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Merge pull request #1978 from blkerby/side-platforms-3
Crab Shaft and Crab Hole (L->R) side platform jumps
2 parents 7259c4a + cdcb246 commit 16c1e48

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region/maridia/inner-pink/Crab Shaft.json

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"there's currently no node there, but with a flash suit it would be possible to spark up from there."
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]
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},
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{
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"link": [1, 4],
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"name": "Side Platform Cross Room Jump",
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"entranceCondition": {
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"comeInWithSidePlatform": {
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"platforms": [
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{
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"minHeight": 2,
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"maxHeight": 2,
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"minTiles": 27.4375,
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"speedBooster": true,
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"obstructions": [[1, 0]],
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"note": ["This applies to Dust Torizo Room."],
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"devNote": [
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"The jump could also be done with a shorter runway, with a tricky dash jump using run speed $4.0 or $4.1.",
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"But it wouldn't apply to any more rooms in the game."
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]
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},
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{
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"minHeight": 3,
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"maxHeight": 3,
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"minTiles": 39.4375,
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"speedBooster": true,
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"obstructions": [[3, 2]],
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"note": ["This applies to Metal Pirates Room."]
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},
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{
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"minHeight": 2,
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"maxHeight": 2,
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"minTiles": 45,
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"speedBooster": true,
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"obstructions": [[3, 0]],
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"requires": [
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"canInsaneJump"
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],
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"note": ["This applies to Statues Hallway."],
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"devNote": [
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"The momentum conserving turnaround requires a last-frame jump and has a 2-frame window for the turnaround."
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]
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},
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{
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"minHeight": 3,
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"maxHeight": 3,
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"minTiles": 39.4375,
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"speedBooster": true,
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"obstructions": [[3, 0]],
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"requires": [
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"canInsaneJump",
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"canBeVeryPatient"
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],
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"note": ["This applies to Flyway."],
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"devNote": [
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"The momentum conserving turnaround is double frame-perfect,",
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"requiring a last-frame jump before Samus would get caught on the door ledge,",
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"and a last-frame turnaround before Samus would bonk on the ceiling of the door frame.",
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"After jumping, the aim-down must be delayed at least 6 frames;",
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"being pressed at most 5 frames before the turnaround."
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]
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}
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]
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}
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},
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"requires": [
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"canCrossRoomJumpIntoWater",
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"canTrickyJump",
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"canMomentumConservingTurnaround"
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],
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"note": [
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"Use a platform below the door in the other room to jump through the door while aiming down, carrying upward momentum into this room.",
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"Hold down and back through the transition, to perform a momentum-conserving turnaround past the corner.",
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"In cases where the previous room has an extended door ledge obstructing the exit, the turnaround may need to be initiated before the transition,",
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"to avoid bonking the ceiling of the door frame."
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]
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},
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{
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"link": [1, 4],
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"name": "Side Platform Cross Room Jump, Bomb Into Spring Ball Jump",
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"entranceCondition": {
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"comeInWithSidePlatform": {
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"platforms": [
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{
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"minHeight": 1,
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"maxHeight": 1,
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"minTiles": 7.4375,
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"speedBooster": true,
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"obstructions": [[1, 0]],
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"requires": [],
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"note": ["This applies to Warehouse Entrance."]
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}
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]
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}
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},
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"requires": [
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"canCrossRoomJumpIntoWater",
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"canTrickyDashJump",
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"canMomentumConservingTurnaround",
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"canUnderwaterBombIntoSpringBallJump"
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],
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"note": [
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"Use a platform below the door in the other room to jump through the door while aiming down, carrying upward momentum into this room.",
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"Hold down and back through the transition, to perform a momentum-conserving turnaround past the corner.",
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"Perform a mid-air Spring Ball jump, timing a pause to hit soon after the mid-air jump.",
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"Unequip Spring Ball, lay a Bomb about half a tile below the peak of the jump.",
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"Press pause at the peak of the jump, tp reequip Spring Ball immediately after Samus is boosted by the bomb.",
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"Buffer a jump out of the unpause, to get a second Spring Ball jump and make it up."
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]
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},
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{
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"id": 64,
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"link": [1, 4],

