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4 changes: 4 additions & 0 deletions region/brinstar/green/Green Hill Zone.json
Original file line number Diff line number Diff line change
Expand Up @@ -1113,6 +1113,7 @@
{"notable": "Grapple Teleport Fling to Right (from Moat)"},
"canInsaneJump"
],
"wallJumpAvoid": true,
"note": [
"After teleporting, extend the Grapple, and swing back and forth to fix the camera and then to gain momentum.",
"A precisely timed release of Grapple will allow Samus to fling onto the ledge on the right."
Expand All @@ -1132,6 +1133,7 @@
"canTrickyGrappleJump",
"canInsaneJump"
],
"wallJumpAvoid": true,
"note": [
"After teleporting, swing back and forth to fix the camera.",
"Swing to the right by soft-bouncing against the door followed by fully extending the Grapple Beam.",
Expand Down Expand Up @@ -1458,6 +1460,7 @@
{
"id": 5,
"name": "Grapple Teleport Fling to Right (from Moat)",
"wallJumpAvoid": true,
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Wondering how this is used, being a property of the notable and of strats using the notable.
It provides a descriptor on both so we can better see what the strat and notable each expect.
And the notables and individual strats are listed in different places. So maybe that's it. As a requirement you generally only want it used in one place, but as a meta property it is consumed it different ways.

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My plan is that the notable-level property will affect filtering on the Generate page, while the strat-level property will affect filtering of strats on the room logic pages. Eventually we may also list notables on room logic pages, in which case the notable-level property would affect filtering there too. Both properties would also affect the randomizer item placement logic: wallJumpAvoid strats and notables would be excluded from the graph traversal if collectible wall jump is not enabled.

It's possible that some notables might only sometimes be a wall-jump avoid, in which case the notable itself wouldn't need a wallJumpAvoid property, while some of the strats that use it might. If a notable does have the wallJumpAvoid property, then any strats that require it should also have the wallJumpAvoid property (unless the notable is only required within an or in the strat), which is something that could make sense to add as a test. Conversely, if all strats that use a notable have wallJumpAvoid, then the notable should too.

"note": [
"After teleporting, extend the Grapple, and swing back and forth to fix the camera and then to gain momentum.",
"A precisely timed release of Grapple will allow Samus to fling onto the ledge on the right."
Expand All @@ -1466,6 +1469,7 @@
{
"id": 6,
"name": "Grapple Teleport into Grapple Jump (from Red Brinstar Firefleas)",
"wallJumpAvoid": true,
"note": [
"After teleporting, swing back and forth to fix the camera.",
"Swing to the right by soft-bouncing against the door followed by fully extending the Grapple Beam.",
Expand Down
2 changes: 2 additions & 0 deletions region/brinstar/kraid/Warehouse Entrance.json
Original file line number Diff line number Diff line change
Expand Up @@ -744,6 +744,7 @@
"canInsaneJump",
"canDownGrab"
],
"wallJumpAvoid": true,
"note": [
"Back up against the wall of the single-tile ledge.",
"Run forward, perform a single arm pump, and jump on the last possible frame.",
Expand All @@ -756,6 +757,7 @@
{
"id": 1,
"name": "Arm Pump Jump",
"wallJumpAvoid": true,
"note": [
"Back up against the wall of the single-tile ledge.",
"Run forward, perform a single arm pump, and jump on the last possible frame.",
Expand Down
19 changes: 13 additions & 6 deletions region/brinstar/pink/Pink Brinstar Hopper Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -929,6 +929,7 @@
"canXRayClimb",
{"enemyDamage": {"enemy": "Sidehopper", "type": "contact", "hits": 2}}
],
"wallJumpAvoid": true,
"flashSuitChecked": true,
"note": [
"To minimize damage from the Hoppers, get stuck in the door relatively high and move quickly.",
Expand Down Expand Up @@ -1092,14 +1093,12 @@
]}
],
"clearsObstacles": ["B"],
"wallJumpAvoid": true,
"note": [
"The elevator can be raised by clipping a shot into the floor, shot while falling with the right amount of vertical speed.",
"This can be done with a Missile, Super, or charged Spazer or Plasma shot, a well positioned angle Spazer shot while crouched, or an or Ice SBA."
],
"devNote": [
"FIXME: Do we need leniency or another tech for this?",
"This is only notable as a way to avoid wall jumps."
]
"devNote": "FIXME: Do we need leniency or another tech for this?"
},
{
"id": 49,
Expand Down Expand Up @@ -1215,12 +1214,12 @@
]}
],
"clearsObstacles": ["B"],
"wallJumpAvoid": true,
"note": [
"Start the elevator ride by using Screw Attack or Pseudo Screw in the hole.",
"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.",
"Unless HiJump is owned, this will need to be done once more to get high enough to get to the blue gate."
