The ability to gain extra distance merely by turning Springball on or off. When equipping or unequipping Springball while Morphed, Samus' speed is reset. If rising (and not in liquid physics), the horizontal speed is set to full roll speed. If falling, the vertical speed is set to zero and horizontal speed is reset unless SpeedBooster is equipped.
Dependencies: canDisableEquipment
From: 1
Top Left Door
To: 4
Top Junction (Right of Spikes)
Run and jump into an airball, pressing pause just as Samus hits the ceiling, in order to unequip Spring Ball to reset fall speed. Entrance condition: { "comeInRunning": { "minTiles": 28, "speedBooster": true } } Requires: "canTrickyJump" "canLateralMidAirMorph" "canSpringFling" |
From: 1
Top Left Door
To: 4
Top Junction (Right of Spikes)
Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "remoteAndLandingMinTiles": [ [ 30, 1 ] ], "movementType": "controlled" } } Requires: "canTrickyJump" "canLateralMidAirMorph" "canSpringFling" |
From: 1
Top Left Door
To: 6
Top Junction with Temporary Blue (Right of Morph Tunnel)
Run and jump into an airball, pressing pause just as Samus hits the ceiling, in order to unequip Spring Ball to reset fall speed. Entrance condition: { "comeInGettingBlueSpeed": { "length": 5, "openEnd": 1, "minExtraRunSpeed": "$5.8" } } Requires: "canTrickyJump" "canMomentumConservingMorph" "canSpringFling" "canTemporaryBlue" |
From: 1
Top Left Door
To: 6
Top Junction with Temporary Blue (Right of Morph Tunnel)
Entrance condition: { "comeInWithBlueSpringBallBounce": { "minExtraRunSpeed": "$5.8", "movementType": "controlled" } } Requires: "canTrickyJump" "canLateralMidAirMorph" "canSpringFling" "canTemporaryBlue" |
From: 1
Left Door
To: 2
Right Door
Build up run speed and then use controlled springball bounces to cross the ocean to the far right ledge, and then use SpaceJump to reach the door. Mockball down the submerged ramp and begin SpringBall bouncing under water using the platforms. Disable SpringBall after the final jump once Samus starts falling again as a way to gain extra speed. Requires: { "notable": "Springball Bounce to the Door with SpaceJump" } "canTrickyJump" "canSpaceJumpWaterBounce" "canSpringBallBounce" "canSpringFling" "canMockball" { "or": [ "canDownGrab", "canWalljump" ] } |
From: 4
Junction (Right side Pit)
To: 2
Right Door
Freeze the Choot when it swings right on its jump. Quickly get on top of it by first getting onto the pillar to the left, or with a SpringBall Jump. Perform a precise spring ball jump to get to the far right ledge, while avoiding hitting the water surface. While on the ledge, stand on the raised ground to the right and jump to the surface, then space jump across the water to the left. Requires: "canSuitlessMaridia" "canTrickyUseFrozenEnemies" "canTrickySpringBallJump" { "or": [ { "and": [ "canResetFallSpeed", "canTrickyJump" ] }, "canStationaryLateralMidAirMorph", "canSpringFling" ] } "canSpaceJumpWaterBounce" "canWalljump" |
From: 4
Junction (Right side Pit)
To: 2
Right Door
Requires: "canSuitlessMaridia" { "or": [ { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canTrickyUseFrozenEnemies" ] }, { "and": [ "canTrickyUseFrozenEnemies", "canTrickySpringBallJump", { "or": [ "canResetFallSpeed", "canStationaryLateralMidAirMorph", "canSpringFling" ] } ] } ] } { "useFlashSuit": {} } { "shinespark": { "frames": 11, "excessFrames": 5 } } |
From: 1
Left Door
To: 4
Right Hidden Item
Gain temporary blue at the end of the runway. Then spring ball bounce through the tunnel. Press pause while exiting the tunnel. If Samus bounced far enough right, disable spring ball (a 'spring fling') to make it directly onto the item pedestal, chaining temporary blue from there. Otherwise, unpause without disabling spring ball, and chain temporary blue by landing on the ground. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canTrickyJump" "canChainTemporaryBlue" "canSpringBallBounce" "canSpringFling" |
From: 1
Left Door
To: 4
Right Hidden Item
