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Merge remote-tracking branch 'upstream/master' into norfair-west-flash-suit
2 parents 9e947ae + afa63ce commit bc9ed8e

41 files changed

Lines changed: 239 additions & 141 deletions

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region/brinstar/kraid/Kraid Room.json

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@@ -158,6 +158,7 @@
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]}
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],
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"setsFlags": ["f_DefeatedKraid"],
161+
"flashSuitChecked": true,
161162
"note": "Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab."
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},
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{
@@ -181,6 +182,7 @@
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]}
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],
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"setsFlags": ["f_DefeatedKraid"],
185+
"flashSuitChecked": true,
184186
"note": [
185187
"Only 2 Missiles are needed to get Kraid to stand up, after which they are farmable.",
186188
"Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab."
@@ -223,6 +225,7 @@
223225
]}
224226
],
225227
"setsFlags": ["f_DefeatedKraid"],
228+
"flashSuitChecked": true,
226229
"note": [
227230
"4 supers are required to kill Kraid. Only 1 is needed to get him to stand up, after which they are farmable, even though the drop rate is low.",
228231
"Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab."

region/brinstar/kraid/Warehouse Kihunter Room.json

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@@ -500,6 +500,7 @@
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"h_crouchJumpDownGrab"
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],
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"clearsObstacles": ["C", "D"],
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"flashSuitChecked": true,
503504
"note": [
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"This crouch jump down grab is a little tighter than most.",
505506
"The Kihunters can be killed from below but there is a chance one will drop down the hole. Watch them before breaking the shot block."

region/brinstar/pink/Pink Brinstar Wave Gate Room.json

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@@ -1441,23 +1441,27 @@
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"canPseudoScrew"
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]},
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{"or": [
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"Morph",
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{"and": [
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"HiJump",
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"canTrickyJump",
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{"or": [
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"canCrouchJump",
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"canDownGrab"
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]}
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]},
1451-
"canTrickyJump",
1452-
"Morph"
1453+
"canInsaneJump"
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]}
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],
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"clearsObstacles": ["B"],
1457+
"flashSuitChecked": true,
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"wallJumpAvoid": true,
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"note": [
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"Start the elevator ride by using Screw Attack or Pseudo Screw in the hole.",
14591461
"Kago the elevator to fall back in and hit the elevator again. This is much easier while the elevator is still rising, but can still be done with Morph afterwards.",
1460-
"Unless HiJump is owned, this will need to be done once more to get high enough to get to the blue gate."
1462+
"Without HiJump, this will need to be done once more to get high enough to get to the blue gate,",
1463+
"and, without Morph, Samus will need to Kago the second elevator section first-try, without jumping out of the first section of elevator.",
1464+
"After triggering the third section of elevator, move out, to the right, then jump onto the raised elevator before it is too tall."
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]
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},
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{

region/brinstar/red/Caterpillar Room.json

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@@ -859,6 +859,7 @@
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"clearsObstacles": ["B"],
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"resetsObstacles": ["A"],
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"farmCycleDrops": [{"enemy": "Zero", "count": 3}],
862+
"flashSuitChecked": true,
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"devNote": [
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"Resetting at the bottom of the room (node 3) is covered in a separate 3->3 strat."
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]
@@ -1657,7 +1658,8 @@
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"name": "Crouch Jump Down Grab",
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"requires": [
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"h_crouchJumpDownGrab"
1660-
]
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],
1662+
"flashSuitChecked": true
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},
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{
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"id": 61,

region/brinstar/red/Red Tower.json

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@@ -2439,6 +2439,7 @@
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"h_crouchJumpDownGrab",
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{"obstaclesNotCleared": ["A"]}
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],
2442+
"flashSuitChecked": true,
24422443
"note": "Using a crouch jump, get the Beetom attach to Samus. Quickly freeze it before it deals damage, if Samus is at very low energy."
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},
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{

region/crateria/east/East Ocean.json

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@@ -1222,7 +1222,7 @@
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"canSpaceJumpWaterBounce",
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{"and": [
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"SpaceJump",
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"h_crouchJumpDownGrab"
1225+
"h_underwaterCrouchJumpDownGrab"
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]}
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]}
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],

