 2
Bottom Right Door
To: 1
Left Door

Entrance condition:

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

Exit condition:

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

Bypasses door shell: true

From: 2
Bottom Right Door
To: 1
Left Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        28
      ],
      [
        2,
        29
      ]
    ]
  }
}

Requires:

"canXRayClimb"

Bypasses door shell: true

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Notable: true

Crouch and freeze a Mochtroid to clip into the space behind the grapple blocks. Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount. Samus should be one tile below the grapple blocks and fully in the wall. Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall. Grapple diagonally again to be pushed into the transition.

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "canUseFrozenEnemies",
        "canCeilingClip"
      ]
    },
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        "h_canNonTrivialCeilingClip"
      ]
    }
  ]
}
"canGrappleClip"

Bypasses door shell: true

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Notable: true

Get a boost from a Bomb or Power Bomb while grappled to the second Grapple block below the top right door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door. Heavy lag can typically be avoided by holding right during the bottom half of the swing. Retract Grapple while approaching the door. Samus should come to a stop about a tile in front of the door (at horizontal position 1753). Press right and then left, and Samus will fall through the floor. Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top. Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again. Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition.

Requires:

"Gravity"
"h_canBombThings"
"canGrappleBombHang"
"canGrappleClip"

Bypasses door shell: true

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Notable: true

Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. Retract Grapple while approaching the door. Samus should come to a stop about a tile in front of the door (at horizontal position 1753). Press right and then left, and Samus will fall through the floor. Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top. Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again. Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition.

Requires:

"Gravity"
"canUnmorphGrappleHang"
"canGrappleClip"

Bypasses door shell: true

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid is easiest by dropping into the sand and freezing it. Maintain a half-tile gap between the Mochtroid and the runway in order to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"
"Gravity"
"canPlayInSand"
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
Crystal Flash (Very Hard)
Colosseum
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Requires:

"h_canCrystalFlash"
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Exit condition:

{
  "leaveWithGModeSetup": {
    "knockback": false
  }
}
Base (Basic)
Colosseum
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "h_canFly",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canGravityJump"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 3
Top Right Door

Pause for the Gravity Jump as late as possible and then repause as soon as possible for the SpringBall Jump.

Requires:

"canTrickySpringBallJump"
"canGravityJump"
"canTrickyJump"
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires:

"h_canNavigateUnderwater"
"canMochtroidIceClimb"
Grapple (Basic)
Colosseum
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires:

"h_canNavigateUnderwater"
"Grapple"
From: 2
Bottom Right Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInShinecharged": {
    "framesRequired": 20
  }
}

Requires:

"h_canNavigateUnderwater"
{
  "shinespark": {
    "frames": 24,
    "excessFrames": 6
  }
}
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires a runway of one tile in the adjacent room.

Entrance condition:

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

Requires:

"h_canJumpIntoIBJ"
"canTrickyJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires a runway of one tile in the adjacent room.

Entrance condition:

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

Requires:

"HiJump"
"canTrickyJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canDownGrab"
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires running a very precise distance of 7 tiles with no open end in the adjacent room, to hit a peak of the speed vs height graph.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 6.4375
  }
}

Requires:

"canTrickyDashJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canDownGrab"
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires a runway of one tile in the adjacent room.

Entrance condition:

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

Requires:

"canTrickySpringBallJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 2
Bottom Right Door
To: 3
Top Right Door

Immediately when entering the room, turn around to the left while using X-ray and kill the Mochtroid, to prevent or minimize damage. Climb up 1 screen.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
{
  "or": [
    "Ice",
    "Wave",
    "Spazer",
    "Plasma",
    "Grapple",
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 2
Bottom Right Door
To: 3
Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canXRayClimb"

Bypasses door shell: true

From: 2
Bottom Right Door
To: 3
Top Right Door

Requires:

"canUnderwaterWalljump"
"canSpaceJumpWaterBounce"
From: 2
Bottom Right Door
To: 3
Top Right Door

Place bombs without moving horizontally, such that multiple hit the Mochtroid immediately as it attaches without being boosted into the doorway or sand.

Entrance condition:

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

Requires:

"Gravity"
"h_canArtificialMorphIBJ"
Base (Basic)
Colosseum
From: 3
Top Right Door
To: 1
Left Door

Requires:

"Gravity"
"canWalljump"
{
  "or": [
    "HiJump",
    "canConsecutiveWalljump",
    "Grapple"
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Requires:

"SpaceJump"
From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInShinecharged": {
    "framesRequired": 60
  }
}

Requires:

"canShinechargeMovement"
"canMidairShinespark"
"canCarefulJump"
{
  "shinespark": {
    "frames": 125
  }
}
IBJ (Expert)
Colosseum
From: 3
Top Right Door
To: 1
Left Door

Requires:

"Gravity"
"canSandIBJ"
From: 3
Top Right Door
To: 1
Left Door

Requires:

"Gravity"
"HiJump"
"canPlayInSand"
"canTrickySpringBallJump"
From: 3
Top Right Door
To: 1
Left Door

Requires:

"canSuitlessMaridia"
"Grapple"
{
  "or": [
    "canPlayInSand",
    "canPreciseGrapple"
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Notable: true

Stay out of the water, and by extension the sand, of Colosseum by using the spikes as platforms. Morphing before landing on the spikes helps to be able to control the knockback. The final spike jump (which would be the most difficult) is avoided by doing a crouch jump into spring ball jump into IBJ to reach the left door. Perform the spring ball jump near max height. Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line. Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in.

