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13 changes: 0 additions & 13 deletions region/brinstar/kraid/Warehouse Kihunter Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -718,7 +718,6 @@
"link": [5, 2],
"name": "Bottom Leave Shinecharged",
"requires": [
{"notable": "Bottom Leave Shinecharged"},
"canShinechargeMovementTricky",
{"obstaclesCleared": ["C"]},
{"obstaclesNotCleared": ["D"]},
Expand Down Expand Up @@ -791,7 +790,6 @@
"link": [5, 3],
"name": "Tunnel Charge (Shot Block Intact)",
"requires": [
{"notable": "Tunnel Charge"},
{"obstaclesCleared": ["B", "C"]},
{"obstaclesNotCleared": ["D"]},
{"canShineCharge": {"usedTiles": 31, "openEnd": 1}},
Expand All @@ -813,7 +811,6 @@
"link": [5, 3],
"name": "Tunnel Charge (Shot Block Broken)",
"requires": [
{"notable": "Tunnel Charge"},
{"obstaclesCleared": ["B", "C", "D"]},
{"canShineCharge": {"usedTiles": 13, "openEnd": 2}},
"canShinechargeMovementTricky",
Expand Down Expand Up @@ -858,16 +855,6 @@
}
],
"notables": [
{
"id": 1,
"name": "Tunnel Charge",
"note": "Generate a charge on the left side and carry it through the morph tunnel and out the right door."
},
{
"id": 3,
"name": "Bottom Leave Shinecharged",
"note": "Break the shot block, then gain a shinecharge while sliding off the ledge, down toward the bottom right door."
},
{
"id": 4,
"name": "Speedball",
Expand Down
6 changes: 3 additions & 3 deletions region/brinstar/pink/Big Pink.json
Original file line number Diff line number Diff line change
Expand Up @@ -2780,7 +2780,7 @@
"name": "Speedball Jump into Raised Bomb Blocks",
"requires": [
{"notable": "Off Screen Super Block"},
{"notable": "Speedball into Raised Bomb Blocks"},
{"notable": "Break Raised Bomb Blocks with Blue Speed"},
"canSlowShortCharge",
{"getBlueSpeed": {"usedTiles": 20, "openEnd": 2}},
"canSpeedball",
Expand All @@ -2797,7 +2797,7 @@
"name": "Temporary Blue Bounce into Raised Bomb Blocks",
"requires": [
{"notable": "Off Screen Super Block"},
{"notable": "Speedball into Raised Bomb Blocks"},
{"notable": "Break Raised Bomb Blocks with Blue Speed"},
{"canShineCharge": {"usedTiles": 22, "openEnd": 2}},
"canTemporaryBlue",
"canTrickyJump",
Expand Down Expand Up @@ -3178,7 +3178,7 @@
"notables": [
{
"id": 1,
"name": "Speedball into Raised Bomb Blocks",
"name": "Break Raised Bomb Blocks with Blue Speed",
"note": [
"Break the \"Spore Spawn Skip\" bomb blocks (from the left) using only speed.",
"Either by jump morphing into them, or by falling and bouncing through them with Temporary Blue."
Expand Down
35 changes: 18 additions & 17 deletions region/brinstar/red/Red Brinstar Fireflea Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -522,9 +522,8 @@
"link": [2, 1],
"name": "X-Ray Access Ice Bridge",
"requires": [
{"notable": "X-Ray Access Ice Bridge"},
"canTrickyUseFrozenEnemies",
"canCarefulJump",
"canTrickyDodgeEnemies",
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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.

{"spikeHits": 3},
{"or": [
"canUseIFrames",
Expand Down Expand Up @@ -1031,13 +1030,21 @@
"name": "X-Ray Access Tricky SpringBall Jump",
"requires": [
{"notable": "X-Ray Access Tricky SpringBall Jump"},
"canTrickyJump",
"canTrickySpringBallJump",
"canSpringFling"
{"or": [
"canLateralMidAirMorph",
"can4HighMidAirMorph"
]}
],
"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."
]
"Spring Ball jump from the safe spot on the spikey stairs. Moving over far enough left before the peak of the jump is the trickiest part of the jump.",
"There are multiple things which can help get further left:",
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It will help to have clips of these approaches.

"Perform a lateral morph to maintain Samus' horizontal momentum.",
"Morphing and pausing quickly, then delay the Spring Ball jump until after getting a horizontal boost from equipping Spring Ball.",
"Start with a short run and spin jump to move over more before morphing."
],
"detailNote": "It is possible to unequip Spring Ball to get a small Spring Fling, but it can be tricky to get any use out of it and it only helps a small amount."
},
{
"id": 59,
Expand Down Expand Up @@ -1133,15 +1140,6 @@
"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",
Expand All @@ -1154,8 +1152,11 @@
"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."
"Spring Ball jump from the safe spot on the spikey stairs. Moving over far enough left before the peak of the jump is the trickiest part of the jump.",
"There are multiple things which can help get further left:",
"Perform a lateral morph to maintain Samus' horizontal momentum.",
"Morphing and pausing quickly, then delay the Spring Ball jump until after getting a horizontal boost from equipping Spring Ball.",
"Start with a short run and spin jump to move over more before morphing."
]
},
{
Expand Down
43 changes: 11 additions & 32 deletions region/crateria/central/Landing Site.json
Original file line number Diff line number Diff line change
Expand Up @@ -826,25 +826,6 @@
"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."
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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

},
{
"id": 29,
"link": [3, 1],
Expand Down Expand Up @@ -1157,7 +1138,7 @@
{
"id": 45,
"link": [4, 1],
"name": "Blue Space Jump (Mid)",
"name": "Blue Space Jump (Plateau)",
"requires": [
"canBlueSpaceJump",
{"getBlueSpeed": {
Expand All @@ -1168,12 +1149,20 @@
}}
],
"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 precise.",
"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,
"link": [4, 1],
"name": "Blue Space Jump",
"name": "Blue Space, HiJump from Below",
"requires": [
"canBlueSpaceJump",
"HiJump",
Expand Down Expand Up @@ -1841,16 +1830,6 @@
"Aiming down or morphing before hitting the wall can help make the jump slightly less precise."
]
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I was actually wondering if there was a good way to remove this one as well, but didn't look like it.

