Take damage to gain invincibility frames so that Samus can run and jump on spike floors or setup a wall jump from a spike wall. Enemies provide more i-frames than spikes.
Dependencies: canCarefulJump
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "canShinechargeMovement" "canIframeSpikeJump" "h_canShineChargeMaxRunway" Exit condition: { "leaveShinecharged": { "framesRemaining": 70 } } |
From: 1
Top Left Door
To: 4
Top Junction (Right of Spikes)
Requires: { "spikeHits": 1 } { "or": [ "canIframeSpikeJump", { "spikeHits": 1 } ] } |
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)
Place the PBs exactly two tiles left of the Morph tunnel. Be sure not to touch the item if this strat will be needed again in the future. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "spikeHits": 3 }, { "or": [ "h_canArtificialMorphBombHorizontally", { "spikeHits": 1 } ] } ] }, { "and": [ "Morph", { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canIframeSpikeJump", { "spikeHits": 1 } ] } ] } ] } ] } ] } |
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "spikeHits": 3 }, { "or": [ "h_canArtificialMorphBombHorizontally", { "spikeHits": 1 } ] } ] }, { "and": [ "Morph", { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canIframeSpikeJump", { "spikeHits": 1 } ] } ] } ] } ] }, { "and": [ "h_canArtificialMorphIBJ", { "spikeHits": 10 }, { "or": [ "h_canArtificialMorphBombHorizontally", { "spikeHits": 2 } ] } ] }, "h_canArtificialMorphLongCeilingBombJump" ] } |
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)
Quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "Grapple" { "or": [ "canCarefulJump", { "spikeHits": 1 } ] } { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canIframeSpikeJump", { "spikeHits": 1 } ] } ] } ] } |
From: 4
Top Junction (Right of Spikes)
To: 1
Top Left Door
Requires: { "spikeHits": 1 } { "or": [ "canIframeSpikeJump", { "spikeHits": 1 } ] } |
From: 1
Top Right Door
To: 1
Top Right Door
Stand to the right of the center spike Run to the left, and continue running left while getting knocked back right by the spike. The spike i-frames allow shortcharging while running through the left two spike blocks. After gaining a shinecharge, turn back right, run, and jump through the door. Requires: { "obstaclesCleared": [ "A" ] } { "obstaclesNotCleared": [ "B" ] } { "canShineCharge": { "usedTiles": 23, "openEnd": 0 } } { "spikeHits": 1 } "canIframeSpikeJump" "canShinechargeMovementComplex" Exit condition: { "leaveShinecharged": { "framesRemaining": 62 } } |
From: 3
Item
To: 4
Top Left Junction
Gain a shinecharge by running right-to-left, either using the short runway (with unbroken Super block) or an extended runway by taking a spike hit. Then spin jump, hit the ceiling, aim down, break the Super block, and turn around to quick drop through the crumble block. During the item message box, buffer the inputs to turn around to the right and jump. Once under the crumble block (the left part of it), press up while still holding jump, to immediately activate the spark and make it up in time. Requires: { "notable": "Mission Impossible Shinespark" } { "or": [ { "canShineCharge": { "usedTiles": 16, "openEnd": 0 } }, { "and": [ { "canShineCharge": { "usedTiles": 23, "openEnd": 0 } }, { "spikeHits": 1 }, "canIframeSpikeJump" ] } ] } "canShinechargeMovementComplex" "canQuickCrumbleEscape" { "or": [ { "shinespark": { "frames": 19, "excessFrames": 7 } }, { "and": [ { "shinespark": { "frames": 19, "excessFrames": 15 } }, "canCrumbleJump" ] } ] } { "obstaclesCleared": [ "A", "B" ] } |
From: 1
Right Door
To: 2
Chozo Item