Requires:

"HiJump"
"canPreciseWalljump"
"canIframeSpikeJump"
{
  "spikeHits": 2
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
"h_canMaxHeightSpringBallJump"
{
  "or": [
    "canSpringFling",
    "canInsaneJump"
  ]
}
"canBombJumpWaterEscape"
"h_canJumpIntoIBJ"
From: 3
Top Right Door
To: 1
Left Door

Notable: true

Stay out of the water, and by extension the sand, of Colosseum by using the spikes as platforms. Landing on spikes aiming down with no other direction pressed can help control the knockback. Requires knowing the position of every spike in the room. The final spike jump is very difficult.

Requires:

"canPreciseWalljump"
"canInsaneJump"
"canIframeSpikeJump"
{
  "spikeHits": 3
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Jump out of the sand to lure down mochtroids to freeze. It's recommended to bring a Mochtroid into the middle section of the room. Mochtroid damage is pretty hard to avoid, but can be. Mochtroid movement and freeze timing gets harder at the waterline.

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    "Gravity",
    "HiJump"
  ]
}
"canTrickyJump"
"canPlayInSand"
"canMochtroidIceClimb"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Notable: true

Jump out of the sand to lure down mochtroids to freeze. It's recommended to bring a Mochtroid into the middle section of the room. Mochtroid damage is pretty hard to avoid, but can be.

Requires:

"canSuitlessMaridia"
"canTrickyJump"
"canPlayInSand"
"canMochtroidIceClimb"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ],
      [
        7,
        2
      ]
    ]
  }
}
From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

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

Bypasses door shell: true

From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

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

Exit condition:

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

Bypasses door shell: true

From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

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

Exit condition:

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

Bypasses door shell: true

From: 3
Top Right Door
To: 1
Left Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        28
      ],
      [
        2,
        29
      ]
    ]
  }
}

Requires:

"canXRayClimb"

Bypasses door shell: true

Base (Basic)
Colosseum
From: 3
Top Right Door
To: 2
Bottom Right Door

From: 3
Top Right Door
To: 2
Bottom Right Door

Notable: true

Perform a moonfall with stored fall speed to clip into the air space between the grapple blocks and the wall. Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount. Samus should be one tile below the grapple blocks and fully in the wall. Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall. Grapple diagonally again to be pushed into the transition.

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Requires:

"canGrappleClip"

Bypasses door shell: true

From: 3
Top Right Door
To: 3
Top Right Door

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 1
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up.

Requires:

"h_canNavigateUnderwater"
"h_canFrozenEnemyRunway"
{
  "or": [
    "canMochtroidIceClimb",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "SpaceJump",
            "canWalljump"
          ]
        }
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Get a boost from a Bomb or Power Bomb while grappled to the second Grapple block below the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. Heavy lag can typically be avoided by holding right during the bottom half of the swing. Pressing right while inside the transition tiles will trigger the transition. Continue holding Grapple through the transition to initiate a teleport in the next room. If it is needed to trigger the transition further to the right (at position 1774), then wait to come to a stop before pressing right. If it is needed to trigger the transition further to the left (positions 1771 or 1773), then hold right while approaching the door. Either way, Samus should automatically be able to stand in the next room (e.g. for an X-Ray climb).

Requires:

"Gravity"
"canGrappleBombHang"
"h_canBombThings"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        13
      ]
    ]
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. Heavy lag can typically be avoided by holding right during the bottom half of the swing. While swinging up, tap up to retract Grapple to avoid the ceiling (or tap up after after coming to rest against the ceiling if this happens). Samus should usually come to a stop one tile in front of the door (at horizontal position 1751). Roll from pressing right to pressing diagonally down-right to enter the transition. If it is needed for Samus to be able to stand in the next room, then only briefly press diagonally down-right and then press up, bringing Samus to a stop at position 1761 or 1763; then roll from right to down-right to enter the transition (at horizontal positon 1771).

Requires:

"Gravity"
"canGrappleBombHang"
"h_canBombThings"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ]
    ]
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. Pressing right while inside the transition tiles will trigger the transition. Continue holding Grapple through the transition to initiate a teleport in the next room. If it is needed to trigger the transition further to the right (at position 1774), then wait to come to a stop before pressing right. If it is needed to trigger the transition further to the left (positions 1771 or 1773), then hold right while approaching the door. Either way, Samus should automatically be able to stand in the next room (e.g. for an X-Ray climb).

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        13
      ]
    ]
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Grapple to the fifth Grapple block below the door (the first one fully above the water line), jump off from it, and morph. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. While swinging up, tap up to retract Grapple to avoid the ceiling (or tap up after after coming to rest against the ceiling if this happens). Samus should usually come to a stop one tile in front of the door (at horizontal position 1751). Roll from pressing right to pressing diagonally down-right to enter the transition. If it is needed for Samus to be able to stand in the next room, then only briefly press diagonally down-right and then press up, bringing Samus to a stop at position 1761 or 1763; then roll from right to down-right to enter the transition (at horizontal positon 1771).