],
"devNote": "This is only notable as a way to avoid wall jumps."
]
},
{
"id": 55,
Expand Down Expand Up @@ -1311,6 +1310,7 @@
{"shinespark": {"frames": 1, "excessFrames": 1}}
],
"clearsObstacles": ["B"],
"wallJumpAvoid": true,
"note": "Shinesparking horizontally into the wall will trigger the elevator as Samus's echos hit it."
},
{
Expand All @@ -1327,6 +1327,7 @@
{"shinespark": {"frames": 1, "excessFrames": 1}}
],
"clearsObstacles": ["B"],
"wallJumpAvoid": true,
"flashSuitChecked": true,
"note": "Shinesparking horizontally into the wall will trigger the elevator as Samus's echos hit it."
},
Expand All @@ -1343,6 +1344,7 @@
{"shinespark": {"frames": 15, "excessFrames": 6}}
],
"clearsObstacles": ["B"],
"wallJumpAvoid": true,
"note": "Shinesparking horizontally into the wall will trigger the elevator as Samus's echos hit it."
},
{
Expand All @@ -1356,6 +1358,7 @@
{"shinespark": {"frames": 1, "excessFrames": 1}}
],
"clearsObstacles": ["B"],
"wallJumpAvoid": true,
"note": "Shinesparking horizontally into the wall will trigger the elevator as Samus's echos hit it."
},
{
Expand Down Expand Up @@ -1646,6 +1649,7 @@
{
"id": 1,
"name": "Shinespark to Ride the Elevator",
"wallJumpAvoid": true,
"note": "Shinesparking horizontally into the wall will trigger the elevator as Samus's echos hit it."
},
{
Expand All @@ -1659,6 +1663,7 @@
{
"id": 3,
"name": "Hopper X-Ray Climb",
"wallJumpAvoid": true,
"note": [
"To minimize damage from the Hoppers, get stuck in the door relatively high and move quickly.",
"Climb up somewhat less than 1 screen, until Samus' head appears between 1 and 3 tiles below the door.",
Expand All @@ -1668,6 +1673,7 @@
{
"id": 4,
"name": "Shot Clip to Ride the Elevator",
"wallJumpAvoid": true,
"note": [
"The elevator can be raised by clipping a shot into the floor, shot while falling with the right amount of vertical speed.",
"This can be done with a Missile, Super, or charged Spazer or Plasma shot, a well positioned angle Spazer shot while crouched, or an or Ice SBA."
Expand All @@ -1676,6 +1682,7 @@
{
"id": 5,
"name": "Screw and Kago to Ride the Elevator",
"wallJumpAvoid": true,
"note": [
"Start the elevator ride by using Screw Attack or Pseudo Screw in the hole.",
"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.",
Expand Down
2 changes: 2 additions & 0 deletions region/brinstar/pink/Pink Brinstar Power Bomb Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -738,6 +738,7 @@
"note": "Failure leaves you at 3 with a solid crumble block above."
}
],
"wallJumpAvoid": true,
"note": [
"Perform a quick-drop through the Crumble block, and grab the item.",
"During the item message box, buffer the inputs to turn around to the right and jump.",
Expand Down Expand Up @@ -880,6 +881,7 @@
{
"id": 4,
"name": "Mission Impossible Walljumpless",
"wallJumpAvoid": true,
"note": [
"Perform a quick-drop through the Crumble block, and grab the item.",
"During the item message box, buffer the inputs to turn around to the right and jump.",
Expand Down
6 changes: 6 additions & 0 deletions region/brinstar/red/Red Tower.json
Original file line number Diff line number Diff line change
Expand Up @@ -991,6 +991,7 @@
{"shinespark": {"frames": 77, "excessFrames": 3}},
{"ammo": {"type": "Missile", "count": 1}}
],
"wallJumpAvoid": true,
"flashSuitChecked": true,
"note": [
"Come in shinecharged from the top left door. With missiles selected, position Samus roughly in the horizontal center of the room.",
Expand All @@ -1014,6 +1015,7 @@
{"shinespark": {"frames": 77, "excessFrames": 3}},
{"ammo": {"type": "Missile", "count": 1}}
],
"wallJumpAvoid": true,
"note": [
"Come in shinecharging from the top left door. With missiles selected, position Samus roughly in the horizontal center of the room.",
"Crouch, aim up, then in very quick succession, shoot a missile upwards then spark up.",
Expand All @@ -1031,6 +1033,7 @@
