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230 changes: 230 additions & 0 deletions region/lowernorfair/east/The Worst Room In The Game.json
Original file line number Diff line number Diff line change
Expand Up @@ -161,6 +161,7 @@
"to": [
{"id": 1},
{"id": 2},
{"id": 3},
{
"id": 4,
"note": "This link is for strats that don't require killing the pirates."
Expand All @@ -175,6 +176,7 @@
"from": 3,
"to": [
{"id": 1},
{"id": 2},
{"id": 3},
{"id": 5}
]
Expand Down Expand Up @@ -441,6 +443,64 @@
"Climb up 5 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door."
]
},
{
"link": [2, 1],
"name": "G-Mode",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
},
"requires": [
"h_heatedGMode",
"ScrewAttack",
"SpaceJump",
{"or": [
"Wave",
"h_canUsePowerBombs"
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]},
{"heatFrames": 180}
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Suggested change
{"heatFrames": 180}
{"heatFrames": 140}

Hijump or walljump would reduce the heatframes some more.

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Standardized all the g-mode strats that go up to the top. Looking at the suggested heat frames you added in a couple spots, it looks like it should be 20 frames saved, but it is too tight for me to test.

],
"clearsObstacles": ["A"],
"flashSuitChecked": true,
"note": [
"Hit the shot blocks at the top of the room with a Power Bomb or Wave before exiting G-mode to save some heat damage.",
"Climbing the room without going too quickly will help ensure that the top pirate will not have placed any stationary, invisible lasers which will start moving immediately on G-mode exit."
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You would kill the top pirate with screw so it wont place any lazers. Maybe it needs to be on the look around cycle?