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ]
    ]
  }
}
Crystal Flash (Very Hard)
Colosseum
From: 3
Top Right Door
To: 3
Top Right Door

Requires:

"h_canCrystalFlash"
From: 3
Top Right Door
To: 3
Top Right Door

Exit condition:

{
  "leaveWithGModeSetup": {
    "knockback": false
  }
}

{
  "$schema": "../../../schema/m3-room.schema.json",
  "id": 189,
  "name": "Colosseum",
  "area": "Maridia",
  "subarea": "Inner",
  "subsubarea": "Pink",
  "playable": true,
  "roomAddress": "0x7D72A",
  "roomEnvironments": [
    {
      "heated": false
    }
  ],
  "nodes": [
    {
      "id": 1,
      "name": "Left Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x001a7e0",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ]
    },
    {
      "id": 2,
      "name": "Bottom Right Door",
      "nodeType": "door",
      "nodeSubType": "green",
      "nodeAddress": "0x001a7f8",
      "doorEnvironments": [
        {
          "physics": "water"
        }
      ],
      "locks": [
        {
          "name": "Colosseum Green Lock (to Previous Room)",
          "lockType": "coloredDoor",
          "unlockStrats": [
            {
              "name": "Base",
              "notable": false,
              "requires": [
                "h_canOpenGreenDoors"
              ]
            }
          ]
        }
      ]
    },
    {
      "id": 3,
      "name": "Top Right Door",
      "nodeType": "door",
      "nodeSubType": "red",
      "nodeAddress": "0x001a7ec",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ],
      "locks": [
        {
          "name": "Colosseum Red Lock (to Save)",
          "lockType": "coloredDoor",
          "unlockStrats": [
            {
              "name": "Base",
              "notable": false,
              "requires": [
                "h_canOpenRedDoors"
              ]
            }
          ]
        }
      ]
    }
  ],
  "enemies": [
    {
      "id": "e1",
      "groupName": "Colosseum Mochtroids",
      "enemyName": "Mochtroid",
      "quantity": 8,
      "betweenNodes": [
        1,
        3
      ]
    }
  ],
  "reusableRoomwideNotable": [
    {
      "name": "Colosseum with no Equipment",
      "note": [
        "Cross the Colosseum by using the spikes as platforms to stay out of the water.",
        "Requires some very difficult jumps and excellent control over spike damage knockback."
      ]
    },
    {
      "name": "Colosseum Mochtroid Suitless, HiJumpless Ice Climb",
      "note": [
        "Cross the Colosseum by using the Mochtroids as frozen platforms.",
        "Some Mochtroids need to be led into the water either from the previous section of room or from jumping high in the current section.",
        "Mochtroids are most stable to climb when they are against a wall."
      ]
    },
    {
      "name": "Colosseum Green Door Grapple Clip",
      "note": [
        "Use a Mochtroid to clip into the space behind the grapple blocks.",
        "Then use Grapple on the blocks to be pushed a precise amount into the wall above the door.",
        "From there, use grapple again to be pushed diagonally down into the transition behind the Green shell."
      ]
    }
  ],
  "links": [
    {
      "from": 1,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        },
        {
          "id": 3
        }
      ]
    },
    {
      "from": 2,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        },
        {
          "id": 3
        }
      ]
    },
    {
      "from": 3,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        },
        {
          "id": 3
        }
      ]
    }
  ],
  "strats": [
    {
      "link": [
        1,
        1
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 3,
          "openEnd": 1
        }
      }
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Leave With Runway - Frozen Mochtroid",
      "requires": [
        "h_canNavigateUnderwater",
        "h_canFrozenEnemyRunway",
        {
          "or": [
            "canMochtroidIceClimb",
            {
              "and": [
                "Gravity",
                {
                  "or": [
                    "SpaceJump",
                    "canWalljump"
                  ]
                }
              ]
            }
          ]
        },
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 2
          }
        }
      ],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 4,
          "openEnd": 1
        }
      },
      "note": [
        "Use a frozen Mochtroid to extend the length of the runway.",
        "Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform.",
        "Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up."
      ],
      "devNote": "There are many other ways to get into position, but they would require manipulating the Mochtroid as much as canMochtroidIceClimb expects."
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Mochtroid Farm",
      "requires": [
        {
          "resetRoom": {
            "nodes": [
              1
            ],
            "mustStayPut": false
          }
        },
        "SpaceJump",
        "ScrewAttack",
        {
          "refill": [
            "Energy",
            "Missile",
            "Super"
          ]
        }
      ]
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ]
    },
    {
      "link": [
        1,
        1
      ],
      "name": "G-Mode Setup - Get Hit By Mochtroid",
      "notable": false,
      "requires": [],
      "exitCondition": {
        "leaveWithGModeSetup": {
          "knockback": false
        }
      }
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Leave With Grapple Teleport (Bottom Position)",
      "requires": [
        "Gravity",
        "canGrappleBombHang",
        "h_canBombThings"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      },
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To avoid heavy lag, hold left while near the top of the swing, and hold angle down for the middle of the swing.",
        "Samus should usually enter the transition with the ability to stand in the next room.",
        "If needing to make sure that Samus can stand, or to ensure the transition happens further to the right, retract Grapple by pressing up while approaching door;",
        "then after coming to a stop, roll from holding left to holding diagonal down-left to approach the door at a controlled low speed."
      ]
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Leave With Grapple Teleport (Top Position)",
      "requires": [
        "Gravity",
        "canGrappleBombHang",
        "h_canBombThings"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      },
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To avoid heavy lag, hold left while near the top of the swing, and hold angle down for the middle of the swing.",
        "Press up while approaching the door to retract Grapple to avoid bonking the ceiling.",
        "Samus will typically come to rest at horizontal position 41.",
        "From here it is possible to roll from pressing left to pressing diagonally down-left to enter the transition, though this will create heavy lag and Samus will not be able to stand in the next room.",
