|
158 | 158 | [2, 1, 1, 1, 1, 1] |
159 | 159 | ], |
160 | 160 | "note": "Represents being at the bottom left door with G-Mode and PLMs overloaded." |
| 161 | + }, |
| 162 | + { |
| 163 | + "id": 12, |
| 164 | + "name": "G-Mode Junction (By Bottom Left Door)", |
| 165 | + "nodeType": "junction", |
| 166 | + "nodeSubType": "g-mode", |
| 167 | + "mapTileMask": [ |
| 168 | + [1, 1, 1, 1, 1, 1], |
| 169 | + [1, 1, 1, 1, 1, 1], |
| 170 | + [2, 1, 1, 1, 1, 1] |
| 171 | + ], |
| 172 | + "note": "Represents being at the bottom left door with G-Mode." |
161 | 173 | } |
162 | 174 | ], |
163 | 175 | "obstacles": [ |
|
215 | 227 | {"id": 7}, |
216 | 228 | {"id": 9}, |
217 | 229 | {"id": 10}, |
218 | | - {"id": 11} |
| 230 | + {"id": 11}, |
| 231 | + {"id": 12} |
219 | 232 | ] |
220 | 233 | }, |
221 | 234 | { |
|
240 | 253 | {"id": 8}, |
241 | 254 | {"id": 9}, |
242 | 255 | {"id": 10}, |
243 | | - {"id": 11} |
| 256 | + {"id": 11}, |
| 257 | + {"id": 12} |
244 | 258 | ] |
245 | 259 | }, |
246 | 260 | { |
|
252 | 266 | {"id": 7}, |
253 | 267 | {"id": 9}, |
254 | 268 | {"id": 10}, |
255 | | - {"id": 11} |
| 269 | + {"id": 11}, |
| 270 | + {"id": 12} |
256 | 271 | ] |
257 | 272 | }, |
258 | 273 | { |
|
296 | 311 | {"id": 1}, |
297 | 312 | {"id": 7} |
298 | 313 | ] |
| 314 | + }, |
| 315 | + { |
| 316 | + "from": 12, |
| 317 | + "to": [ |
| 318 | + {"id": 3}, |
| 319 | + {"id": 4}, |
| 320 | + {"id": 11} |
| 321 | + ] |
299 | 322 | } |
300 | 323 | ], |
301 | 324 | "strats": [ |
|
475 | 498 | ]} |
476 | 499 | ], |
477 | 500 | "flashSuitChecked": true, |
478 | | - "note": "Bomb the Power Bomb blocks below to overload PLMs, then go up through the crumble blocks to escape." |
| 501 | + "note": "Bomb the Power Bomb blocks below to overload PLMs, then go up through the crumble blocks to escape.", |
| 502 | + "devNote": "FIXME: Eventually a CF doorlock bypass should be added from this 1 or from 12 with a 1->12 option." |
479 | 503 | }, |
480 | 504 | { |
481 | 505 | "id": 10, |
|
1786 | 1810 | "flashSuitChecked": true |
1787 | 1811 | }, |
1788 | 1812 | { |
1789 | | - "id": 55, |
1790 | | - "link": [2, 11], |
1791 | | - "name": "G-Mode Overload PLMs with Grapple", |
| 1813 | + "link": [2, 12], |
| 1814 | + "name": "G-Mode", |
1792 | 1815 | "entranceCondition": { |
1793 | 1816 | "comeInWithGMode": { |
1794 | 1817 | "mode": "any", |
1795 | 1818 | "morphed": false |
1796 | 1819 | } |
1797 | 1820 | }, |
1798 | | - "requires": [ |
1799 | | - "Grapple", |
1800 | | - "h_navigateUnderwater" |
1801 | | - ], |
1802 | | - "flashSuitChecked": true, |
1803 | | - "note": "Overload PLMs using the Grapple Blocks." |
| 1821 | + "requires": [], |
| 1822 | + "flashSuitChecked": true |
1804 | 1823 | }, |
1805 | 1824 | { |
1806 | 1825 | "id": 58, |
|
2690 | 2709 | "flashSuitChecked": true |
2691 | 2710 | }, |
2692 | 2711 | { |
2693 | | - "id": 96, |
2694 | 2712 | "link": [5, 11], |
2695 | | - "name": "G-Mode Overload PLMs with Grapple", |
| 2713 | + "name": "G-Mode Morph Overload PLMs - Power Bomb the Items", |
2696 | 2714 | "entranceCondition": { |
2697 | 2715 | "comeInWithGMode": { |
2698 | | - "mode": "any", |