Traverse the room while rolling on the thorns and avoiding the Samus Eaters. Roll from the first platform onto the thorns under the first set of Boyons. When just past the first Boyons, turn right and wait on the safe spot for a second to overload PLMs. Move right to touch the thorns and use that to damage boost leftwards onto the next thorns and roll into the third Samus Eater. Place a Power Bomb and then quickly unmorph and jump onto the block above and exit G-Mode before the Power Bomb explodes to break the wall. Note that if Samus is teleported into the Samus Eater when exiting G-Mode, then PLMs weren't properly overloaded before entering it. PLMs can be overloaded by waiting on their petals before entering them. Also note that there are much easier strats with more Energy or more Power Bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canIframeSpikeJump" "canNeutralDamageBoost" "canInsaneJump" { "thornHits": 2 } "h_canArtificialMorphPowerBomb" Clears obstacles: B |
From: 1
Right Door
To: 2
Chozo Item
Traverse the room while rolling on the thorns and avoiding the Samus Eaters. Roll from the first platform onto the thorns under the first set of Boyons. When just past the first Boyons, turn right to damage boost up and hit the block and fall back on the thorns. While still facing right wait for the thorns to hit again; use the boost to get onto the next set of thorns and roll across them into the third Samus Eater before using a Power Bomb. Use the Power Bomb to boost up into the thorns. Hit the thorns again to get next to the Chozo statue. Place another Power Bomb and exit G-Mode before it goes off to break the wall. Note that if Samus is teleported into the Samus Eater when exiting G-Mode, then PLMs weren't properly overloaded before entering it. PLMs can be overloaded by waiting on their petals before entering them. Taking 2 thorn hits while under the first Boyons is important for this reason. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canIframeSpikeJump" "canNeutralDamageBoost" "canTrickyJump" { "thornHits": 5 } "h_canArtificialMorphPowerBomb" "h_additionalBomb" Clears obstacles: B |
Use the Solid Blocks next to the Samus Eater to clip up through the Power Bomb Blocks. Carefully jump around the thorns, use HiJump to jump over them, or walk through them using IFrames. Requires: "canCeilingClip" "canPartialFloorClip" { "or": [ { "and": [ "canCarefulJump", "HiJump", "canTwoTileSqueeze", { "or": [ "canTrickyJump", { "thornHits": 1 } ] } ] }, { "and": [ "canNeutralDamageBoost", "canIframeSpikeJump", { "thornHits": 1 } ] }, { "and": [ "canPreciseWalljump", "canTwoTileSqueeze" ] } ] } |
Use the Spikes in the center of the room to build a Shinespark with X-Mode. There are sections of the room where using more complex movement can be used to save a Spike hit when X-Moding. Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "canIframeSpikeJump" { "or": [ "SpaceJump", "h_XModeSpikeHit" ] } "h_canShineChargeMaxRunway" { "shinespark": { "frames": 50 } } Exit condition: { "leaveWithSpark": {} } |
If you wait long enough, a Waver will arrive. After it turns around to go back to the right, damage boost off of it, then follow it. Continue to hit it to get i-frames to avoid taking damage from any spikes. The amount of Waver hits can be reduced by running ahead on the spikes and taking damage from a second Waver instead of following the first Waver. Requires: { "notable": "X-Ray Exit Damage Boost" } "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 2 } } { "or": [ { "and": [ "canIframeSpikeJump", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 3 } } ] } |
This strat is simply running and jumping across the spikes. Requires: { "spikeHits": 4 } { "or": [ "canIframeSpikeJump", { "spikeHits": 3 } ] } |
Cross the gaps by freezing multiple enemies or by refreezing a Waver while standing on it. Be careful running on frozen enemies. Freeze the final Waver high and walljump up, or wait for the second Waver to come back. Requires: { "notable": "X-Ray Access Ice Bridge" } "canTrickyUseFrozenEnemies" "canCarefulJump" { "spikeHits": 3 } { "or": [ "canIframeSpikeJump", { "spikeHits": 3 } ] } |
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room