        "Alternatively, only briefly press diagonally down-left and then press up, bringing Samus to a stop further left, typically at one of three positions 25, 28, or 38.",
        "If Samus stops at position 38, then the process can be repeated to move closer to the door again, with a possibility of reaching position 25.",
        "If Samus then stops at positions 25 or 28, then rolling from left to down-left will bring Samus into the transition in a pose that will be able to stand, and at horizontal position 21 (as far right as possible).",
        "If Samus stops at position 23 or closer, the setup will have to be started over.",
        "If needed to transition further to the left, it can be done from position 28 by rolling from left to down (with a brief down-left input), to result in a transition at a position of 20 or less."
      ]
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Leave With Grapple Teleport (Bombless, Bottom Position)",
      "requires": [
        "Gravity",
        "canUnmorphGrappleHang"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      },
      "note": [
        "Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left.",
        "Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door.",
        "Then jump (to force crouch), angle down, and grapple.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part.",
        "Samus should usually enter the transition with the ability to stand in the next room.",
        "If needing to make sure that Samus can stand, or to ensure the transition happens further to the right, retract Grapple by pressing up while approaching door;",
        "then after coming to a stop, roll from holding left to holding diagonal down-left to approach the door at a controlled low speed."
      ]
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Leave With Grapple Teleport (Bombless, Top Position)",
      "requires": [
        "Gravity",
        "canUnmorphGrappleHang"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      },
      "note": [
        "Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left.",
        "Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door.",
        "Then jump (to force crouch), angle up, and grapple.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part.",
        "Press up while approaching the door to retract Grapple to avoid bonking the ceiling.",
        "Samus will typically come to rest at horizontal position 41.",
        "From here it is possible to roll from pressing left to pressing diagonally down-left to enter the transition, though this will create heavy lag and Samus will not be able to stand in the next room.",
        "Alternatively, only briefly press diagonally down-left and then press up, bringing Samus to a stop further left, typically at one of three positions 25, 28, or 38.",
        "If Samus stops at position 38, then the process can be repeated to move closer to the door again, with a possibility of reaching position 25.",
        "If Samus then stops at positions 25 or 28, then rolling from left to down-left will bring Samus into the transition in a pose that will be able to stand, and at horizontal position 21 (as far right as possible).",
        "If Samus stops at position 23 or closer, the setup will have to be started over.",
        "If needed to transition further to the left, it can be done from position 28 by rolling from left to down (with a brief down-left input), to result in a transition at a position of 20 or less."
      ]
    },
    {
      "link": [
        1,
        2
      ],
      "name": "Shinespark",
      "entranceCondition": {
        "comeInShinecharged": {
          "framesRequired": 60
        }
      },
      "requires": [
        "canShinechargeMovement",
        "canMidairShinespark",
        "canCarefulJump",
        {
          "shinespark": {
            "frames": 125,
            "excessFrames": 20
          }
        }
      ]
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Base",
      "requires": [
        "Gravity",
        {
          "or": [
            {
              "and": [
                "HiJump",
                "canWalljump"
              ]
            },
            {
              "and": [
                "canPreciseWalljump",
                "canConsecutiveWalljump"
              ]
            },
            {
              "and": [
                "Grapple",
                "canCarefulJump"
              ]
            }
          ]
        }
      ],
      "note": "While that one walljump near the end is a bit precise, it does not require a delayed walljump."
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Space Jump",
      "requires": [
        "SpaceJump"
      ],
      "devNote": "No water involved here, so no need for Gravity or canSuitlessMaridia."
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Shinespark",
      "entranceCondition": {
        "comeInShinecharged": {
          "framesRequired": 60
        }
      },
      "requires": [
        "canShinechargeMovement",
        "canMidairShinespark",
        "canCarefulJump",
        {
          "shinespark": {
            "frames": 125,
            "excessFrames": 6
          }
        }
      ]
    },
    {
      "link": [
        1,
        3
      ],
      "name": "IBJ",
      "requires": [
        "Gravity",
        {
          "or": [
            "canSandIBJ",
            {
              "and": [
                "h_canUseSpringBall",
                "h_canJumpIntoIBJ"
              ]
            }
          ]
        }
      ]
    },
    {
      "link": [
        1,
        3
      ],
      "name": "SpringBall Jump",
      "requires": [
        "Gravity",
        "HiJump",
        "canPlayInSand",
        "canTrickySpringBallJump"
      ]
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Suitless Grapple Only",
      "requires": [
        "canSuitlessMaridia",
        "canCarefulJump",
        {
          "or": [
            "canPreciseGrapple",
            "canGrappleJump"
          ]
        }
      ],
      "note": [
        "Use Grapple Beam to cross the Colosseum. The first two room segments can be safely grappled across from in the water.",
        "The third room segment grapple is tricky. It is possible to use the spikes as platforms instead."
      ]
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Colosseum Spike Platforming with Move Assist (Left to Right)",
      "notable": true,
      "requires": [
        "canWalljump",
        "Morph",
        "canCarefulJump",
        "canIframeSpikeJump",
        {
          "or": [
            "Grapple",
            {
              "and": [
                "canSuitlessMaridia",
                "canPlayInSand",
                "HiJump",
                "canNeutralDamageBoost",
                "canTrickySpringBallJump",
                {
                  "spikeHits": 2
                }
              ]
            }
          ]
        },
        {
          "spikeHits": 1
        },
        {
          "or": [
            {
              "spikeHits": 1
            },