Gain temporary blue at the end of the runway. Then spring ball bounce through the tunnel. Press pause while exiting the tunnel. If Samus bounced far enough right, disable spring ball (a 'spring fling') to make it directly onto the item pedestal, chaining temporary blue from there. Otherwise, unpause without disabling spring ball, and chain temporary blue by landing on the ground. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "canTrickyJump" "canChainTemporaryBlue" "canSpringBallBounce" "canSpringFling" |
From: 2
Right Door
To: 3
Top Junction
X-Ray climb until Samus is a little over halfway off screen; the position is not precise. Face right, then do a turnaround buffer spin jump into a Spring Ball jump to reach the ledge. The pause input can be pressed at the same time as the turnaround. It helps to do an airball to gain horizontal speed. The jump input after pausing should not be buffered, in order to allow a little time for the spring fling horizontal speed to take effect. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" "canTrickyJump" "canLateralMidAirMorph" "canTrickySpringBallJump" "canSpringFling" |
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room
Requires: { "or": [ "h_canTrickySpringwall", { "and": [ "h_canMaxHeightSpringBallJump", "canNeutralDamageBoost" ] } ] } { "spikeHits": 1 } |
From: 4
Small Ledge Below Left Door
To: 1
Left Door
Jump from the safe spot on the spikey stairs and use the momentum change from equipping SpringBall to move closer to the door's platform. Then SpringBall jump to reach the door. Requires: { "notable": "X-Ray Access Tricky SpringBall Jump" } "canTrickySpringBallJump" "canSpringFling" |
Entrance condition: { "comeInRunning": { "minTiles": 4, "speedBooster": true } } Requires: "canSpringFling" "canLateralMidAirMorph" "canCarefulJump" { "heatFrames": 120 } |
From: 4
Center Platform Junction
To: 3
Junction Left of Green Gate
Requires: "canCarefulJump" "canLateralMidAirMorph" "canSpringFling" "SpeedBooster" |
From: 5
Small Platforms Junction
To: 1
Left Door
Requires: "h_canTrickySpringwall" |
A particularly precise springwall. Aim the walljump at the bottom of the second sloped wall fixture, where it looks like you cant jump off of. Optimize pause timing, use an instant morph, and get a max height springball jump. A delayed wall jump helps. Requires: { "notable": "Springwall" } "HiJump" "h_canTrickySpringwall" "canPreciseWalljump" "can3HighWallMidAirMorph" |
Begin with SpeedBooster unequipped, and run&jump over the acid into an airball. Once Samus begins falling, equip SpringBall and SpeedBooster to safely land on the other side near the statue. Requires: "canSpringFling" "canDisableEquipment" "SpeedBooster" "canTrickyJump" "canLateralMidAirMorph" { "heatFrames": 210 } |
From: 4
Junction Below Bomb Blocks
To: 2
Top Right Door
This is possible by jumping on the crumble blocks into a mid-air spring ball jump, or by avoiding them. The crumbles can be avoided by starting with either an air ball, a 3 tile high mid-air morph, or a low spring wall. These are generally safer, as bouncing on the crumble blocks with Spring Ball is trivial. Requires: { "obstaclesCleared": [ "A" ] } "canTrickySpringBallJump" { "heatFrames": 250 } { "or": [ { "and": [ "can4HighMidAirMorph", "canSpringFling" ] }, { "and": [ "canLateralMidAirMorph", "canTrickyJump" ] }, "canCrumbleJump", { "and": [ "h_canTrickySpringwall", "canPreciseWalljump" ] } ] } |
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: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
The second jump is harder than a normal mid-air springball jump. Use either a stationary lateral mid air morph, to gain enough horizontal momentum, or a SpringFling to reduce Samus' fall speed as soon as it begins to build up. Shooting towards Pirates will cause them to stop in place and not fire back. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } { "or": [ "canTrickyJump", "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } |
From: 6
Middle Junction Near Top Left Pirate
To: 7
Spawn At Junction Near Top Right Door
Requires: "canSuitlessMaridia" "canCarefulJump" "canSpringBallJumpMidAir" { "or": [ "canTrickyJump", "canStationaryLateralMidAirMorph", "canSpringFling" ] } |
Requires: "canSpringwall" "canSpringFling" Clears obstacles: B |
Time a pause before jumping to give a significant momentum boost in order to reach the Grapple Block. Requires: "h_canMaxHeightSpringBallJump" "canSpringFling" Clears obstacles: B |
