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Crab Shaft side platform applications
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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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"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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"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],

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