},
{
"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",
Expand Down
12 changes: 1 addition & 11 deletions region/crateria/central/Parlor and Alcatraz.json
Original file line number Diff line number Diff line change
Expand Up @@ -2144,8 +2144,7 @@
},
"requires": [
{"shineChargeFrames": 121},
{"notable": "Carry Shinecharge From Right to Bottom"},
"canShinechargeMovementComplex"
"canShinechargeMovementTricky"
],
"exitCondition": {
"leaveShinecharged": {}
Expand Down Expand Up @@ -2936,15 +2935,6 @@
"The screen will be black, which can be fixed by pausing and unpausing again."
]
},
{
"id": 6,
"name": "Carry Shinecharge From Right to Bottom",
"note": [
"Walk off the ledge (rather than running off), aim down, and shoot.",
"Depending on your momentum coming in, if Zebes is awake you may need to shoot down twice, once to kill the Geemer and once to open the door.",
"Press forward against the floating platform to make it through the door."
]
},
{
"id": 7,
"name": "Ice Moonfall Door Lock Skip Without Supers",
Expand Down
16 changes: 2 additions & 14 deletions region/crateria/east/West Ocean.json
Original file line number Diff line number Diff line change
Expand Up @@ -2601,8 +2601,7 @@
"link": [13, 4],
"name": "Ocean Floor Shinecharge, Fast Wallclimb to Gravity Door",
"requires": [
{"notable": "Ocean Floor Shinecharge, Fast Wallclimb to Gravity Door"},
"canShinechargeMovementComplex",
"canShinechargeMovementTricky",
"canFastWalljumpClimb",
"HiJump",
"Gravity",
Expand All @@ -2621,8 +2620,7 @@
"link": [13, 4],
"name": "Ocean Floor Shinecharge, Fast Spacejump Wallclimb to Gravity Door",
"requires": [
{"notable": "Ocean Floor Shinecharge, Fast Spacejump Wallclimb to Gravity Door"},
"canShinechargeMovementComplex",
"canShinechargeMovementTricky",
"canFastWalljumpClimb",
"HiJump",
"Gravity",
Expand Down Expand Up @@ -3082,16 +3080,6 @@
"Move off after building enough fall speed and aim down to clip through the Super block."
]
},
{
"id": 10,
"name": "Ocean Floor Shinecharge, Fast Wallclimb to Gravity Door",
"note": "Use walljumps to climb from the ocean floor up to the gravity suit room door."
},
{
"id": 11,
"name": "Ocean Floor Shinecharge, Fast Spacejump Wallclimb to Gravity Door",
"note": "Spacejump out of the water then use walljumps up to the gravity suit room door."
},
{
"id": 12,
"name": "G-mode Overload PLMs by Power Bombing Morph Maze Item",
Expand Down
15 changes: 8 additions & 7 deletions region/maridia/inner-pink/East Cactus Alley Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -811,16 +811,22 @@
"comeInWithBombBoost": {}
},
"requires": [
{"notable": "Cross Room Jump with Spring Ball, Bomb Boost"},
"canSpringBallBombJump",
"canCrossRoomJumpIntoWater",
"canInsaneJump",
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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,
Expand Down Expand Up @@ -1433,11 +1439,6 @@
"At the top of the IBJ bomb to the left and unmorph to reset fall speed."
]
},
{
"id": 3,
"name": "Cross Room Jump with Spring Ball, Bomb Boost",
"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."
},
{
"id": 4,
"name": "Springball Spike Boost",
Expand Down
12 changes: 4 additions & 8 deletions region/maridia/inner-pink/West Sand Hole.json
Original file line number Diff line number Diff line change
Expand Up @@ -704,12 +704,13 @@
"link": [7, 5],
"name": "Suitless Bootless IBJ",
"requires": [
{"notable": "Suitless Bootless IBJ"},
"canJumpIntoIBJ",
"canBombJumpWaterEscape",
"canCrumbleJump"
"canCrumbleJump",
"canInsaneJump"
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also pushes it up to extreme and removes it from being notable

],
"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": [
Expand All @@ -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,
Expand Down
9 changes: 0 additions & 9 deletions region/norfair/crocomire/Post Crocomire Farming Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -545,7 +545,6 @@
"link": [3, 1],
"name": "Speedy Jump",
"requires": [
{"notable": "Speedy Jump"},
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moved this to be the tech video (instead of warehouse entrance, since that's just a walljumpless strat)

"h_runOverRespawningEnemies",
"canTrickyDashJump",
"canWalljump"
Expand Down Expand Up @@ -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",
Expand Down
13 changes: 1 addition & 12 deletions region/norfair/east/Cathedral Entrance.json
Original file line number Diff line number Diff line change
Expand Up @@ -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}
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this is not just a walljumpless strat, as it should also save heat frames

],
Expand Down Expand Up @@ -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)",
Expand Down
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