More WS ETank speedy jump strats#2110
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| "canMomentumConservingMorph", | ||
| {"or": [ | ||
| "canInsaneJump", | ||
| {"thornHits": 5} |
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What does 5 thorn hits mean?
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The trick can be fairly precise (especially at lower speeds) so I thought it was probably unreasonable to expect getting it first try on Expert. So the 5 thorn hits are to give some lenience to retry. It's not perfect because it can't account for requirements to redo the setup in the other room since we don't have a way to model that. I think the worst-case setup room is Upper Norfair Farming Room, which is heated and has barely long enough runway; so for Expert the lenience will ensure you have either a tank or Varia in this case.
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- An airball version should be added, without
canMomentumConservingMorph, with about 3 more tiles of runway. - A full speed jump version, with no items but speed, seems like it should be added as well. You have to time a pose change somewhat well to make it.
- A dev note should be added to explain
thornHitsare listed for leniency.
UN farm looked approximately frame perfect on the jump. If you rush everything you can make it back to the farm on no tanks, which is nice for retries and escaping with the item, and good that expert gets an extra etank.
I don't know how many runways have 23 tiles but not 26 for an easier jump.
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Airball is technically possible, but I don't think there's any runway length where it's easier to do it with an airball than with a ceiling mockball, so it would seem maybe redundant/misleading to add a separate strat for it?
Added a full speed jump version (without Morph) and dev notes about the thornHits. I originally copied the 5 thornHits from the Precise Grapple strat, so I added a devNote there now too.
I also refined the grapple strat, splitting off the morphless version as a separate strat to better represent its difficulty.
| "entranceCondition": { | ||
| "comeInWithMockball": { | ||
| "speedBooster": true, | ||
| "remoteAndLandingMinTiles": [[19, 0]] |
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Does this include this rooms runway? Because the slope is hard to land on.
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The comeInWithMockball condition assumes you are rolling into the room in a mockball, and then jump in a controlled way at the end of the platform. Maybe the name "Spring Ball Bounce" is not the most accurate since there's not really a "bounce" happening, but I think it's what we've used elsewhere and I'm not sure what else to call it; "Spring Ball Jump" seems more accurate but too likely to be confused with a mid-air jump. 🤔
I did mess around with entering with comeInWithSpringBallBounce. Landing Site (Gauntlet door) was the only example I saw in logic where you may be able to leave with a bounce but not a mockball with enough speed; with the high momentum required, I couldn't get the bounce to work at the bottom of the slope.
| "canMomentumConservingMorph", | ||
| {"or": [ | ||
| "canInsaneJump", | ||
| {"thornHits": 5} |
There was a problem hiding this comment.
- An airball version should be added, without
canMomentumConservingMorph, with about 3 more tiles of runway. - A full speed jump version, with no items but speed, seems like it should be added as well. You have to time a pose change somewhat well to make it.
- A dev note should be added to explain
thornHitsare listed for leniency.
UN farm looked approximately frame perfect on the jump. If you rush everything you can make it back to the farm on no tanks, which is nice for retries and escaping with the item, and good that expert gets an extra etank.
I don't know how many runways have 23 tiles but not 26 for an easier jump.
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