|
1238 | 1238 | "obstructions": [[3, 0]], |
1239 | 1239 | "environment": "water", |
1240 | 1240 | "requires": [ |
1241 | | - "canInsaneJump", |
| 1241 | + "canTrickyDashJump", |
1242 | 1242 | "canGravityJump", |
1243 | 1243 | "canMomentumConservingTurnaround" |
1244 | 1244 | ], |
|
1252 | 1252 | "and between a 5-frame and 7-frame window for the pause, depending on the jump timing", |
1253 | 1253 | "(with later jumps corresponding to larger windows for the pause to hit).", |
1254 | 1254 | "A ceiling mockball is also possible but with greater difficulty." |
| 1255 | + ], |
| 1256 | + "devNote": [ |
| 1257 | + "FIXME: The `canTrickyDashJump` is for difficulty placement but could probably be replaced by a more fitting tech,", |
| 1258 | + "since this isn't actually relying on a spike in jump height based on gaining a specific speed." |
1255 | 1259 | ] |
1256 | 1260 | }, |
1257 | 1261 | { |
|
1336 | 1340 | "requires": [ |
1337 | 1341 | "canMomentumConservingTurnaround" |
1338 | 1342 | ], |
1339 | | - "note": ["This applies to Metal Pirates Room."] |
| 1343 | + "note": ["This applies to Metal Pirates Room."], |
| 1344 | + "detailNote": ["Starting the turnaround before the transition helps make this easier."] |
1340 | 1345 | }, |
1341 | 1346 | { |
1342 | 1347 | "minHeight": 3, |
|
1345 | 1350 | "speedBooster": true, |
1346 | 1351 | "obstructions": [[5, 2]], |
1347 | 1352 | "requires": [ |
1348 | | - "canInsaneJump", |
1349 | 1353 | {"or": [ |
1350 | 1354 | "canMomentumConservingTurnaround", |
1351 | 1355 | "canMomentumConservingMorph" |
|
1428 | 1432 | "canInsaneJump", |
1429 | 1433 | {"or": [ |
1430 | 1434 | "canMomentumConservingTurnaround", |
1431 | | - {"and": [ |
1432 | | - "canMomentumConservingMorph", |
1433 | | - "canBeVeryPatient" |
1434 | | - ]} |
| 1435 | + "canMomentumConservingMorph" |
1435 | 1436 | ]} |
1436 | 1437 | ], |
1437 | 1438 | "note": ["This applies to Metroid Room 1."], |
1438 | | - "devNote": [ |
| 1439 | + "detailNote": [ |
1439 | 1440 | "With ideal positioning, starting 5 or 6 pixels from the end of the runway,", |
1440 | 1441 | "this has a 2-frame window for the jump, and a 1-frame or 3-frame window for the turnaround based on the jump timing", |
1441 | 1442 | "(with a last-frame jump giving the larger window for the turnaround).", |
1442 | | - "This can also be done with a momentum conserving morph, but with somewhat greater difficulty:", |
| 1443 | + "This can also be done with a momentum conserving morph:", |
1443 | 1444 | "it has a 2-frame window for the jump, and a 1-frame or 2-frame window for the turnaround based on the jump timing." |
1444 | 1445 | ] |
1445 | 1446 | }, |
|
1469 | 1470 | "canCrossRoomJumpIntoWater", |
1470 | 1471 | "canMomentumConservingTurnaround", |
1471 | 1472 | "canSpringBallJumpMidAir" |
| 1473 | + ], |
| 1474 | + "devNote": [ |
| 1475 | + "This strat is included for completeness even though it's not really useful;", |
| 1476 | + "it would be easier to use the runway attached to the door, even if it is only 1 tile long,", |
| 1477 | + "i.e. with the 'Cross Room Jump with Spring Ball' strat (id: 51)." |
1472 | 1478 | ] |
1473 | 1479 | }, |
1474 | 1480 | { |
|
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