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Removing and refining "Expert" difficulty notables #2005
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -522,9 +522,8 @@ | |
| "link": [2, 1], | ||
| "name": "X-Ray Access Ice Bridge", | ||
| "requires": [ | ||
| {"notable": "X-Ray Access Ice Bridge"}, | ||
| "canTrickyUseFrozenEnemies", | ||
| "canCarefulJump", | ||
| "canTrickyDodgeEnemies", | ||
| {"spikeHits": 3}, | ||
| {"or": [ | ||
| "canUseIFrames", | ||
|
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@@ -1030,7 +1029,6 @@ | |
| "link": [4, 1], | ||
| "name": "X-Ray Access Tricky SpringBall Jump", | ||
| "requires": [ | ||
| {"notable": "X-Ray Access Tricky SpringBall Jump"}, | ||
| "canTrickySpringBallJump", | ||
| "canSpringFling" | ||
|
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. the spring fling keeps it in expert, but is no longer notable. The spring fling is a bit of a stretch though. I wonder if it should also have some sort of quick morph?
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. You don't need much of a quick morph with a second fling. It does make timing the jump harder without a quick morph. |
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| ], | ||
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@@ -1091,7 +1089,6 @@ | |
| "link": [4, 1], | ||
| "name": "X-Ray Access SpikeJumps with HiJump", | ||
| "requires": [ | ||
| {"notable": "X-Ray Access SpikeJumps with HiJump"}, | ||
| "HiJump", | ||
| "canTrickyJump", | ||
|
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. removes this from being notable, which moves the spike variant from expert to VH
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The problem with this in VH is that no one other than me does this strat, so they would expect logic to want them to damage boost over. |
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| {"or": [ | ||
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@@ -1133,42 +1130,13 @@ | |
| "The amount of Waver hits can be reduced by running ahead on the spikes and taking damage from a second Waver instead of following the first Waver." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 3, | ||
| "name": "X-Ray Access Ice Bridge", | ||
| "note": [ | ||
| "Cross the gaps by freezing multiple enemies or by refreezing a Waver while standing on it.", | ||
| "Be careful running on frozen enemies.", | ||
| "Freeze the final Waver high and walljump up, or wait for the second Waver to come back." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 4, | ||
| "name": "X-Ray Access Damage Boost", | ||
| "note": [ | ||
| "A precise strat that involves crossing both gaps by dboosting off Wavers.", | ||
| "The Wavers are also used for iframes to avoid taking damage from any spikes." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 5, | ||
| "name": "X-Ray Access Tricky SpringBall Jump", | ||
| "note": [ | ||
| "Jump from the safe spot on the spikey stairs and use the momentum change from equipping SpringBall to move closer to the door's platform.", | ||
| "Then SpringBall jump to reach the door." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 6, | ||
| "name": "X-Ray Access SpikeJumps with HiJump", | ||
| "note": [ | ||
| "Jump to the door leading to X-Ray either by jumping from spikes or with a very precise jump.", | ||
| "Cross the room by Jumping atop the spikes.", | ||
| "Taking enemy damage can be used to reduce some spike damage.", | ||
| "The final jump can either be made by jumping from the bottommost spike stair or from the safe stair.", | ||
| "Setup run speed atop the spike stair by holding forward to be pushed backward.", | ||
| "The safe stair jump is much harder, but can be made without every pixel of runway." | ||
| ] | ||
| } | ||
| ], | ||
| "nextStratId": 63, | ||
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -825,25 +825,6 @@ | |
| "Note that it is possible to jump all the way to the ledge above the bomb blocks, place a Power Bomb, then drop down, but it isn't typically easier." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 28, | ||
| "link": [3, 1], | ||
| "name": "Blue Space Jump (Top)", | ||
| "requires": [ | ||
| {"notable": "Blue Space Jump (Top)"}, | ||
| "canBlueSpaceJump", | ||
| "canTrickyDashJump", | ||
| {"getBlueSpeed": {"usedTiles": 30, "openEnd": 2}} | ||
| ], | ||
| "clearsObstacles": ["A"], | ||
| "note": [ | ||
| "This strat is fairly precise. All jumps should be as small as possible.", | ||