            "canHorizontalDamageBoost"
          ]
        }
      ],
      "note": [
        "Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the Colosseum.",
        "Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help.",
        "The first jump is particularly tough.  A SpringBallJump from the sand with HiJump, or Grapple can be used to get past it."
      ]
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Colosseum Spike Platforming with SpringBall (Left to Right)",
      "notable": true,
      "entranceCondition": {
        "comeInRunning": {
          "minTiles": 2,
          "speedBooster": "any"
        }
      },
      "requires": [
        "canWalljump",
        "Morph",
        "canCarefulJump",
        "canIframeSpikeJump",
        "h_canUseSpringBall",
        "canMockball",
        {
          "spikeHits": 3
        },
        {
          "or": [
            {
              "spikeHits": 1
            },
            "canHorizontalDamageBoost"
          ]
        }
      ],
      "note": [
        "Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the Colosseum.",
        "Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help.",
        "The first jump is particularly tough.  A springball rolling jump can be used to get past it."
      ]
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Colosseum with no Equipment (Left to Right)",
      "notable": true,
      "requires": [
        "canWalljump",
        "canInsaneJump",
        "canHorizontalDamageBoost",
        "canIframeSpikeJump",
        {
          "spikeHits": 3
        },
        {
          "or": [
            "Morph",
            {
              "spikeHits": 2
            }
          ]
        }
      ],
      "reusableRoomwideNotable": "Colosseum with no Equipment",
      "note": [
        "Land on each set of spikes as a way to jump to the next safe platform.",
        "The first jump can be done with a very precise damage boost to bounce forward off the spike, or using morph."
      ],
      "devNote": "Positioning on the spikes is harder to control without morph."
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Mochtroid Ice Climb (Left to Right)",
      "requires": [
        "h_canNavigateUnderwater",
        "canMochtroidIceClimb",
        "canPlayInSand",
        "canCameraManip",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        },
        "canTrickyJump",
        {
          "or": [
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ],
      "note": [
        "Climb a mochtroid with ice using the wall to help guide them.",
        "It is very easy to take damage if not preemptive with freezes.",
        "Mochtroid movement and freeze timing gets harder at the waterline."
      ]
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Colosseum Mochtroid Suitless, HiJumpless Ice Climb (Left to Right)",
      "notable": true,
      "requires": [
        "canSuitlessMaridia",
        "canMochtroidIceClimb",
        "canPlayInSand",
        "canCameraManip",
        "canTrickyJump",
        {
          "or": [
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ],
      "reusableRoomwideNotable": "Colosseum Mochtroid Suitless, HiJumpless Ice Climb",
      "note": [
        "Climb a mochtroid with ice using the wall to help guide them.",
        "Mochtroid damage is pretty hard to avoid, but it is possible."
      ]
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Grapple Teleport Door Lock Skip",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              12
            ],
            [
              108,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Carry Grapple Teleport (Top Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              12
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              12
            ]
          ]
        }
      }
    },
    {
      "link": [
        1,
        3
      ],
      "name": "Carry Grapple Teleport (Bottom Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              13
            ]
          ]
        }
      }
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              5,
              3
            ],
            [
              7,
              2
            ]
          ]
        }
      },
      "requires": []
    },
    {
      "link": [
        2,
        1
      ],
      "name": "Grapple Teleport Door Lock Skip",
      "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,
        1
      ],
      "name": "Grapple Teleport X-Ray Climb",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              28
            ],
            [
              2,
              29
            ]
          ]
        }
      },
      "requires": [
        "canXRayClimb"
      ],
      "bypassesDoorShell": true,
      "note": [
        "Exit the previous room with Samus in a standing pose (while grappled).",
        "After teleporting, press right to release Grapple while staying standing (not being forced into a crouch).",
        "Then X-ray climb to get up to the door transition, without needing to open the door."
      ]
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Colosseum Frozen Mochtroid Grapple Clip Door Lock Skip",
      "notable": true,
      "requires": [
        {
          "or": [
            {
              "and": [
                "Gravity",
                "canUseFrozenEnemies",
                "canCeilingClip"
              ]
            },
            {
              "and": [
                "canTrickyUseFrozenEnemies",
                "h_canNonTrivialCeilingClip"
              ]
            }
          ]
        },
        "canGrappleClip"
      ],
      "bypassesDoorShell": true,
      "note": [
        "Crouch and freeze a Mochtroid to clip into the space behind the grapple blocks.",
        "Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount.",
        "Samus should be one tile below the grapple blocks and fully in the wall.",
        "Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall.",
        "Grapple diagonally again to be pushed into the transition."
      ]
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Colosseum Grapple Bomb Hang Door Lock Skip",
      "notable": true,
      "requires": [
        "Gravity",
        "h_canBombThings",
        "canGrappleBombHang",
        "canGrappleClip"
      ],
      "bypassesDoorShell": true,
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the second Grapple block below the top right door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door.",
        "Heavy lag can typically be avoided by holding right during the bottom half of the swing.",
        "Retract Grapple while approaching the door.",
        "Samus should come to a stop about a tile in front of the door (at horizontal position 1753).",
        "Press right and then left, and Samus will fall through the floor.",
        "Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top.",
        "Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again.",
        "Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition."
      ]
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Colosseum Unmorph Grapple Hang Door Lock Skip",