Damage boost off of the Fireflea or a Waver in order to get onto the upper spikes. It is possible to quickly get into position to use the Waver or to wait for it to return. It is also possible (but not required in this strat) to perform a second damage boost off of the Wavers to avoid some spike damage. Requires: "canTrickyJump" { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 1 } } "canHorizontalDamageBoost" { "or": [ "canIframeSpikeJump", { "spikeHits": 1 } ] } |
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room
Jump from on top of the lower spikes, wall jump on the overhang, and land on the upper spikes. Requires: "HiJump" "canPreciseWalljump" "canIframeSpikeJump" { "spikeHits": 2 } |
From: 3
Safe Block in the Middle of the Room
To: 4
Small Ledge Below Left Door
Requires: "canIframeSpikeJump" { "or": [ { "and": [ "canInsaneJump", { "spikeHits": 2 } ] }, { "spikeHits": 3 } ] } |
From: 4
Small Ledge Below Left Door
To: 1
Left Door
Requires: "HiJump" "canSpringBallJumpMidAir" { "or": [ "canTrickySpringBallJump", { "and": [ "canIframeSpikeJump", { "spikeHits": 1 } ] } ] } |
Requires: "h_IBJFromSpikes" |
From: 4
Small Ledge Below Left Door
To: 1
Left Door
Jump to the door leading to X-Ray either by jumping from spikes or with a very precise jump. Cross the room by Jumping atop the spikes. Taking enemy damage can be used to reduce some spike damage. The final jump can either be made by jumping from the bottommost spike stair or from the safe stair. Setup run speed atop the spike stair by holding forward to be pushed backward. The safe stair jump is much harder, but can be made without every pixel of runway. Requires: { "notable": "X-Ray Access SpikeJumps with HiJump" } "HiJump" "canTrickyJump" { "or": [ { "and": [ "canInsaneWalljump", "canInsaneJump", "h_canBackIntoCorner" ] }, { "and": [ { "spikeHits": 1 }, "canHorizontalDamageBoost", "canPreciseWalljump", "canIframeSpikeJump" ] } ] } |
Requires: "canIframeSpikeJump" { "spikeHits": 1 } "canWalljump" "HiJump" { "heatFrames": 300 } |
Requires: "canIframeSpikeJump" { "spikeHits": 1 } "SpeedBooster" "HiJump" { "heatFrames": 200 } |
Requires: "canIframeSpikeJump" { "spikeHits": 1 } "canSpringBallJumpMidAir" { "heatFrames": 300 } |
Jump into the spike pit, hitting the Ripper to avoid spike damage. Climb the left wall while avoiding falling onto the spikes or through the crumble blocks. The ledge is the same size of that in writg. Requires: { "notable": "HiJumpless Wall Jump" } "h_heatProof" "canInsaneWalljump" { "or": [ "canIframeSpikeJump", "canCrumbleJump" ] } { "enemyDamage": { "enemy": "Ripper 2 (green)", "type": "contact", "hits": 1 } } |
Position Samus into the bottom right corner, using invulnerability frames run then jump while on the crumble blocks. It is possible to use a damage boost on the Ripper to save energy and position Samus into the corner. Requires: { "notable": "Hijumpless Spike Speedjump" } "canIframeSpikeJump" { "spikeHits": 1 } "SpeedBooster" "canTrickyDashJump" { "heatFrames": 300 } |
Requires: "h_HeatedIBJFromSpikes" { "heatFrames": 1100 } |
Requires: "canIframeSpikeJump" { "spikeHits": 1 } "canSpringBallJumpMidAir" { "heatFrames": 300 } |
Requires: "canIframeSpikeJump" { "spikeHits": 1 } "HiJump" "SpeedBooster" { "heatFrames": 250 } |
Requires: "h_HeatedIBJFromSpikes" { "heatFrames": 1100 } |
A short hop from the ledge can bounce on the crumbles and into the spikes. Just be careful of being pushed back onto the crumble blocks by the spikes. Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "canTrickyJump" "canIframeSpikeJump" "canMidairShinespark" "h_canShineChargeMaxRunway" { "heatFrames": 480 } { "shinespark": { "frames": 11, "excessFrames": 4 } } |
From: 4
Lava, Left Wall
To: 3
Above Lava Junction