| "Using at least one-tap short charge, jump off the ledge and descend as much as possible while keeping space jump active.", | ||
| "Once approaching the wall, be sure to jump again to continue through all of the bomb blocks.", | ||
| "If HiJump is available, it is much easier to use the blue space jump strat from the ground." | ||
| ], | ||
| "devNote": "Although there is a larger runway available, minimizing the speed is important." | ||
|
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. this strat was kinda useless and especially shouldn't be notable. I combined it with the other strat as a note for an alternate variant instead |
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| }, | ||
| { | ||
| "id": 29, | ||
| "link": [3, 1], | ||
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@@ -1156,7 +1137,7 @@ | |
| { | ||
| "id": 45, | ||
| "link": [4, 1], | ||
| "name": "Blue Space Jump (Mid)", | ||
| "name": "Blue Space Jump", | ||
| "requires": [ | ||
| "canBlueSpaceJump", | ||
| {"getBlueSpeed": { | ||
|
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@@ -1167,7 +1148,15 @@ | |
| }} | ||
| ], | ||
| "clearsObstacles": ["A"], | ||
| "note": "Use the lines in the background to determine the height of the breakable blocks." | ||
| "note": "Use the lines in the background to determine the height of the breakable blocks.", | ||
| "detailNote": [ | ||
| "It is also possible to do this from the top right door's runway.", | ||
| "Although there is a larger runway available above, minimizing the speed is important,", | ||
| "so the runway is only slightly longer than the plateau, but the Space Jump is significantly more precie.", | ||
|
kjbranch marked this conversation as resolved.
Outdated
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| "With at least a one-tap short charge, jump off the ledge and descend as much as possible while keeping space jump active,", | ||
| "by using well timed, short hops. Once approaching the wall, jump again to continue through all of the bomb blocks.", | ||
| "If HiJump is available, it is much easier to use the blue space jump strat from the ground than from above." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 46, | ||
|
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@@ -1840,16 +1829,6 @@ | |
| "Aiming down or morphing before hitting the wall can help make the jump slightly less precise." | ||
| ] | ||
|
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I was actually wondering if there was a good way to remove this one as well, but didn't look like it. |
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| }, | ||
| { | ||
| "id": 2, | ||
| "name": "Blue Space Jump (Top)", | ||
| "note": [ | ||
| "This strat is fairly precise. All jumps should be as small as possible.", | ||
| "Using at least one-tap short charge, jump off the ledge and descend as much as possible while keeping space jump active.", | ||
| "Once approaching the wall, be sure to jump again to continue through all of the bomb blocks.", | ||
| "If HiJump is available, it is much easier to use the blue space jump strat from the ground." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 3, | ||
| "name": "Big Jump Leave With Temporary Blue", | ||
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| Original file line number | Diff line number | Diff line change |
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@@ -811,16 +811,22 @@ | |
| "comeInWithBombBoost": {} | ||
| }, | ||
| "requires": [ | ||
| {"notable": "Cross Room Jump with Spring Ball, Bomb Boost"}, | ||
| "canSpringBallBombJump", | ||
| "canCrossRoomJumpIntoWater", | ||
| "canInsaneJump", | ||
|
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. pushes it up to extreme and removes it from being notable |
||
| {"or": [ | ||
| "canJumpIntoIBJ", | ||
| "canUnmorphBombBoost" | ||
| ]} | ||
| ], | ||
| "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." | ||
| "devNote": [ | ||
| "This strat requires a minimum of 2 bombs or Power Bombs.", | ||
| "This strat requires fairly high precision in order to jump out of the water, particularly if using a Power Bomb and down grab.", | ||
| "It is also not particularly useful, as a normal Spring Ball jump is easier and can be done with a single tile runway.", | ||
| "It seems like the only real uses of this strat would then be to prevent a pause (maintain a blue suit without speedbooster),", | ||
| "or a cross room artificial morph with no doorcap in the previous room (cross room + g-mode strats haven't been added to logic yet)." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 31, | ||