{"shinespark": {"frames": 77, "excessFrames": 3}},
{"ammo": {"type": "Missile", "count": 1}}
],
"wallJumpAvoid": true,
"flashSuitChecked": true,
"note": [
"With missiles selected, position Samus roughly in the horizontal center of the room.",
Expand Down Expand Up @@ -1124,6 +1127,7 @@
]}
]}
],
"wallJumpAvoid": true,
"note": [
"Freeze the Beetom and use it as a platform to climb the room without wall jumps.",
"This can be done with well-timed Flatley jumps on top of the frozen Beetom,",
Expand Down Expand Up @@ -2678,6 +2682,7 @@
{
"id": 2,
"name": "Hero Shot Shinespark",
"wallJumpAvoid": true,
"note": [
"Come in shinecharged (or shinecharging) from the top left door. With missiles selected, position Samus roughly in the horizontal center of the room.",
"Crouch, aim up, then in very quick succession, shoot a missile upwards then spark up.",
Expand All @@ -2692,6 +2697,7 @@
{
"id": 5,
"name": "Frozen Beetom Ice Climb",
"wallJumpAvoid": true,
"note": [
"Freeze the Beetom and use it as a platform to climb the room without wall jumps.",
"This can be done with well-timed Flatley jumps on top of the frozen Beetom,",
Expand Down
2 changes: 2 additions & 0 deletions region/crateria/central/Parlor and Alcatraz.json
Original file line number Diff line number Diff line change
Expand Up @@ -1764,6 +1764,7 @@
{"autoReserveTrigger": {"minReserveEnergy": 85}},
{"enemyDamage": {"enemy": "Geemer (blue)", "type": "contact", "hits": 1}}
],
"wallJumpAvoid": true,
"flashSuitChecked": true,
"note": [
"Wait 3 minutes for a global Geemer to waddle over, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time.",
Expand Down Expand Up @@ -2927,6 +2928,7 @@
{
"id": 5,
"name": "Alcatraz Escape Double Damage Boost",
"wallJumpAvoid": true,
"note": [
"Wait 3 minutes for a global Geemer to waddle over, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time.",
"Damage down until Samus is one Geemer hit away from running out of energy, and set reserves to manual.",
Expand Down
6 changes: 6 additions & 0 deletions region/maridia/inner-pink/East Cactus Alley Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -380,6 +380,7 @@
]},
"h_canArtificialMorphHBJ"
],
"wallJumpAvoid": true,
"flashSuitChecked": true,
"note": "This requires multiple HBJ to get over spike pits. The first one, by the right door, must be started at the top of an IBJ."
},
Expand Down Expand Up @@ -759,6 +760,7 @@
"canCrossRoomJumpIntoWater",
"canTrickyJump"
],
"wallJumpAvoid": true,
"note": [
"Requires a runway of at least 1 tiles in the adjacent room, although it is easier with more.",
"Start the IBJ as far left as possible. The furthest right is just right of the waterfall.",
Expand Down Expand Up @@ -819,6 +821,7 @@
"canUnmorphBombBoost"
]}
],
"wallJumpAvoid": true,
"note": "Use the bomb boost as Samus is going through the doorway, then spring ball after breaking the water, then IBJ or use an unmorph bomb boost.",
"devNote": "This strat requires a minimum of 2 bombs or Power Bombs."
},
Expand Down Expand Up @@ -1421,11 +1424,13 @@
{
"id": 1,
"name": "G-Mode Morph, IBJ, HBJ",
"wallJumpAvoid": true,
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This is an artificial morph strat, to get through the tunnel.

"note": "This requires multiple HBJ to get over spike pits. The first one, by the right door, must be started at the top of an IBJ."
},
{
"id": 2,
"name": "Cross Room Jump with IBJ",
"wallJumpAvoid": true,
"note": [
"Requires a runway of at least 1 tiles in the adjacent room, although it is easier with more.",
"Start the IBJ as far left as possible. The furthest right is just right of the waterfall.",
Expand All @@ -1436,6 +1441,7 @@
{
"id": 3,
"name": "Cross Room Jump with Spring Ball, Bomb Boost",
"wallJumpAvoid": true,
"note": "Use the bomb boost as Samus is going through the doorway, then spring ball after breaking the water, then ibj or use an unmorph bomb boost."
