|
609 | 609 | ], |
610 | 610 | "flashSuitChecked": true, |
611 | 611 | "note": "It is possible to roll off of the ledge and avoid the Geemers, but it is somewhat tight and the timing is likely earlier than expected.", |
612 | | - "devNote": "An immobile strat only takes one hit on entry, skipping the Geemer hit, which is modeled by going 1->6->5." |
| 612 | + "devNote": [ |
| 613 | + "An immobile strat only takes one hit on entry, skipping the Geemer hit, which is modeled by going 1->6->5.", |
| 614 | + "It may often be possible to come in indirect and still have enough i-frames to get through the Geemers, but Samus may be coming from a doorless room like Crateria Tube.", |
| 615 | + "This is not easy to model and isn't worth doing, because the player will almost certainly have canTrickyJump enabled." |
| 616 | + ] |
613 | 617 | }, |
614 | 618 | { |
615 | 619 | "id": 30, |
|
648 | 652 | "morphed": true |
649 | 653 | } |
650 | 654 | }, |
651 | | - "requires": [ |
652 | | - "h_ZebesIsAwake", |
653 | | - {"or": [ |
654 | | - "h_canArtificialMorphSpringBall", |
655 | | - "h_canArtificialMorphBombThings", |
656 | | - "canTrickyJump", |
657 | | - {"enemyDamage": {"enemy": "Geemer (blue)", "type": "contact", "hits": 1}} |
658 | | - ]} |
659 | | - ], |
660 | | - "flashSuitChecked": true, |
661 | | - "devNote": "It is possible to roll off of the ledge and avoid the Geemers, but it is somewhat tight and the timing is likely earlier than expected." |
662 | | - }, |
663 | | - { |
664 | | - "id": 32, |
665 | | - "link": [1, 6], |
666 | | - "name": "G-Mode Immobile Morph", |
667 | | - "entranceCondition": { |
668 | | - "comeInWithGMode": { |
669 | | - "mode": "direct", |
670 | | - "morphed": true, |
671 | | - "mobility": "immobile" |
672 | | - } |
673 | | - }, |
674 | 655 | "requires": [ |
675 | 656 | "h_ZebesIsAwake", |
676 | 657 | "canUseIFrames" |
677 | 658 | ], |
678 | 659 | "flashSuitChecked": true, |
679 | | - "devNote": "The immobile case is included as a separate strat, since the Geemer hit to restore mobility provides i-frames eliminating a need to account for a subsequent Geemer hit (or a way to evade it)." |
| 660 | + "devNote": [ |
| 661 | + "It is possible to roll off of the ledge go through the Geemers before Samus' i-frames expire.", |
| 662 | + "Alternatively, it is possible to roll over them, but it is somewhat tight and the timing is likely earlier than expected." |
| 663 | + ] |
680 | 664 | }, |
681 | 665 | { |
682 | 666 | "id": 33, |
|
689 | 673 | } |
690 | 674 | }, |
691 | 675 | "requires": [ |
692 | | - {"notable": "G-Mode Flashing Lights"}, |
693 | | - {"or": [ |
694 | | - "h_ZebesNotAwake", |
695 | | - "h_canArtificialMorphSpringBall", |
696 | | - "h_canArtificialMorphBombThings", |
697 | | - "canTrickyJump", |
698 | | - {"enemyDamage": {"enemy": "Geemer (blue)", "type": "contact", "hits": 1}} |
699 | | - ]} |
| 676 | + {"notable": "G-Mode Flashing Lights"} |
700 | 677 | ], |
701 | 678 | "flashSuitChecked": true, |
702 | 679 | "note": [ |
703 | 680 | "The eye scanners are particularly annoying while in G-mode. They scan Samus with bright flashing lights which remain for a further distance.", |
704 | 681 | "This is notable so a player can disable having to enter these flashing lights. If disabled, Samus will only require being in g-mode in this room if Zebes is awake." |
705 | | - ], |
706 | | - "devNote": "Although there would be no enemies and the strat would be free, these options are here as a way to avoid the canRiskPermanentLossOfAccess." |
| 682 | + ] |
707 | 683 | }, |
708 | 684 | { |
709 | 685 | "id": 34, |
|
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