]
},
{
"link": [2, 1],
"name": "G-Mode, Insane Wall Jump",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
},
"requires": [
"h_heatedGMode",
{"notable": "HiJump and Only Screw"},
"HiJump",
"ScrewAttack",
"canInsaneWalljump",
"canInsaneJump",
"canConsecutiveWalljump",
"canMidairWiggle",
{"or": [
"Wave",
"h_canUsePowerBombs"
]},
{"heatFrames": 180}
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],
"clearsObstacles": ["A"],
"flashSuitChecked": true,
"note": [
"Break the bomb blocks with either a fully delayed max height jump from the wall, or with an instant turnaround after jumping from the lower layer of bomb blocks.",
"Hit the shot blocks at the top of the room with a Power Bomb or Wave before exiting G-mode to save some heat damage.",
"Climbing the room without going too quickly will help ensure that the top pirate will not have placed any stationary, invisible lasers which will start moving immediately on G-mode exit."
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]
},
{
"id": 7,
"link": [2, 2],
Expand Down Expand Up @@ -484,6 +544,70 @@
"Afterward, reset the room if needed to manipulate the Pirates."
]
},
{
"link": [2, 3],
"name": "G-Mode",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
},
"requires": [
"ScrewAttack",
"SpaceJump",
{"or": [
"h_HeatedGModeOpenDifferentDoor",
{"and": [
"h_heatedGModePauseAbuse",
"canInsaneJump"
]}
]}
],
"clearsObstacles": ["A"],
"flashSuitChecked": true,
"note": [
"It is possible to kill the pirate at the top of the room and use a pause abuse on G-mode exit to collect its drops.",
"This requires getting somewhat lucky, as there is approximately a 70% chance that the pirate will give a large energy drop (small is not enough).",
"To do this, climb the room very quickly, before shots are overloaded - HiJump or wall jumps help, but are not required.",
"It is also possible to wait for the shots to be overloaded and then exit G-mode, pause abuse, and kill the pirate before the pause triggers, but this is generally harder."
]
},
{
"link": [2, 3],
"name": "G-Mode, Insane Wall Jump",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
},
"requires": [
{"notable": "HiJump and Only Screw"},
"HiJump",
"ScrewAttack",
"canInsaneWalljump",
"canInsaneJump",
"canConsecutiveWalljump",
"canMidairWiggle",
{"or": [
"h_HeatedGModeOpenDifferentDoor",
{"and": [
"h_heatedGModePauseAbuse",
"canTrickyGMode"
]}
]}
],
"clearsObstacles": ["A"],
"flashSuitChecked": true,
"note": [
"Break the bomb blocks with either a fully delayed max height jump from the wall, or with an instant turnaround after jumping from the lower layer of bomb blocks.",
"It is possible to kill the pirate at the top of the room and use a pause abuse on G-mode exit to collect its drops.",
"This requires getting somewhat lucky, as there is approximately a 70% chance that the pirate will give a large energy drop (small is not enough).",
"To do this requires not climbing the room too quickly - one or two failed attempts at breaking the bomb blocks should be plenty,",
"then exit G-mode, pause abuse, and kill the pirate before the pause triggers with a precisely timed spin jump into it."
]
},
{
"id": 10,
"link": [2, 4],
Expand Down Expand Up @@ -1199,6 +1323,112 @@
"Climb quickly in order to minimize damage from the Namihe and the Pirate."
]
},
{
"link": [3, 1],
"name": "G-Mode, Wave",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
},
"requires": [
"h_heatedGMode",
"Wave",
{"heatFrames": 180}
],
"flashSuitChecked": true,
"note": "Hit the shot blocks at the top of the room with Wave before exiting G-mode to save some heat damage."
},
{
"link": [3, 1],
"name": "G-Mode Morph, Power Bomb",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": true
}
},
"requires": [
"h_heatedGMode",
"h_canArtificialMorphPowerBomb",
{"heatFrames": 180}
],
"flashSuitChecked": true,
"note": "Hit the shot blocks at the top of the room with a Power Bomb before exiting G-mode to save some heat damage."
},
{
"link": [3, 2],
"name": "G-Mode",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
},
"requires": [
"ScrewAttack",
"h_HeatedGModeOpenDifferentDoor"
],
"clearsObstacles": ["A"],
"flashSuitChecked": true
},
{
"link": [3, 2],
"name": "G-Mode Morph, Power Bomb the Blocks",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": true
}
},
"requires": [
"h_heatedGMode",
"h_canArtificialMorphPowerBomb",
{"or": [
{"and": [
"h_canArtificialMorphPowerBomb",
"canHitbox"
]},
"canLateralMidAirMorph",
"h_canArtificialMorphSpringBall",
{"and": [
"canTrickyGMode",
"h_canArtificialMorphIBJ"
]},
{"and": [
"Morph",
{"or": [
"Charge",
{"ammo": {"type": "Super", "count": 3}},
{"ammo": {"type": "Missile", "count": 9}},
{"enemyDamage": {
"enemy": "Yellow Space Pirate (standing)",
"type": "contact",
"hits": 1
}}
]}
]},
{"and": [
"h_canArtificialMorphBombs",
{"enemyDamage": {
"enemy": "Yellow Space Pirate (standing)",
"type": "contact",
"hits": 1
}}
]}
]},
{"heatFrames": 160}
],
"clearsObstacles": ["A"],
"flashSuitChecked": true,
"note": [
"Get to the bomb blocks while morphed, use a Power Bomb, then exit G-mode and drop to the bottom of the room.",
"It is possible to go through the top pirate while it is being hit by a Power Bomb explosion, otherwise it is possible to jump over it with Morph or Spring Ball.",
"With Bombs, it is possible but tricky to IBJ over the pirate or Bomb it many times to kill it without it placing any of its stationary, invisible lasers.",
"Note that the pirate will not turn towards Samus and place a laser if it is moving its head back and forth."
]
},
{
"id": 33,
"link": [3, 3],
Expand Down
6 changes: 3 additions & 3 deletions strats.md
Original file line number Diff line number Diff line change
Expand Up @@ -164,7 +164,7 @@ A `leaveShinecharged` object does not provide any way to specify Samus' position
{
"name": "Leave Shinecharged",
"requires": [
{"canShinecharge": {
{"canShineCharge": {
"usedTiles": 20,
"openEnd": 0
}}
Expand All @@ -191,7 +191,7 @@ The `leaveWithTemporaryBlue` object has the following property:
{
"name": "Leave With Temporary Blue",
"requires": [
{"canShinecharge": {
{"canShineCharge": {
"usedTiles": 20,
"openEnd": 0
}}
Expand All @@ -218,7 +218,7 @@ The direction of the spark is assumed to be horizontal when sparking through hor
{
"name": "Leave With Spark",
"requires": [
{"canShinecharge": {
{"canShineCharge": {
"usedTiles": 20,
"openEnd": 0
}},
Expand Down