      "notable": true,
      "requires": [
        "Gravity",
        "canUnmorphGrappleHang",
        "canGrappleClip"
      ],
      "bypassesDoorShell": true,
      "note": [
        "Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right.",
        "Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block.",
        "Then jump (to force crouch), angle down, and grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door.",
        "To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending.",
        "Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning.",
        "Retract Grapple while approaching the door.",
        "Samus should come to a stop about a tile in front of the door (at horizontal position 1753).",
        "Press right and then left, and Samus will fall through the floor.",
        "Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top.",
        "Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again.",
        "Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition."
      ]
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 4,
          "openEnd": 1
        }
      }
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Leave With Runway - Frozen Mochtroid",
      "requires": [
        "h_canFrozenEnemyRunway",
        "Gravity",
        "canPlayInSand",
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 1
          }
        }
      ],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 6,
          "openEnd": 0
        }
      },
      "note": [
        "Use a frozen Mochtroid to extend the length of the runway.",
        "Positioning the Mochtroid is easiest by dropping into the sand and freezing it.",
        "Maintain a half-tile gap between the Mochtroid and the runway in order to extend it as much as possible."
      ]
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ]
    },
    {
      "link": [
        2,
        2
      ],
      "name": "G-Mode Setup - Get Hit By Mochtroid",
      "notable": false,
      "requires": [],
      "exitCondition": {
        "leaveWithGModeSetup": {
          "knockback": false
        }
      }
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Base",
      "requires": [
        "Gravity",
        {
          "or": [
            "canWalljump",
            "h_canFly",
            {
              "and": [
                "HiJump",
                "canSpringBallJumpMidAir"
              ]
            },
            {
              "and": [
                "HiJump",
                "canGravityJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Gravity Jump, SpringBall Jump",
      "requires": [
        "canTrickySpringBallJump",
        "canGravityJump",
        "canTrickyJump"
      ],
      "note": "Pause for the Gravity Jump as late as possible and then repause as soon as possible for the SpringBall Jump."
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Mochtroid Climb",
      "requires": [
        "h_canNavigateUnderwater",
        "canMochtroidIceClimb"
      ]
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Grapple",
      "requires": [
        "h_canNavigateUnderwater",
        "Grapple"
      ]
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Shinespark",
      "entranceCondition": {
        "comeInShinecharged": {
          "framesRequired": 20
        }
      },
      "requires": [
        "h_canNavigateUnderwater",
        {
          "shinespark": {
            "frames": 24,
            "excessFrames": 6
          }
        }
      ]
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Cross Room Jump with IBJ",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": false,
          "minTiles": 1
        }
      },
      "requires": [
        "h_canJumpIntoIBJ",
        "canTrickyJump",
        "canCrossRoomJumpIntoWater",
        "canMomentumConservingTurnaround",
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 2
          }
        }
      ],
      "note": "Requires a runway of one tile in the adjacent room.",
      "devNote": "Possible with no openend using a harder jump but a runway that small doesn't exist."
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Cross Room Jump with HiJump",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": "any",
          "minTiles": 1
        }
      },
      "requires": [
        "HiJump",
        "canTrickyJump",
        "canCrossRoomJumpIntoWater",
        "canMomentumConservingTurnaround",
        "canDownGrab"
      ],
      "note": "Requires a runway of one tile in the adjacent room."
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Cross Room Jump with Speedbooster",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": true,
          "minTiles": 6.4375
        }
      },
      "requires": [
        "canTrickyDashJump",
        "canCrossRoomJumpIntoWater",
        "canMomentumConservingTurnaround",
        "canDownGrab"
      ],
      "note": "Requires running a very precise distance of 7 tiles with no open end in the adjacent room, to hit a peak of the speed vs height graph."
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Cross Room Jump with Spring Ball",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": false,
          "minTiles": 1
        }
      },
      "requires": [
        "canTrickySpringBallJump",
        "canCrossRoomJumpIntoWater",
        "canMomentumConservingTurnaround"
      ],
      "note": "Requires a runway of one tile in the adjacent room.",
      "devNote": "Possible with no openend using a harder jump but a runway that small doesn't exist."
    },
    {
      "link": [
        2,
        3
      ],
      "name": "X-Ray Climb",
      "entranceCondition": {
        "comeInWithDoorStuckSetup": {}
      },
      "requires": [
        "canXRayClimb",
        {
          "or": [
            "Ice",
            "Wave",
            "Spazer",
            "Plasma",
            "Grapple",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            },
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ],
      "note": [
        "Immediately when entering the room, turn around to the left while using X-ray and kill the Mochtroid, to prevent or minimize damage.",
        "Climb up 1 screen."
      ]
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Very Deep Stuck X-Ray Climb",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "direct",
          "morphed": false
        }
      },
      "requires": [
        "canXRayClimb"
      ],
      "bypassesDoorShell": true,
      "note": [
        "Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door.",
        "Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door."
      ]
    },
    {
      "link": [
        2,
        3
      ],
      "name": "Underwater Walljump",
      "requires": [
        "canUnderwaterWalljump",
        "canSpaceJumpWaterBounce"
      ]
    },
    {
      "link": [
        2,
        3
      ],
      "name": "G-Mode Morph",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "any",
          "morphed": true
        }
      },
      "requires": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ],
