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add moonwalk boomerang option, update notes
1 parent cc797a9 commit 6374d2e

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Lines changed: 42 additions & 11 deletions

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region/maridia/inner-pink/Aqueduct.json

Lines changed: 42 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -1028,6 +1028,7 @@
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"requires": [
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"canPreciseStutterWaterShineCharge",
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"canShinechargeMovementTricky",
1031+
"canInsaneJump",
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{"shineChargeFrames": 130}
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],
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"exitCondition": {
@@ -1056,6 +1057,7 @@
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"requires": [
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"canPreciseStutterWaterShineCharge",
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"canShinechargeMovementTricky",
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"canInsaneJump",
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{"shineChargeFrames": 140}
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],
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"exitCondition": {
@@ -1085,7 +1087,12 @@
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"requires": [
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"canPreciseStutterWaterShineCharge",
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"canShinechargeMovementTricky",
1088-
{"shineChargeFrames": 150}
1090+
"canInsaneJump",
1091+
{"shineChargeFrames": 145},
1092+
{"or": [
1093+
"canBeVeryPatient",
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{"shineChargeFrames": 5}
1095+
]}
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],
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"exitCondition": {
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"leaveShinecharged": {}
@@ -1099,7 +1106,11 @@
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"the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition.",
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"Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining.",
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"After gaining the shinecharge, continue holding forward in order to make Samus stand.",
1102-
"Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge."
1109+
"Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge.",
1110+
"Alternatively, with greater difficulty but saving some shinecharge frames,",
1111+
"after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward",
1112+
"(switching from pressing backward to pressing forward on the next frame),",
1113+
"and arm pump to reach the door quickly."
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],
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"devNote": [
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"The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375),",
@@ -1117,7 +1128,12 @@
11171128
"requires": [
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"canPreciseStutterWaterShineCharge",
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"canShinechargeMovementTricky",
1120-
{"shineChargeFrames": 160}
1131+
"canInsaneJump",
1132+
{"shineChargeFrames": 150},
1133+
{"or": [
1134+
"canBeVeryPatient",
1135+
{"shineChargeFrames": 10}
1136+
]}
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],
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"exitCondition": {
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"leaveShinecharged": {}
@@ -1131,7 +1147,16 @@
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"the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition.",
11321148
"Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining.",
11331149
"After gaining the shinecharge, continue holding forward in order to make Samus stand.",
1134-
"Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge."
1150+
"Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge.",
1151+
"Alternatively, with greater difficulty but saving some shinecharge frames,",
1152+
"after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward",
1153+
"(switching from pressing backward to pressing forward on the next frame),",
1154+
"and arm pump to reach the door quickly."
1155+
],
1156+
"devNote": [
1157+
"FIXME: The canBeVeryPatient requirement is for difficulty placement of the boomerang method;",
1158+
"but the boomerang (or maybe specifically the moonwalk boomerang) should possibly be its own tech,",
1159+
"and the same with rapid arm pumping."
11351160
]
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},
11371162
{
@@ -1147,7 +1172,7 @@
11471172
"canInsaneJump",
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"canBeVeryPatient",
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"canShinechargeMovementTricky",
1150-
{"shineChargeFrames": 175}
1175+
{"shineChargeFrames": 160}
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],
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"exitCondition": {
11531178
"leaveShinecharged": {}
@@ -1157,18 +1182,24 @@
11571182
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
11581183
],
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"note": [
1160-
"With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter:",
1161-
"At the start of the run, Samus must be on the last pixel of runway with X subpixels of $3FFF or less.",
1185+
"With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.",
11621186
"Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.",
1187+
"Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air);",
1188+
"in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button),",
1189+
"and the shinecharge will be gained slightly further away from the door.",
11631190
"After gaining the shinecharge, continue holding forward in order to make Samus stand.",
1164-
"Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge."
1191+
"Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge.",
1192+
"Alternatively, with greater difficulty but saving some shinecharge frames,",
1193+
"after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward",
1194+
"(switching from pressing backward to pressing forward on the next frame),",
1195+
"and arm pump to reach the door quickly."
11651196
],
11661197
"detailNote": [
1167-
"Correct subpixels can be achieved using one of several methods:",
1168-
"1) press against the door ledge (or a wall aligned with it);",
1198+
"Ideal subpixels ($3FFF) can be achieved using one of several methods:",
1199+
"1) press forward against the door ledge (or a wall aligned with it);",
11691200
"jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $BFFF,",
11701201
"moonwalk back for exactly 1 frame to end with subpixels $3FFF.",
1171-
"2) press against the door ledge (from a platform below, assuming one exists)",
1202+
"2) press forward against the door ledge (from a platform below, assuming one exists)",
11721203
"turn around (while on the ground), and moonwalk back two pixels,",
11731204
"then jump and mid-air turnaround onto the ledge;",
11741205
"if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame;",

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