region/lowernorfair/east/Amphitheatre.json

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@@ -1250,23 +1250,27 @@
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{"obstaclesNotCleared": ["A"]},
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"h_heatProof",
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"canSuitlessLavaDive",
1253-
"canCrouchJump",
12541253
"h_doubleSpringBallJumpWithHiJump",
12551254
"canTrickyJump",
1256-
{"acidFrames": 330},
1257-
{"acidFrames": 1000}
1255+
{"acidFrames": 375},
1256+
{"or": [
1257+
"canInsaneJump",
1258+
{"acidFrames": 450}
1259+
]}
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],
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"unlocksDoors": [
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{"types": ["super"], "requires": []},
12611263
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
12621264
],
1265+
"flashSuitChecked": true,
1266+
"wallJumpAvoid": true,
12631267
"note": [
12641268
"Acid allows for more time than water to perform Spring Ball jumps.",
12651269
"This gives just barely enough time to fit in three spring ball jumps."
12661270
],
12671271
"devNote": [
1268-
"This strat is only used to avoid walljumping.",
1269-
"1000 leniency frames for retries, and so this does not become the expected strat"
1272+
"A crouch jump is not required.",
1273+
"The leniency frames are worst-case scenario of not having enough time for the last jump, which is the most common way to fail."
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]
12711275
},
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{
@@ -1279,22 +1283,31 @@
12791283
"HiJump",
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"canTrickyJump",
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"canGravityJump",
1282-
"h_crouchJumpDownGrab",
1286+
{"or": [
1287+
"h_crouchJumpDownGrab",
1288+
{"and": [
1289+
"canTrickyCarryFlashSuit",
1290+
"canDownGrab"
1291+
]}
1292+
]},
12831293
"canSpringBallJumpMidAir",
1284-
{"heatFrames": 600},
1285-
{"acidFrames": 600}
1294+
{"heatFrames": 50},
1295+
{"acidFrames": 50},
1296+
{"gravitylessHeatFrames": 300},
1297+
{"gravitylessAcidFrames": 300}
12861298
],
12871299
"unlocksDoors": [
12881300
{"types": ["super"], "requires": []},
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{"types": ["missiles", "powerbomb"], "requires": ["never"]}
12901302
],
1303+
"flashSuitChecked": true,
1304+
"wallJumpAvoid": true,
12911305
"note": [
12921306
"Perform a gravity jump followed by a springball jump to reach the left side door.",
1293-
"The gravity jump timing is very precise."
1307+
"The gravity jump will only get high enough if it is within the last two frames, and the Spring Ball jump must be delayed and near the peak of the jump."
12941308
],
12951309
"devNote": [
1296-
"This strat is only used to avoid walljumping.",
1297-
"FIXME: Gravity heat reduction is disabled for part of this strat."
1310+
"It is possible to do this with a flash suit, and no crouch jump, but it requires a frame perfect jump and then a Spring Ball jump within 3 pixels of its peak."
12981311
]
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},
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{

region/lowernorfair/east/Fast Pillars Setup Room.json

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@@ -2364,7 +2364,8 @@
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{"types": ["powerbomb"], "requires": [], "useImplicitRequires": false}
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],
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"clearsObstacles": ["A"],
2367-
"flashSuitChecked": true
2367+
"flashSuitChecked": true,
2368+
"devNote": "It is possible to wait for a Viola to circle the room and fall from the ceiling, but it is faster to jump into the respawning block."
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},
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{
23702371
"id": 57,

region/lowernorfair/east/Lower Norfair Fireflea Room.json

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@@ -1192,17 +1192,24 @@
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"name": "Bug Boost Escape",
11931193
"requires": [
11941194
"HiJump",
1195+
"canCameraManip",
11951196
"canHorizontalDamageBoost",
1196-
"canTrickyJump",
1197-
"canCrouchJump",
1197+
"canTrickyDodgeEnemies",
1198+
{"or": [
1199+
"canCrouchJump",
1200+
"canTrickyCarryFlashSuit"
1201+
]},
11981202
{"enemyDamage": {"enemy": "Fireflea", "type": "contact", "hits": 1}}
11991203
],
1204+
"flashSuitChecked": true,
1205+
"wallJumpAvoid": true,
12001206
"note": [
1201-
"Set up to Damage boost off the highest Fireflea at the apex of your jump, next to the Ridley claw.",
1202-
"It's precise, and can only be attempted once.",
1203-
"Morphing can make the boost a little easier."
1204-
],
1205-
"devNote": "This strat is just to skip a walljump."
1207+
"Set up to Damage boost off the highest Fireflea at the apex of Samus' jump, right next to the statue's claw.",
1208+
"The positioning of the Fireflea is very precise, and this can only be attempted once.",
1209+
"To position the Fireflea, jump to move it on camera and move it off camera while it is at the top of its circle.",
1210+
"Be careful not to touch the Fireflea while setting up its precise positioning.",
1211+
"Note that morphing can make the boost a little easier, and a crouch jump can also help, but is not required."
1212+
]
12061213
},
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{
12081215
"id": 50,

region/lowernorfair/east/Mickey Mouse Room.json

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@@ -967,7 +967,7 @@
967967
{
968968
"id": 31,
969969
"link": [4, 2],
970-
"name": "Base",
970+
"name": "Base - Blocks Mostly Intact",
971971
"requires": [
972972
{"obstaclesCleared": ["B"]},
973973
{"heatFrames": 160},
@@ -989,6 +989,34 @@
989989
{"heatFrames": 60}
990990
]}
991991
]}
992+
],
993+
"flashSuitChecked": true
994+
},
995+
{
996+
"link": [4, 2],
997+
"name": "Jump Into Respawning Block - Blocks Mostly Intact",
998+
"requires": [
999+
{"obstaclesCleared": ["B"]},
1000+
{"heatFrames": 600},
1001+
"canJumpIntoRespawningBlock",
1002+
{"or": [
1003+
{"heatFrames": 900},
1004+
{"and": [
1005+
"canInsaneJump",
1006+
"canComplexCarryFlashSuit"
1007+
]}
1008+
]}
1009+
],
1010+
"flashSuitChecked": true,
1011+
"wallJumpAvoid": true,
1012+
"note": [
1013+
"Jump into the respawning shot block. It helps significantly to aim down to get trapped into the block.",
1014+
"A normalized method to set this up is to shoot the block then immediately perform 5 full-height jumps."
1015+
],
1016+
"devNote": [
1017+
"The 900 heat frame option gives two leniency attempts.",
1018+
"This is likely only useful to avoid a crouch jump and preserve a flash suit.",
1019+
"This is not needed on strats that go directly from 9 to 2, because they require a crouch jump or X-ray."
9921020
]
9931021
},
9941022
{

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