|
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@@ -704,12 +704,13 @@ | |
| "link": [7, 5], | ||
| "name": "Suitless Bootless IBJ", | ||
| "requires": [ | ||
| {"notable": "Suitless Bootless IBJ"}, | ||
| "canJumpIntoIBJ", | ||
| "canBombJumpWaterEscape", | ||
| "canCrumbleJump" | ||
| "canCrumbleJump", | ||
| "canInsaneJump" | ||
|
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. also pushes it up to extreme and removes it from being notable |
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| ], | ||
| "note": "Jump off of the crumble blocks consecutively while placing a bomb on the water line and convert that into an IBJ to climb to the dry morph tunnel." | ||
| "note": "Jump off of the crumble blocks consecutively while placing a bomb on the water line and convert that into an IBJ to climb to the dry morph tunnel.", | ||
| "devNote": "This is only useful without other movement items, which means that falling through the crumble blocks would require Samus to restart the room from above (likely shinecharged or with a flash suit)." | ||
| } | ||
| ], | ||
| "notables": [ | ||
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@@ -720,11 +721,6 @@ | |
| "HiJump with a good jump from the sand can reach the Solid Rock Maze region. Use the sandfall if Samus gets stuck in the sand.", | ||
| "Perform several wall jumps to climb up to the water level, then precise wall jumps to break free." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 2, | ||
| "name": "Suitless Bootless IBJ", | ||
| "note": "Jump off of the crumble blocks consecutively while placing a bomb on the water line and convert that into an IBJ to climb to the dry morph tunnel." | ||
| } | ||
| ], | ||
| "nextStratId": 39, | ||
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@@ -545,7 +545,6 @@ | |
| "link": [3, 1], | ||
| "name": "Speedy Jump", | ||
| "requires": [ | ||
| {"notable": "Speedy Jump"}, | ||
|
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. moved this to be the tech video (instead of warehouse entrance, since that's just a walljumpless strat) |
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| "h_runOverRespawningEnemies", | ||
| "canTrickyDashJump", | ||
| "canWalljump" | ||
|
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@@ -1578,14 +1577,6 @@ | |
| } | ||
| ], | ||
| "notables": [ | ||
| { | ||
| "id": 1, | ||
| "name": "Speedy Jump", | ||
| "note": [ | ||
| "Doesn't require opening the bottom right door. Just using the available space and jumping late enough.", | ||
| "It does require killing the Gamets and leaving the drops there so they don't kill your momentum." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 2, | ||
| "name": "Damage Boost", | ||
|
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| Original file line number | Diff line number | Diff line change |
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@@ -855,9 +855,8 @@ | |
| { | ||
| "id": 33, | ||
| "link": [4, 1], | ||
| "name": "Speedjump (Right to Left)", | ||
| "name": "Speedjump, Through the Shot Block", | ||
| "requires": [ | ||
| {"notable": "Speedjump (Right to Left)"}, | ||
| "canTrickyDashJump", | ||
| {"heatFrames": 150} | ||
|
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. this is not just a walljumpless strat, as it should also save heat frames |
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| ], | ||
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@@ -1319,16 +1318,6 @@ | |
| "To try again, the Sova loops to the left side wall. Or a Super can knock it off the wall to climb the right side again." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 5, | ||
| "name": "Speedjump (Right to Left)", | ||
| "note": [ | ||
| "This is a precise strat which requires maximum run speed.", | ||
| "Perform a spin jump right next to the left wall.", | ||
| "Shoot the block as Samus is about to leap through it, and land next to the door.", | ||
| "A down grab makes this a little easier." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 6, | ||
| "name": "Speedjump (Left to Right)", | ||
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This would keep this in Expert, but it would not be notable. It does require ice and 3 spikes, so you'll still typically go for the d-boost strat instead. This one is awkward though, because this can still be expected if the d-boost variant is turned off. So it could be kept notable if that's going to be a problem.