},
{
Expand Down
2 changes: 2 additions & 0 deletions region/maridia/inner-pink/East Sand Hole.json
Original file line number Diff line number Diff line change
Expand Up @@ -693,6 +693,7 @@
"canCrouchJump",
"canBombJumpWaterEscape"
],
"wallJumpAvoid": true,
"note": [
"Reach the left side item using a single bomb explosion barely reach it.",
"Use HiJump to reach the water line and then use a Bomb Jump Water Escape motion to Bomb jump out of the water.",
Expand All @@ -715,6 +716,7 @@
{
"id": 1,
"name": "Suitless HiJump Perfect Bomb Boost",
"wallJumpAvoid": true,
"note": [
"Reach the left side item using a single bomb explosion barely reach it.",
"Use HiJump to reach the water line and then use a Bomb Jump Water Escape motion to Bomb jump out of the water.",
Expand Down
4 changes: 4 additions & 0 deletions region/maridia/inner-yellow/Plasma Spark Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -1131,6 +1131,7 @@
"canTrickySpringBallJump",
"canInsaneJump"
],
"wallJumpAvoid": true,
"note": [
"Freeze the island Choot when it is at the far left of its second-highest swoop.",
"Run right-to-left on it and perform a last-frame jump into a max-height spring ball jump.",
Expand Down Expand Up @@ -1758,6 +1759,7 @@
"canResetFallSpeed",
"canDownBack"
],
"wallJumpAvoid": true,
"note": [
"Roll off the above ledge and use both the vertical speed resets from first (un)equipping SpringBall and then by unmorphing in order to reach the door.",
"Pause shortly after rolling off the ledge, after falling for 1 tile. The timing is very precise.",
Expand Down Expand Up @@ -1816,6 +1818,7 @@
{
"id": 3,
"name": "SpringFling into Top Right Door",
"wallJumpAvoid": true,
"note": [
"Roll off the above ledge and use both the vertical speed resets from first (un)equipping SpringBall and then by unmorphing in order to reach the door.",
"Pause shortly after rolling off the ledge, after falling for 1 tile. The timing is very precise.",
Expand All @@ -1825,6 +1828,7 @@
{
"id": 4,
"name": "Insane Frozen Choot Spring Ball Jump",
"wallJumpAvoid": true,
"note": [
"Freeze the island Choot when it is at the far left of its second-highest swoop.",
"Run right-to-left on it and perform a last-frame jump into a max-height spring ball jump."
Expand Down
4 changes: 4 additions & 0 deletions region/maridia/outer/Red Fish Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -407,6 +407,7 @@
"canTrickySpringBallJump",
"can4HighMidAirMorph"
],
"wallJumpAvoid": true,
"note": [
"Use a Space Jump water bounce followed by a tight mid-air morph, to get a mid-air Spring Ball jump out of the water."
]
Expand All @@ -420,6 +421,7 @@
"canSpaceJumpWaterEscape",
"canInsaneJump"
],
"wallJumpAvoid": true,
"note": [
"Escape the water using a well-timed Space Jump water bounce followed by a frame-perfect Space jump just above the water, at a specific time when the tide is descending."
]
Expand Down Expand Up @@ -746,13 +748,15 @@
{
"id": 1,
"name": "Space Jump Spring Ball Jump",
"wallJumpAvoid": true,
"note": [
"Use a Space Jump water bounce followed by a tight mid-air morph, to get a mid-air Spring Ball jump out of the water."
]
},
{
"id": 2,
"name": "Space Jump Escape",
"wallJumpAvoid": true,
"note": [
"Escape the water using a well-timed Space Jump water bounce followed by a frame-perfect Space jump just above the water, at a specific time when the tide is descending."
]
Expand Down
2 changes: 2 additions & 0 deletions region/norfair/east/Cathedral Entrance.json
Original file line number Diff line number Diff line change
Expand Up @@ -652,6 +652,7 @@
"canCameraManip",
{"heatFrames": 1100}
],
"wallJumpAvoid": true,
"note": [
"Guide the morph tunnel Sova on top of the shot blocks by keeping it on camera.",
"Move the camera away once it is on top of the shot blocks. It will not move while off camera.",
Expand Down Expand Up @@ -1301,6 +1302,7 @@
{
"id": 3,
"name": "Left Door Frozen Sova Step",
"wallJumpAvoid": true,
"note": [
"Guide the morph tunnel Sova on top of the shot blocks by keeping it on camera.",
"Move the camera away once it is on top of the shot blocks. It will not move while off camera.",
Expand Down
2 changes: 2 additions & 0 deletions region/norfair/west/Hi Jump Energy Tank Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -319,6 +319,7 @@
"canHorizontalDamageBoost",
{"enemyDamage": {"enemy": "Sova", "type": "contact", "hits": 2}}
],
"wallJumpAvoid": true,
"note": [
"Crouch jump and let the Sova move into Samus from the right, to get a upward boost, then hold left to boost horizontally to the ledge.",
"Then crouch jump from the slope on the left, and morph into a neutral damage boost."
Expand Down Expand Up @@ -820,6 +821,7 @@
{
"id": 1,
"name": "Sova Boost",
"wallJumpAvoid": true,
"note": [
"Crouch jump and let the Sova move into Samus from the right, to get a upward boost, then hold left to boost horizontally to the ledge.",
"Then crouch jump from the slope on the left, and morph into a neutral damage boost."
Expand Down
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