region/maridia/outer/Crab Hole.json

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"If the runway length is minimal, the aim-down input must be delayed a bit (rather than buffered through the transition), so that Samus moves at a slightly higher horizontal speed for longer."
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]
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},
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{
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"link": [2, 1],
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"name": "Side Platform Cross Room Jump (Turnaround or Ceiling Mockball)",
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"entranceCondition": {
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"comeInWithSidePlatform": {
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"platforms": [
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{
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"minHeight": 1,
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"maxHeight": 1,
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"minTiles": 5.4375,
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"speedBooster": true,
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"obstructions": [[1, 0]],
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"requires": [
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"canMomentumConservingMorph",
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"canInsaneJump",
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"canInsaneMidAirMorph"
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],
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"note": [
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"This applies to Warehouse Energy Tank Room.",
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"It is double frame-perfect, requiring a last-frame jump in the other room just before Samus would get caught on the door ledge,",
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"and a frame-perfect morph just before Samus would bonk the ceiling.",
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"The aim-down must be delayed until at least 4 frames after entering the room."
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]
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},
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{
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"minHeight": 1,
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"maxHeight": 1,
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"minTiles": 8.4375,
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"speedBooster": "any",
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"obstructions": [[1, 0]],
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"requires": [
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"canInsaneJump",
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{"or": [
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"canMomentumConservingMorph",
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"canMomentumConservingTurnaround"
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]}
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],
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"note": [
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"This applies to Warehouse Entrance.",
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"This requires a last-frame jump and specific horizontal alignment in order to avoid bonking the door frame.",
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"A way to get a correct starting position is to jump, press against the ceiling overhang near the end of the runway,",
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"land, turn around away from the door, then jump and mid-air turnaround toward the door."
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],
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"devNote": [
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"Speed Booster is not required for this."
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]
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},
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{
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"minHeight": 1,
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"maxHeight": 1,
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"minTiles": 17,
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"speedBooster": true,
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"obstructions": [[1, 0]],
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"requires": [
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{"or": [
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"canMomentumConservingMorph",
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{"and": [
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"canMomentumConservingTurnaround",
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"canTrickyJump"
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]}
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]}
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],
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"note": [
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"This applies to Warehouse Entrance.",
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"This can be done in three ways:",
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"1) Jump on the last possible frame in the previous room, turn around a little before hitting the ceiling, then morph and hold right to pass through the tunnel.",
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"2) Perform a ceiling mockball through the transition,",
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"unmorph a little before hitting the ceiling,",
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"hold right to press against the wall (to avoid hitting the crab), then morph and hold right to pass through the tunnel.",
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"3) Jump on the last possible frame in the previous room, then perform a ceiling mockball to go up through the hidden space,",
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"briefly releasing right while approaching the ceiling, in order to avoid hitting the crab."
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],
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"devNote": [
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"The turnaround method has about a 9-frame window for the turnaround.",
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"The through-door ceiling mockball has about a 4-frame window for the jump, between a 1-frame and a 5-frame window for the morph (with later jumps giving a larger window),",
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"and about a 7-frame window for the unmorph.",
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"The after-transition ceiling mockball has an 8-frame for the morph.",
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"Kagoing the crab is also possible, but it seems more difficult than all three other options, and it takes damage, so is probably pointless."
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]
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},
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{
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"minHeight": 2,
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"maxHeight": 2,
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"minTiles": 8.4375,
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"speedBooster": "any",
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"obstructions": [[1, 0]],
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"requires": [
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"canTrickyJump",
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"canMomentumConservingTurnaround"
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],
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"note": [
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"This applies to Ridley Tank Room and Dust Torizo Room.",
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"From Ridley Tank Room, avoid backing into the corner.",
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"From Dust Torizo Room, it doesn't matter."
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],
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"devNote": [
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"Speed Booster is not required for this."
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]
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},
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{
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"minHeight": 3,
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"maxHeight": 3,
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"minTiles": 8.4375,
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"speedBooster": true,
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"obstructions": [[1, 0], [3, 2]],
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"requires": [
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{"or": [
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"canMomentumConservingMorph",
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{"and": [
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"canTrickyDashJump",
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"canMomentumConservingTurnaround"
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]}
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]}
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],
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"note": [
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"Applies to Big Boy Room, Mickey Mouse Room, and Metal Pirates."
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]
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},
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{