Enter the Bottom-Left Namihe by Kagoing inside of it. Wait for a second hit to gain I-Frames and then very quickly walljump up the spikes and across to the right side wall. Requires: { "notable": "HiJumpless Nahime Morph Kago" } "canSuitlessLavaDive" "canInsaneWalljump" "canInsaneJump" "canIframeSpikeJump" "canStaggeredWalljump" "canFastWalljumpClimb" "canUseEnemies" "canKago" { "heatFrames": 510 } { "lavaFrames": 480 } { "enemyDamage": { "enemy": "Namihe", "type": "kago", "hits": 2 } } |
Use the bottommost right side namihe to generate a flame and walk with it to the bottommost left namihe head Use a turnaround animation as Samus is hit by the flame to cancel out knockback frames. While invulnerability frames are active, walljump up the spikes either 2 or 3 times and jump accross to catch the middle wall and climb from there. Requires: { "notable": "HiJumpless Dive" } "canSuitlessLavaDive" "canIframeSpikeJump" "canStaggeredWalljump" "canFastWalljumpClimb" "canUseEnemies" "canCameraManip" { "heatFrames": 600 } { "lavaFrames": 500 } { "enemyDamage": { "enemy": "Namihe", "type": "fireball", "hits": 1 } } |
From: 1
Left Door
To: 2
Right Door
While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Damage boost towards then freeze the Leftmost enemy as it extends. Morph and unmorph while above the middle Yapping Maw to land on it just above the lava line. Ignore the rightmost Yapping Maw. Delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: { "notable": "Frozen Maw Platforms" } "canResetFallSpeed" "canTrickyUseFrozenEnemies" "canTrickyJump" { "or": [ "canHorizontalDamageBoost", { "and": [ { "spikeHits": 2 }, { "lavaFrames": 30 }, { "heatFrames": 240 } ] } ] } "canIframeSpikeJump" { "spikeHits": 2 } { "lavaFrames": 15 } { "heatFrames": 580 } |
From: 1
Left Door
To: 2
Right Door
Damage boosts can be used to save energy - delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: { "notable": "Suitless Damage Boosts" } { "heatFrames": 520 } { "lavaFrames": 80 } { "spikeHits": 3 } "canIframeSpikeJump" "canHorizontalDamageBoost" |
Speedbooster significantly reduces your jump speed in lava and should be turned off. Requires: "Gravity" "canDisableEquipment" { "heatFrames": 350 } { "lavaFrames": 100 } { "spikeHits": 2 } { "or": [ "canIframeSpikeJump", { "and": [ { "spikeHits": 2 }, { "heatFrames": 50 } ] }, "canHorizontalDamageBoost" ] } |
From: 2
Right Door
To: 1
Left Door
While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Morph and unmorph while above the rightmost Yapping Maw to land on it just above the lava line. Ignore the second Yapping Maw. Freeze the Leftmost enemy as it extends. Delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: { "notable": "Frozen Maw Platforms" } "canResetFallSpeed" "canTrickyUseFrozenEnemies" "canTrickyJump" { "or": [ "canHorizontalDamageBoost", { "and": [ { "spikeHits": 1 }, { "lavaFrames": 20 }, { "heatFrames": 240 } ] } ] } "canIframeSpikeJump" { "spikeHits": 2 } { "lavaFrames": 15 } { "heatFrames": 580 } |
From: 2
Right Door
To: 1
Left Door
Damage boosts can be used to save energy - delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: { "notable": "Suitless Damage Boosts" } { "heatFrames": 520 } { "lavaFrames": 80 } { "spikeHits": 3 } "canIframeSpikeJump" "canHorizontalDamageBoost" |
Speedbooster significantly reduces your jump speed in lava and should be turned off. Requires: "Gravity" "canDisableEquipment" { "heatFrames": 350 } { "lavaFrames": 100 } { "spikeHits": 2 } { "or": [ "canIframeSpikeJump", { "and": [ { "spikeHits": 2 }, { "heatFrames": 50 } ] }, "canHorizontalDamageBoost" ] } |
From: 4
Firefleas Item
To: 5
Firefleas Bottom Left Platform Junction
Requires: { "enemyDamage": { "enemy": "Fireflea", "type": "contact", "hits": 1 } } "canUseEnemies" "canIframeSpikeJump" |
From: 5
Firefleas Bottom Left Platform Junction
To: 4
Firefleas Item
Requires: { "enemyDamage": { "enemy": "Fireflea", "type": "contact", "hits": 1 } } "canUseEnemies" "canIframeSpikeJump" |
From: 2
Middle Left Door
To: 2
Middle Left Door