      "note": "Place bombs without moving horizontally, such that multiple hit the Mochtroid immediately as it attaches without being boosted into the doorway or sand."
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Base",
      "requires": [
        "Gravity",
        "canWalljump",
        {
          "or": [
            "HiJump",
            "canConsecutiveWalljump",
            "Grapple"
          ]
        }
      ]
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Space Jump",
      "requires": [
        "SpaceJump"
      ],
      "devNote": "No water involved here, so no need for Gravity or canSuitlessMaridia."
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Shinespark",
      "entranceCondition": {
        "comeInShinecharged": {
          "framesRequired": 60
        }
      },
      "requires": [
        "canShinechargeMovement",
        "canMidairShinespark",
        "canCarefulJump",
        {
          "shinespark": {
            "frames": 125
          }
        }
      ]
    },
    {
      "link": [
        3,
        1
      ],
      "name": "IBJ",
      "requires": [
        "Gravity",
        "canSandIBJ"
      ]
    },
    {
      "link": [
        3,
        1
      ],
      "name": "SpringBall Jump",
      "requires": [
        "Gravity",
        "HiJump",
        "canPlayInSand",
        "canTrickySpringBallJump"
      ]
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Suitless Grapple Only",
      "requires": [
        "canSuitlessMaridia",
        "Grapple",
        {
          "or": [
            "canPlayInSand",
            "canPreciseGrapple"
          ]
        }
      ]
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Colosseum Bomb Jump Water Escape",
      "notable": true,
      "requires": [
        "HiJump",
        "canPreciseWalljump",
        "canIframeSpikeJump",
        {
          "spikeHits": 2
        },
        "canNeutralDamageBoost",
        {
          "or": [
            "canHorizontalDamageBoost",
            {
              "spikeHits": 1
            }
          ]
        },
        "h_canMaxHeightSpringBallJump",
        {
          "or": [
            "canSpringFling",
            "canInsaneJump"
          ]
        },
        "canBombJumpWaterEscape",
        "h_canJumpIntoIBJ"
      ],
      "note": [
        "Stay out of the water, and by extension the sand, of Colosseum by using the spikes as platforms.",
        "Morphing before landing on the spikes helps to be able to control the knockback.",
        "The final spike jump (which would be the most difficult) is avoided by doing a crouch jump into spring ball jump into IBJ to reach the left door.",
        "Perform the spring ball jump near max height.",
        "Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line.",
        "Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed).",
        "Place the second bomb soon after regaining control, while the game is fading back in."
      ],
      "devNote": [
        "This trick can be done without a 'spring fling' but is far more precise:",
        "the first bomb must be placed exactly two frames before the spring ball jump,",
        "and the spring ball jump should be performed just before max height,",
        "during the 4-frame window between 2 and 5 frames before the last possible frame to jump",
        "(there are also 1-frame windows at 0 and 8 frames before the last frame)."
      ]
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Colosseum with no Equipment (Right to Left)",
      "notable": true,
      "requires": [
        "canPreciseWalljump",
        "canInsaneJump",
        "canIframeSpikeJump",
        {
          "spikeHits": 3
        },
        "canNeutralDamageBoost",
        {
          "or": [
            "canHorizontalDamageBoost",
            {
              "spikeHits": 1
            }
          ]
        }
      ],
      "reusableRoomwideNotable": "Colosseum with no Equipment",
      "note": [
        "Stay out of the water, and by extension the sand, of Colosseum by using the spikes as platforms.",
        "Landing on spikes aiming down with no other direction pressed can help control the knockback.",
        "Requires knowing the position of every spike in the room.",
        "The final spike jump is very difficult."
      ]
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Mochtroid Ice Climb (Right to Left)",
      "requires": [
        "h_canNavigateUnderwater",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        },
        "canTrickyJump",
        "canPlayInSand",
        "canMochtroidIceClimb",
        "canCameraManip",
        {
          "or": [
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ],
      "note": [
        "Jump out of the sand to lure down mochtroids to freeze.",
        "It's recommended to bring a Mochtroid into the middle section of the room.",
        "Mochtroid damage is pretty hard to avoid, but can be.",
        "Mochtroid movement and freeze timing gets harder at the waterline."
      ]
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Colosseum Mochtroid Suitless, HiJumpless Ice Climb (Right to Left)",
      "notable": true,
      "requires": [
        "canSuitlessMaridia",
        "canTrickyJump",
        "canPlayInSand",
        "canMochtroidIceClimb",
        "canCameraManip",
        {
          "or": [
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ],
      "reusableRoomwideNotable": "Colosseum Mochtroid Suitless, HiJumpless Ice Climb",
      "note": [
        "Jump out of the sand to lure down mochtroids to freeze.",
        "It's recommended to bring a Mochtroid into the middle section of the room.",
        "Mochtroid damage is pretty hard to avoid, but can be."
      ]
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              5,
              3
            ],
            [
              7,
              2
            ]
          ]
        }
      },
      "requires": []
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Grapple Teleport Door Lock Skip",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ],
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Carry Grapple Teleport (Top Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      }
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Carry Grapple Teleport (Bottom Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      }
    },
    {
      "link": [
        3,
        1
      ],
      "name": "Grapple Teleport X-Ray Climb",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              28
            ],
            [
              2,
              29
            ]
          ]
        }
      },
      "requires": [
        "canXRayClimb"
      ],
      "bypassesDoorShell": true,
      "note": [
        "Exit the previous room with Samus in a standing pose (while grappled).",
        "After teleporting, press right to release Grapple while staying standing (not being forced into a crouch).",
        "Then X-ray climb to get up to the door transition, without needing to open the door."
      ]
    },
    {
      "link": [
        3,
        2
      ],
      "name": "Base",
      "requires": []
