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add insane 1-tile-runway strats
1 parent ce4ec6b commit 4831a0e

1 file changed

Lines changed: 106 additions & 2 deletions

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region/maridia/inner-green/Oasis.json

Lines changed: 106 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -830,7 +830,59 @@
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{"nodeId": 2, "types": ["super", "missiles"], "requires": []},
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{"nodeId": 2, "types": ["powerbomb"], "requires": ["never"]}
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],
833-
"endsWithShineCharge": true
833+
"endsWithShineCharge": true,
834+
"note": [
835+
"If only 2 tiles of runway are available and it is not possible to unlock the opposite door, then this requires a double frame-perfect stutter:",
836+
"run toward the door, release forward for exactly 3 frames, pressing forward again on the last possible frame before the transition."
837+
],
838+
"devNote": [
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"FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved."
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]
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},
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{
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"link": [1, 8],
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"name": "Precise Stutter Water Shinecharge (Very Short Runway)",
845+
"entranceCondition": {
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"comeInRunning": {
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"speedBooster": true,
848+
"minTiles": 1
849+
}
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},
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"requires": [
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"canPreciseStutterWaterShineCharge",
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"canInsaneJump",
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"canBeVeryPatient",
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{"doorUnlockedAtNode": 2},
856+
{"shineChargeFrames": 0}
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],
858+
"unlocksDoors": [
859+
{"nodeId": 2, "types": ["super", "missiles"], "requires": []},
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{"nodeId": 2, "types": ["powerbomb"], "requires": ["never"]}
861+
],
862+
"endsWithShineCharge": true,
863+
"note": [
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"With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter:",
865+
"At the start of the run, Samus must be on the last pixel of runway with X subpixels of $3FFF or less.",
866+
"Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.",
867+
"After the transition, shoot open the opposite door while running, to extend the runway by a tile."
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],
869+
"detailNote": [
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"Correct subpixels can be achieved using one of several methods:",
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"1) press against the door ledge (or a wall aligned with it);",
872+
"jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $BFFF,",
873+
"moonwalk back for exactly 1 frame to end with subpixels $3FFF.",
874+
"2) press against the door ledge (from a platform below, assuming one exists)",
875+
"turn around (while on the ground), and moonwalk back two pixels,",
876+
"then jump and mid-air turnaround onto the ledge;",
877+
"if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame;",
878+
"in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame.",
879+
"3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists)",
880+
"turn around (while on the ground), then jump and mid-air turnaround toward the door,",
881+
"and use X-Ray to turnaround in place away from the door;",
882+
"repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround;",
883+
"then do one more jump and mid-air turnaround, high enough to land on the door ledge,",
884+
"and Samus should be in the correct position with subpixels $3FFF."
885+
]
834886
},
835887
{
836888
"link": [2, 1],
@@ -1499,7 +1551,59 @@
14991551
{"nodeId": 2, "types": ["super", "missiles"], "requires": []},
15001552
{"nodeId": 2, "types": ["powerbomb"], "requires": ["never"]}
15011553
],
1502-
"endsWithShineCharge": true
1554+
"endsWithShineCharge": true,
1555+
"note": [
1556+
"If only 2 tiles of runway are available and it is not possible to unlock the opposite door, then this requires a double frame-perfect stutter:",
1557+
"run toward the door, release forward for exactly 3 frames, pressing forward again on the last possible frame before the transition."
1558+
],
1559+
"devNote": [
1560+
"FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved."
1561+
]
1562+
},
1563+
{
1564+
"link": [2, 7],
1565+
"name": "Precise Stutter Water Shinecharge (Very Short Runway)",
1566+
"entranceCondition": {
1567+
"comeInRunning": {
1568+
"speedBooster": true,
1569+
"minTiles": 1
1570+
}
1571+
},
1572+
"requires": [
1573+
"canPreciseStutterWaterShineCharge",
1574+
"canInsaneJump",
1575+
"canBeVeryPatient",
1576+
{"doorUnlockedAtNode": 1},
1577+
{"shineChargeFrames": 0}
1578+
],
1579+
"unlocksDoors": [
1580+
{"nodeId": 2, "types": ["super", "missiles"], "requires": []},
1581+
{"nodeId": 2, "types": ["powerbomb"], "requires": ["never"]}
1582+
],
1583+
"endsWithShineCharge": true,
1584+
"note": [
1585+
"With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter:",
1586+
"At the start of the run, Samus must be on the last pixel of runway with X subpixels of $C000 or greater.",
1587+
"Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.",
1588+
"After the transition, shoot open the opposite door while running, to extend the runway by a tile."
1589+
],
1590+
"detailNote": [
1591+
"Correct subpixels can be achieved using one of several methods:",
1592+
"1) press against the door ledge (or a wall aligned with it);",
1593+
"jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $4000,",
1594+
"moonwalk back for exactly 1 frame to end with subpixels $C000.",
1595+
"2) press against the door ledge (from a platform below, assuming one exists)",
1596+
"turn around (while on the ground), and moonwalk back two pixels,",
1597+
"then jump and mid-air turnaround onto the ledge;",
1598+
"if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame;",
1599+
"in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame.",
1600+
"3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists)",
1601+
"turn around (while on the ground), then jump and mid-air turnaround toward the door,",
1602+
"and use X-Ray to turnaround in place away from the door;",
1603+
"repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround;",
1604+
"then do one more jump and mid-air turnaround, high enough to land on the door ledge,",
1605+
"and Samus should be in the correct position with subpixels $C000."
1606+
]
15031607
},
15041608
{
15051609
"id": 68,

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