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"minHeight": 2,
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"maxHeight": 2,
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"minTiles": 23,
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"speedBooster": "any",
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"obstructions": [[3, 0]],
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"requires": [
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"canInsaneJump",
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"canMomentumConservingMorph",
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"canInsaneMidAirMorph"
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],
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"note": [
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"Applies to Metroid Room 1.",
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"Use a few pixels less than the full runway.",
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"This is double frame-perfect, requiring a last-frame jump before Samus would catch on the door ledge,",
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"and a last-frame morph before Samus would bonk on the ceiling of the door frame.",
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"Unmorph a little before Samus would hit the ceiling, to conserve upward momentum again.",
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"Then quickly morph again and go through the tunnel to the right."
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],
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"devNote": [
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"The momentum conserving unmorph is lenient, having about a 9-frame window."
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]
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},
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{
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"minHeight": 2,
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"maxHeight": 2,
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"minTiles": 29.4375,
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"speedBooster": true,
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"obstructions": [[3, 0]],
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"requires": [
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"canInsaneJump",
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"canMomentumConservingMorph"
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],
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"note": [
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"Applies to Statues Hallway.",
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"Jump through the door with a ceiling mockball, then unmorph a little before Samus would bonk the ceiling.",
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"Morph again to pass through the tunnel to the right.",
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"To make the strat more lenient, use less than the full available runway:",
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"Ideally, position Samus to gain an extra run speed of $5.2 or slightly more,",
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"which corresponds to starting 30 tiles from the end of the runway."
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],
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"devNote": [
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"There is a dropoff in Samus' jump height at an extra run speed of $5.2, which is good here.",
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"Starting at a distance of 30 tiles, there is a 3-frame window for the jump (giving extra run speeds between $5.2 and $5.4)",
1212+
"and between a 1-frame and 3-frame window for the morph (with later jumps giving a larger window).",
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"In any case, the unmorph will be lenient, having about a 9-frame window."
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]
1215+
},
1216+
{
1217+
"minHeight": 3,
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"maxHeight": 3,
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"minTiles": 29.4375,
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"speedBooster": true,
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"obstructions": [[3, 0]],
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"requires": [
1223+
"canInsaneJump",
1224+
"canMomentumConservingMorph"
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],
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"note": [
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"Applies to Flyway.",
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"Jump through the door with a ceiling mockball.",
1229+
"After pressing against the wall of the hidden space, release right for a moment until after Samus bonks the ceiling,",
1230+
"in order to avoid damage from the crab on the right.",
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"To make the strat more lenient, less than the full available runway should be used:",
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"Ideally, position Samus to gain an extra run speed of $5.2 or slightly more,",
1233+
"which corresponds to starting 30 tiles from the end of the runway (or 10 tiles from the start)."
1234+
],
1235+
"devNote": [
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"There is a dropoff in Samus' jump height at an extra run speed of $5.2, which is good here.",
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"Starting at a distance of 30 tiles, there is a 3-frame window for the jump (giving extra run speeds between $5.2 and $5.4)",
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"and between a 1-frame and 6-frame window for the morph (with later jumps giving a larger window)."
1239+
]
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},
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{
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"minHeight": 2,
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"maxHeight": 2,
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"minTiles": 45,
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"speedBooster": true,
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"obstructions": [[4, 0]],
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"requires": [
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"canInsaneJump",
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"canMomentumConservingMorph",
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"canInsaneMidAirMorph",
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"canKago",
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"canBeExtremelyPatient",
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{"enemyDamage": {"enemy": "Sciser", "type": "contact", "hits": 1}}
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],
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"note": [
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"Applies to Baby Kraid Room.",
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"Jump through the door with a double frame-perfect ceiling mockball, with a last-frame jump and last-frame morph.",
1258+
"Unmorph before bonking the ceiling, then quickly morph again, kagoing the crab, and exiting through the tunnel on the right."
1259+
]
1260+
}
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]
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}
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},
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"requires": [
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"canCrossRoomJumpIntoWater",
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"Morph"
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]
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},
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{
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"link": [2, 1],
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"name": "Side Platform Cross Room Jump into Spring Ball Jump",
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"entranceCondition": {
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"comeInWithSidePlatform": {
1274+
"platforms": [
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{
1276+
"minHeight": 1,
1277+
"maxHeight": 1,
1278+
"minTiles": 4,
1279+
"speedBooster": true,
1280+
"obstructions": [[1, 0]],
1281+
"requires": [
1282+
"canMomentumConservingTurnaround"
1283+
],
1284+
"note": ["This applies to Skree Boost Room, Grapple Tutorial Room 2, Warehouse Energy Tank Room, and Warehouse Entrance."]
1285+
},
1286+
{
1287+
"minHeight": 3,
1288+
"maxHeight": 3,
1289+
"minTiles": 8.4375,
1290+
"speedBooster": "any",
1291+
"obstructions": [[1, 0], [3, 2]],
1292+
"requires": [
1293+
{"or": [
1294+
"canMomentumConservingMorph",
1295+
"canMomentumConservingTurnaround"
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]}
1297+
],
1298+
"note": [
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"Applies to Big Boy Room, Mickey Mouse Room, and Metal Pirates."
1300+
]
1301+
},
1302+
{
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"minHeight": 2,
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"maxHeight": 2,
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"minTiles": 9.4375,
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"speedBooster": true,
1307+
"obstructions": [[2, 0]],
1308+
"requires": [
1309+
"canMomentumConservingMorph"
1310+
],
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"note": [
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"Applies to Early Supers Room."
1313+
]
1314+
}
1315+
]
1316+
}
1317+
},
1318+
"requires": [
1319+
"canCrossRoomJumpIntoWater",
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"canSpringBallJumpMidAir"
1321+
]
1322+
},
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{
10511324
"id": 35,
10521325
"link": [2, 1],

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