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction
With Speed Booster equipped, run into the room using at least about 2 tiles of runway (at least $0.C extra run speed). If needed, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it before bouncing on the first Grapple platform. Afterward, perform additional spring flings as needed to make it across the room, taking care to avoid the Powamp. Entrance condition: { "comeInRunning": { "minTiles": 1.4375, "speedBooster": true } } Requires: { "notable": "Spring Ball Bounce Right to Left" } "canCrossRoomJumpIntoWater" "canTrickySpringBallBounce" "canSpringFling" "canInsaneJump" |
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction
Enter the room morphed, either in a mockball on the ground or descending from a controlled bounce, with about 1 tile worth of speed (at least $0.9 extra run speed). Use Spring Ball to jump or do a controlled bounce after the transition. While descending and before bouncing on the first Grapple platform, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it. Afterward, perform additional spring flings as needed to make it across the room, taking care to avoid the Powamp. Note that Samus must be fully morphed when entering the room (not in the middle of a morphing animation), or the spring flings will not work, assuming Speed Booster is not equipped. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": "any", "remoteAndLandingMinTiles": [ [ 0.4375, 1 ] ], "adjacentMinTiles": 4, "movementType": "controlled" } } Requires: { "notable": "Spring Ball Bounce Right to Left" } "canCrossRoomJumpIntoWater" "canTrickySpringBallBounce" "canSpringFling" "canInsaneJump" |
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction
Enter the room morphed, either in a mockball on the ground or descending from a controlled bounce, with about 5 or more runway tiles worth of speed (at least $1.8 extra run speed). Use Spring Ball to jump or do a controlled bounce after the transition. Bounce on the first Grapple platform. Then perform a 'spring fling' by unequipping Spring Ball while descending, to reset Samus' vertical speed and be able to make it across room. Note that Samus must be fully morphed when entering the room (not in the middle of a morphing animation), or the spring fling will not work, assuming Speed Booster is not equipped. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": "any", "remoteAndLandingMinTiles": [ [ 4.4375, 2 ] ], "adjacentMinTiles": 8, "movementType": "controlled" } } Requires: { "notable": "Spring Ball Bounce Right to Left" } "canCrossRoomJumpIntoWater" "canTrickySpringBallBounce" "canSpringFling" |
Requires: "canSuitlessMaridia" { "or": [ "HiJump", { "and": [ "canTrickySpringBallJump", { "or": [ "canTrickyJump", "canSpringFling", "canStationaryLateralMidAirMorph" ] } ] } ] } |
From: 2
Bottom Left Door
To: 1
Middle Left Door
Use double spring ball jumps to reach the top-right of the room with temporary blue. To cross the two gaps at the top of the room to the left while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both); Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "HiJump" "canLongChainTemporaryBlue" "canBeExtremelyPatient" "canXRayTurnaround" "canDoubleSpringBallJumpMidAir" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } "can4HighMidAirMorph" |
From: 2
Bottom Left Door
To: 1
Middle Left Door
Use double spring ball jumps to reach the top-right of the room with temporary blue. To cross the two gaps at the top of the room to the left while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both); Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "HiJump" "canLongChainTemporaryBlue" "canBeExtremelyPatient" "canXRayTurnaround" "canDoubleSpringBallJumpMidAir" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } "can4HighMidAirMorph" |
Use a double spring ball jump to reach the top of the room with temporary blue. To cross the two gaps at the top of the room while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both); Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "HiJump" "canLongChainTemporaryBlue" "canDoubleSpringBallJumpMidAir" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } "canBeVeryPatient" |