    },
    {
      "link": [
        3,
        2
      ],
      "name": "Colosseum Stored Moonfall Grapple Door Lock Skip",
      "notable": true,
      "entranceCondition": {
        "comeInWithStoredFallSpeed": {
          "fallSpeedInTiles": 1
        }
      },
      "requires": [
        "canGrappleClip"
      ],
      "bypassesDoorShell": true,
      "note": [
        "Perform a moonfall with stored fall speed to clip into the air space between the grapple blocks and the wall.",
        "Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount.",
        "Samus should be one tile below the grapple blocks and fully in the wall.",
        "Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall.",
        "Grapple diagonally again to be pushed into the transition."
      ]
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 3,
          "openEnd": 1
        }
      }
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Leave With Runway - Frozen Mochtroid",
      "requires": [
        "h_canNavigateUnderwater",
        "h_canFrozenEnemyRunway",
        {
          "or": [
            "canMochtroidIceClimb",
            {
              "and": [
                "Gravity",
                {
                  "or": [
                    "SpaceJump",
                    "canWalljump"
                  ]
                }
              ]
            }
          ]
        },
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 2
          }
        }
      ],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 4,
          "openEnd": 1
        }
      },
      "note": [
        "Use a frozen Mochtroid to extend the length of the runway.",
        "Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform.",
        "Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up."
      ],
      "devNote": "There are many other ways to get into position, but they would require manipulating the Mochtroid as much as canMochtroidIceClimb expects."
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Leave With Grapple Teleport (Bottom Position)",
      "requires": [
        "Gravity",
        "canGrappleBombHang",
        "h_canBombThings"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              13
            ]
          ]
        }
      },
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the second Grapple block below the door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "Heavy lag can typically be avoided by holding right during the bottom half of the swing.",
        "Pressing right while inside the transition tiles will trigger the transition.",
        "Continue holding Grapple through the transition to initiate a teleport in the next room.",
        "If it is needed to trigger the transition further to the right (at position 1774), then wait to come to a stop before pressing right.",
        "If it is needed to trigger the transition further to the left (positions 1771 or 1773), then hold right while approaching the door.",
        "Either way, Samus should automatically be able to stand in the next room (e.g. for an X-Ray climb)."
      ]
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Leave With Grapple Teleport (Top Position)",
      "requires": [
        "Gravity",
        "canGrappleBombHang",
        "h_canBombThings"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              12
            ]
          ]
        }
      },
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "Heavy lag can typically be avoided by holding right during the bottom half of the swing.",
        "While swinging up, tap up to retract Grapple to avoid the ceiling (or tap up after after coming to rest against the ceiling if this happens).",
        "Samus should usually come to a stop one tile in front of the door (at horizontal position 1751).",
        "Roll from pressing right to pressing diagonally down-right to enter the transition.",
        "If it is needed for Samus to be able to stand in the next room, then only briefly press diagonally down-right and then press up, bringing Samus to a stop at position 1761 or 1763;",
        "then roll from right to down-right to enter the transition (at horizontal positon 1771)."
      ]
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Leave With Grapple Teleport (Bombless, Bottom Position)",
      "requires": [
        "Gravity",
        "canUnmorphGrappleHang"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              13
            ]
          ]
        }
      },
      "note": [
        "Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right.",
        "Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block.",
        "Then jump (to force crouch), angle down, and grapple.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending.",
        "Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning.",
        "Pressing right while inside the transition tiles will trigger the transition.",
        "Continue holding Grapple through the transition to initiate a teleport in the next room.",
        "If it is needed to trigger the transition further to the right (at position 1774), then wait to come to a stop before pressing right.",
        "If it is needed to trigger the transition further to the left (positions 1771 or 1773), then hold right while approaching the door.",
        "Either way, Samus should automatically be able to stand in the next room (e.g. for an X-Ray climb)."
      ]
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Leave With Grapple Teleport (Bombless, Top Position)",
      "requires": [
        "Gravity",
        "canUnmorphGrappleHang"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              12
            ]
          ]
        }
      },
      "note": [
        "Grapple to the fifth Grapple block below the door (the first one fully above the water line), jump off from it, and morph.",
        "Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block.",
        "Then jump (to force crouch), angle down, and grapple.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending.",
        "Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning.",
        "While swinging up, tap up to retract Grapple to avoid the ceiling (or tap up after after coming to rest against the ceiling if this happens).",
        "Samus should usually come to a stop one tile in front of the door (at horizontal position 1751).",
        "Roll from pressing right to pressing diagonally down-right to enter the transition.",
        "If it is needed for Samus to be able to stand in the next room, then only briefly press diagonally down-right and then press up, bringing Samus to a stop at position 1761 or 1763;",
        "then roll from right to down-right to enter the transition (at horizontal positon 1771)."
      ]
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ]
    },
    {
      "link": [
        3,
        3
      ],
      "name": "G-Mode Setup - Get Hit By Mochtroid",
      "notable": false,
      "requires": [],
      "exitCondition": {
        "leaveWithGModeSetup": {
          "knockback": false
        }
      }
    }
  ]
}