2699 | | - "morphed": false |
| 2716 | + "mode": "direct", |
| 2717 | + "morphed": true |
2700 | 2718 | } |
2701 | 2719 | }, |
2702 | 2720 | "requires": [ |
2703 | | - "Grapple", |
2704 | | - "h_navigateUnderwater" |
| 2721 | + {"notable": "G-Mode Overload PLMs - Power Bomb the Items"}, |
| 2722 | + "canRiskPermanentLossOfAccess", |
| 2723 | + {"or": [ |
| 2724 | + {"itemNotCollectedAtNode": 7}, |
| 2725 | + {"itemNotCollectedAtNode": 8} |
| 2726 | + ]}, |
| 2727 | + "h_artificialMorphSpringBall", |
| 2728 | + "h_artificialMorphPowerBomb", |
| 2729 | + "h_artificialMorphPowerBomb" |
2705 | 2730 | ], |
2706 | 2731 | "flashSuitChecked": true, |
2707 | | - "note": "Overload PLMs using the Grapple Blocks." |
| 2732 | + "note": [ |
| 2733 | + "PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is.", |
| 2734 | + "There is a row of tiles that works, just above and to the left of the right door.", |
| 2735 | + "The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall." |
| 2736 | + ], |
| 2737 | + "devNote": [ |
| 2738 | + "This canRiskPermanentLossOfAccess variant is only added from this door, as the only other place to use overloaded PLMs would be the top left bomb block,", |
| 2739 | + "and if you can get here artificially morphed, you can get to the top left and instead use the bomb on the block." |
| 2740 | + ] |
| 2741 | + }, |
| 2742 | + { |
| 2743 | + "link": [5, 12], |
| 2744 | + "name": "G-Mode", |
| 2745 | + "entranceCondition": { |
| 2746 | + "comeInWithGMode": { |
| 2747 | + "mode": "any", |
| 2748 | + "morphed": false |
| 2749 | + } |
| 2750 | + }, |
| 2751 | + "requires": [], |
| 2752 | + "flashSuitChecked": true |
2708 | 2753 | }, |
2709 | 2754 | { |
2710 | 2755 | "id": 97, |
|
3125 | 3170 | "flashSuitChecked": true |
3126 | 3171 | }, |
3127 | 3172 | { |
3128 | | - "id": 113, |
3129 | | - "link": [6, 11], |
3130 | | - "name": "G-Mode Overload PLMs with Grapple", |
| 3173 | + "link": [6, 12], |
| 3174 | + "name": "G-Mode", |
3131 | 3175 | "entranceCondition": { |
3132 | 3176 | "comeInWithGMode": { |
3133 | 3177 | "mode": "any", |
3134 | 3178 | "morphed": false |
3135 | 3179 | }, |
3136 | 3180 | "comesThroughToilet": "any" |
3137 | 3181 | }, |
3138 | | - "requires": [ |
3139 | | - "Grapple", |
3140 | | - "h_navigateUnderwater" |
3141 | | - ], |
3142 | | - "flashSuitChecked": true, |
3143 | | - "note": "Overload PLMs using the Grapple Blocks." |
| 3182 | + "requires": [], |
| 3183 | + "flashSuitChecked": true |
3144 | 3184 | }, |
3145 | 3185 | { |
3146 | 3186 | "id": 114, |
|
3190 | 3230 | ], |
3191 | 3231 | "note": [ |
3192 | 3232 | "Use two snails to perform an 'Enemy Stuck Moonfall' to bypass the bomb blocks above the middle left door.", |
3193 | | - "Position one snail on the above door shell, and the second above the corner of pipe below", |
| 3233 | + "Position one snail on the above door shell, and the second above the corner of pipe below.", |
3194 | 3234 | "Samus will clip through the lower snail, taking damage, then continue through a segment of pipe where the crumble blocks can be reached.", |