Requires: "canSuitlessMaridia" "canSpringFling" "canTrickySpringBallJump" |
Perform the spring ball jump near max height. Place the first bomb between a few frames after the spring ball jump; ideally it should be just above the water line. Press pause a few 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, then continue into an IBJ. Requires: { "notable": "Bomb Jump Water Escape" } "HiJump" "h_canMaxHeightSpringBallJump" "canSpringFling" "canBombJumpWaterEscape" "canJumpIntoIBJ" |
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: 2
Right Door
To: 4
Top Right Ledge Junction
There is just enough distance for a MidAir SpringBall jump to reach without HiJump. Requires: "Gravity" "canSpringBallJumpMidAir" { "or": [ "HiJump", { "and": [ "h_canMaxHeightSpringBallJump", "canSpringFling" ] } ] } |
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction
Perform the spring ball jump near max height. Place the first bomb after the spring ball jump; just above the water line. Press pause just 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: { "notable": "Bomb Jump Water Escape" } "HiJump" "h_canMaxHeightSpringBallJump" "canSpringFling" "canBombJumpWaterEscape" "canJumpIntoIBJ" |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "canSuitlessMaridia" "canChainTemporaryBlue" "canSpringFling" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Middle Right Door
To: 4
Top Right Door
Run into the room, pressing pause immediately when entering. Jump into a mid-air spring ball jump to reach the ledge above. Perform the spring ball jump while still moving forward, in order to get a boost in jump height. Entrance condition: { "comeInRunning": { "minTiles": 5.4375, "speedBooster": true } } Requires: "HiJump" "canTrickyJump" "canLateralMidAirMorph" "canTrickySpringBallJump" { "or": [ "canSpringFling", "canInsaneJump", "can4HighMidAirMorph" ] } |
From: 5
Top Junction
To: 4
Top Right Door
Roll off the above ledge and use both the vertical speed resets from first (un)equipping SpringBall and then by unmorphing in order to reach the door. Pause shortly after rolling off the ledge, after falling for 1 tile. The timing is very precise. A downback helps by shrinking Samus' hitbox. Requires: { "notable": "SpringFling into Top Right Door" } "canInsaneJump" "canSpringFling" "canResetFallSpeed" "canDownBack" |
On the left side of the raised platform, jump for max height. Lateral Midair Morph for horizontal momentum, and perform the springball jump the moment before touching the sandfall. Pause again to disable springball as soon as possible. Requires: { "notable": "Spring Ball HiJump" } "canSuitlessMaridia" "HiJump" "canTrickySpringBallJump" "canStationaryLateralMidAirMorph" "canSpringFling" "canPlayInSand" { "or": [ { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Evir" ] ], "explicitWeapons": [ "Plasma", "Super", "PowerBomb" ] } } ] } |
From: 5
Junction Above Grapple Block
To: 2
East Leg Right Door
Wait the water tide to reach its peak, then crouch jump into a spring ball jump into an IBJ. 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. When close to the top, perform a spring ball jump to reach the ledge; release jump as soon as Samus is high enough to clear the ledge, in order to avoid taking a Menu hit. Requires: { "notable": "Bomb Jump Water Escape" } "HiJump" "h_canMaxHeightSpringBallJump" "canSpringFling" "canBombJumpWaterEscape" "canJumpIntoIBJ" "canDoubleBombJump" |
Enter with at least 1 tile of run speed from an air room, with Speedbooster unequipped. Jump from near the end of the runway (though a jump from 1-2 tiles away from the end can still work). Press pause while crossing the narrow first sandfall, then perform a lateral mid-air morph after exiting the sandfall. Equip both Spring Ball and Speed Booster, and perform a mid-air Spring Ball jump at somewhere close to the maximum height. Unequip Spring Ball while descending through the wide second sidefall. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 1 } } Requires: { "notable": "Spring Fling with Momentum" } "canCrossRoomJumpIntoWater" "canPlayInSand" "canLateralMidAirMorph" "canTrickySpringBallJump" "canSpringFling" |