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "h_XModeSpikeHit" "canIframeSpikeJump" "h_canShineChargeMaxRunway" "canShinechargeMovement" Exit condition: { "leaveShinecharged": { "framesRemaining": 100 } } |
This is doable even without any momentum from a previous room, but pretty tight. Requires: "canTrickyJump" "canIframeSpikeJump" { "spikeHits": 2 } |
A bit easier than 2-hit bowling Requires: "canCarefulJump" "canIframeSpikeJump" "SpeedBooster" { "spikeHits": 2 } |
Requires: "canIframeSpikeJump" { "spikeHits": 3 } |
Start with Springball disabled. Jump over the spikes and midair morph. SpringFling on the way down, SpringBall bounce through the spikes, then SpringFling again to reach the statue taking only one spike hit. Entrance condition: { "comeInRunning": { "minTiles": 12, "speedBooster": true } } Requires: "canTrickyJump" "canSpringFling" "canLateralMidAirMorph" "canIframeSpikeJump" { "spikeHits": 1 } |
From the top right platform, jump to the left into the thorns, then climb the left wall. Requires: { "thornHits": 1 } { "or": [ "canIframeSpikeJump", "canCarefulJump", { "thornHits": 1 } ] } "canWalljump" { "not": "f_DefeatedPhantoon" } { "or": [ "canRiskPermanentLossOfAccess", "canCarefulJump", "Gravity" ] } |
From: 1
Right Door
To: 2
Item
In the spike pit, near the left wall, jump into an IBJ to climb out. Requires: "h_IBJFromThorns" { "not": "f_DefeatedPhantoon" } |
Requires: { "or": [ "f_DefeatedPhantoon", "SpaceJump", { "and": [ { "thornHits": 1 }, { "or": [ "HiJump", "canWalljump", "canIframeSpikeJump", "Grapple", "canHorizontalDamageBoost", { "thornHits": 1 } ] } ] } ] } |
From: 1
Left Door
To: 3
Top Right Door
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: { "notable": "Spike Platforming with Move Assist (Left to Right)" } "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
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: { "notable": "Spike Platforming with No Equipment" } "canWalljump" "canInsaneJump" "canHorizontalDamageBoost" "canIframeSpikeJump" { "spikeHits": 3 } { "or": [ "Morph", { "spikeHits": 2 } ] } |
From: 1
Left Door
To: 3
Top Right Door
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: { "notable": "Spike Platforming with SpringBall (Left to Right)" } "canWalljump" "Morph" "canCarefulJump" "canIframeSpikeJump" "h_canUseSpringBall" "canMockball" { "spikeHits": 3 } { "or": [ { "spikeHits": 1 }, "canHorizontalDamageBoost" ] } |
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. A spike hit in the center of the room can avoided by doing another spring ball jump into IBJ (also with a spring fling). Requires: { "notable": "Bomb Jump Water Escape" } "HiJump" "canPreciseWalljump" "canIframeSpikeJump" { "spikeHits": 1 } "canNeutralDamageBoost" { "or": [ "canHorizontalDamageBoost", { "spikeHits": 1 } ] } "h_canMaxHeightSpringBallJump" { "or": [ "canSpringFling", { "and": [ { "spikeHits": 1 }, "canInsaneJump" ] } ] } "canBombJumpWaterEscape" "canJumpIntoIBJ" |
From: 3
Top Right Door
To: 1
Left Door
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: { "notable": "Spike Platforming with No Equipment" } "canPreciseWalljump" "canInsaneJump" "canIframeSpikeJump" { "spikeHits": 3 } "canNeutralDamageBoost" { "or": [ "canHorizontalDamageBoost", { "spikeHits": 1 } ] } |
Requires: "Gravity" { "or": [ "SpaceJump", "canWalljump", "h_IBJFromSpikes", { "and": [ "canIBJ", "canHBJ" ] }, "canDiagonalBombJump" ] } |
Requires: "Gravity" "canIBJ" { "or": [ "canBombHorizontally", "h_IBJFromSpikes" ] } |
Requires: "Gravity" { "or": [ "SpaceJump", "canWalljump", "canSpringBallJumpMidAir", "canDiagonalBombJump", "h_IBJFromSpikes" ] } |
From: 5
Bottom Middle Junction
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)
Jump into the ceiling Cacatac and damage boost onto the platform between spike pits. Use IFrames to cross the second set of spikes. Requires: "Gravity" "canHorizontalDamageBoost" "canIframeSpikeJump" { "enemyDamage": { "enemy": "Cacatac", "hits": 1, "type": "contact" } } |