3195 | | - "Facing both snails during the moonfall while positioning Samus for the clip can be precise", |
| 3235 | + "Facing both snails during the moonfall while positioning Samus for the clip can be precise.", |
3196 | 3236 | "Depending on the exact heights of the snails, it may be necessary to pose change while clipping." |
3197 | | - ] |
| 3237 | + ], |
| 3238 | + "devNote": "FIXME: This may be possible damageless by shooting the snail at a precise time." |
3198 | 3239 | }, |
3199 | 3240 | { |
3200 | 3241 | "id": 120, |
|
3347 | 3388 | "h_artificialMorphJumpIntoIBJ" |
3348 | 3389 | ]} |
3349 | 3390 | ], |
3350 | | - "flashSuitChecked": true, |
3351 | | - "devNote": "FIXME: This is not a long IBJ if starting from door 5." |
| 3391 | + "flashSuitChecked": true |
3352 | 3392 | }, |
3353 | 3393 | { |
3354 | | - "id": 132, |
3355 | | - "link": [10, 2], |
3356 | | - "name": "Break the Power Bomb Blocks", |
| 3394 | + "link": [10, 1], |
| 3395 | + "name": "G-Mode Bomb the Block - Morphed Suitless Snail Climb", |
3357 | 3396 | "requires": [ |
3358 | 3397 | "canEnterGMode", |
3359 | | - "h_artificialMorphPowerBomb" |
| 3398 | + "h_artificialMorphBombThings", |
| 3399 | + "h_artificialMorphSpringBall", |
| 3400 | + "canSnailClimb", |
| 3401 | + {"or": [ |
| 3402 | + "HiJump", |
| 3403 | + "Gravity" |
| 3404 | + ]} |
| 3405 | + ], |
| 3406 | + "flashSuitChecked": true |
| 3407 | + }, |
| 3408 | + { |
| 3409 | + "link": [10, 1], |
| 3410 | + "name": "G-Mode Bomb the Block - Morphed Suitless Snail Climb, No Jump Assist", |
| 3411 | + "requires": [ |
| 3412 | + "canEnterGMode", |
| 3413 | + "h_artificialMorphBombThings", |
| 3414 | + "h_artificialMorphSpringBall", |
| 3415 | + "canSnailClimb", |
| 3416 | + "canTrickyJump" |
3360 | 3417 | ], |
3361 | | - "clearsObstacles": ["A"], |
3362 | 3418 | "flashSuitChecked": true, |
3363 | | - "note": "Place a Power Bomb, then exit G-Mode to break the blocks." |
| 3419 | + "note": [ |
| 3420 | + "It is barely possible to start a snail climb with just Spring Ball.", |
| 3421 | + "Get a snail positioned such that it is on the bottom of an overhang above, and sticking out a bit to be usable as a platform.", |
| 3422 | + "Use Spring Ball to jump and press against the snail for the maximum possible duration, in order to gain enough height to get onto it." |
| 3423 | + ] |
3364 | 3424 | }, |
3365 | 3425 | { |
3366 | | - "id": 133, |
3367 | | - "link": [10, 7], |
3368 | | - "name": "Overload PLMs - Bomb the Speed Blocks, To the Top Right Items", |
| 3426 | + "id": 132, |
| 3427 | + "link": [10, 2], |
| 3428 | + "name": "Break the Power Bomb Blocks", |
3369 | 3429 | "requires": [ |
3370 | 3430 | "canEnterGMode", |
3371 | | - "Gravity", |
3372 | | - {"or": [ |
3373 | | - "h_artificialMorphLongIBJ", |
3374 | | - "h_artificialMorphJumpIntoIBJ" |
3375 | | - ]} |
| 3431 | + "h_artificialMorphPowerBomb" |
3376 | 3432 | ], |
| 3433 | + "clearsObstacles": ["A"], |
3377 | 3434 | "flashSuitChecked": true, |
3378 | | - "devNote": "FIXME: This is not a long IBJ if starting from door 5." |
| 3435 | + "note": "Place a Power Bomb, then exit G-Mode to break the blocks.", |
| 3436 | + "devNote": [ |
| 3437 | + "FIXME: It would be possible to Power Bomb the blocks before PLMs are overloaded, then overload them and get to the top items,", |
| 3438 | + "and the blocks will break as Samus exit's G-mode. This would be very difficult to model." |
| 3439 | + ] |
3379 | 3440 | }, |
3380 | 3441 | { |
3381 | 3442 | "id": 134, |
|
3389 | 3450 | "h_artificialMorphJumpIntoIBJ" |
3390 | 3451 | ]} |
3391 | 3452 | ], |
3392 | | - "flashSuitChecked": true, |
3393 | | - "devNote": "FIXME: This is not a long IBJ if starting from door 5." |
| 3453 | + "flashSuitChecked": true |
3394 | 3454 | }, |
3395 | 3455 | { |
3396 | 3456 | "id": 135, |
|
3483 | 3543 | }, |
3484 | 3544 | { |
3485 | 3545 | "link": [11, 7], |
3486 | | - "name": "Overloaded PLMs - Bootless UWJ", |
| 3546 | + "name": "G-Mode Overloaded PLMs - Bootless UWJ", |
3487 | 3547 | "requires": [ |
3488 | 3548 | "canEnterGMode", |
3489 | 3549 | "canSnailClimb", |
3490 | 3550 | "canBootless2WideUWJ" |
3491 | 3551 | ], |
3492 | 3552 | "flashSuitChecked": true, |
3493 | 3553 | "note": "After PLMs are overloaded, use a snail to climb to the right then bootless UWJ to the items." |
| 3554 | + }, |
| 3555 | + { |
| 3556 | + "link": [12, 3], |
| 3557 | + "name": "Leave with G-Mode Snail Moonfall", |
| 3558 | + "requires": [ |
| 3559 | + "canEnterGMode", |
| 3560 | + "h_navigateUnderwater", |
| 3561 | + "canEnemyStuckMoonfall", |
| 3562 | + {"or": [ |
| 3563 | + "canInsaneJump", |
| 3564 | + {"enemyDamage": {"enemy": "Yard", "type": "contact", "hits": 1}} |
| 3565 | + ]} |
| 3566 | + ], |
| 3567 | + "exitCondition": { |
| 3568 | + "leaveWithGMode": { |
| 3569 | + "morphed": false |
| 3570 | + } |
| 3571 | + }, |
| 3572 | + "flashSuitChecked": true, |
| 3573 | + "note": [ |
| 3574 | + "Use two snails to moonfall down through the pipe to the section below.", |
| 3575 | + "The snails should be easy to align, with one on the floor and another on a ceiling 4 tiles higher.", |
| 3576 | + "Shoot the lower snail after Samus has enough fall speed in order to avoid taking a snail hit.", |
| 3577 | + "There is a small set of frames between these two, in which Samus will fall out of bounds.", |
| 3578 | + "With Gravity, there is approximately a 5 second fall, with a 15 frame window.", |
| 3579 | + "Suitless, there is approximately a 16 second fall, with almost a full second window - this is approximately 8 sets of bubbles out of Samus' arm." |
| 3580 | + ] |
| 3581 | + }, |
| 3582 | + { |
| 3583 | + "link": [12, 4], |
| 3584 | + "name": "Leave with G-Mode Snail Moonfall", |
| 3585 | + "requires": [ |
| 3586 | + "canEnterGMode", |
| 3587 | + "h_navigateUnderwater", |
| 3588 | + "canEnemyStuckMoonfall", |
| 3589 | + {"or": [ |
| 3590 | + "canInsaneJump", |
| 3591 | + {"enemyDamage": {"enemy": "Yard", "type": "contact", "hits": 1}} |
| 3592 | + ]} |
| 3593 | + ], |
| 3594 | + "exitCondition": { |
| 3595 | + "leaveWithGMode": { |
| 3596 | + "morphed": false |
| 3597 | + } |
| 3598 | + }, |
| 3599 | + "flashSuitChecked": true, |
| 3600 | + "note": [ |
| 3601 | + "Use two snails to moonfall down through the pipe to the section below.", |
| 3602 | + "The snails should be easy to align, with one on the floor and another on a ceiling 4 tiles higher.", |
| 3603 | + "Slide off or shoot the lower snail after Samus has enough fall speed in order to avoid taking a snail hit.", |
| 3604 | + "There is a small set of frames between these two, in which Samus will fall out of bounds.", |
| 3605 | + "With Gravity, there is approximately a 5 second fall, with a 15 frame window.", |
| 3606 | + "Suitless, there is approximately a 16 second fall, with almost a full second window - this is approximately 8 sets of bubbles out of Samus' arm." |
| 3607 | + ] |
| 3608 | + }, |
| 3609 | + { |
| 3610 | + "link": [12, 11], |
| 3611 | + "name": "G-Mode Overload PLMs with Grapple", |
| 3612 | + "requires": [ |
| 3613 | + "canEnterGMode", |
| 3614 | + "Grapple", |
| 3615 | + "h_navigateUnderwater" |
| 3616 | + ], |
| 3617 | + "flashSuitChecked": true, |
| 3618 | + "note": "Overload PLMs using the Grapple Blocks." |
| 3619 | + }, |
| 3620 | + { |
| 3621 | + "link": [12, 11], |
| 3622 | + "name": "G-Mode - Snail Moonfall, Touch the Sand, High Pixel Clip Return", |
| 3623 | + "requires": [ |
| 3624 | + "canTrickyGMode", |
| 3625 | + "h_navigateUnderwater", |
| 3626 | + "canEnemyStuckMoonfall", |
| 3627 | + "canHighPixelCeilingClip", |
| 3628 | + {"or": [ |
| 3629 | + "canBeVeryPatient", |
| 3630 | + "h_useSpringBall", |
| 3631 | + {"and": [ |
| 3632 | + "Gravity", |
| 3633 | + "SpaceJump" |
| 3634 | + ]} |
| 3635 | + ]} |
| 3636 | + ], |
| 3637 | + "flashSuitChecked": true, |
| 3638 | + "note": [ |
| 3639 | + "Use two snails to moonfall down through the pipe to the section below.", |
| 3640 | + "The snails should be easy to align, with one on the floor and another on a ceiling 4 tiles higher.", |
| 3641 | + "Slide off or shoot the lower snail after Samus has enough fall speed in order to avoid taking a snail hit.", |
| 3642 | + "There is a small set of frames between these two, in which Samus will fall out of bounds.", |
| 3643 | + "With Gravity, there is approximately a 5 second fall, with a 15 frame window.", |
| 3644 | + "Suitless, there is approximately a 16 second fall, with almost a full second window - this is approximately 8 sets of bubbles out of Samus' arm.", |
| 3645 | + "Clip down on the right side of the room without luring the snail underneath, or clip down in the center of the room with Spring Ball or Gravity and Space Jump and carefully cross the sand.", |
| 3646 | + "Stand partially on the sand's edge to quickly overload PLMs, then go to the right and set up a pixel-precise high ceiling snail clip first try." |
| 3647 | + ], |
| 3648 | + "devNote": [ |
| 3649 | + "It is possible to try multiple times with Gravity+Space+patience by moving the snail around the bottom of the room.", |
| 3650 | + "It is also possible to use the gentle slopes in the middle of the room for a larger window ceiling clip, but the snails behave unusually", |
| 3651 | + "on slopes and it ends up not really being easier." |
| 3652 | + ] |
3494 | 3653 | } |
3495 | 3654 | ], |
3496 | 3655 | "notables": [ |
|
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