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More Bowling Alley X-Ray climbs #2144
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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|
@@ -195,6 +195,7 @@ | |
| { | ||
| "from": 2, | ||
| "to": [ | ||
| {"id": 1}, | ||
| {"id": 2}, | ||
| {"id": 6}, | ||
| {"id": 7} | ||
|
|
@@ -438,6 +439,71 @@ | |
| "clearsObstacles": ["B"], | ||
| "note": "The camera will not follow Samus after clipping." | ||
| }, | ||
| { | ||
| "link": [2, 1], | ||
| "name": "Shinespark X-Ray Climb (Power Off)", | ||
| "requires": [ | ||
| {"notable": "Shinespark X-Ray Climb"}, | ||
| {"not": "f_DefeatedPhantoon"}, | ||
| "canRiskPermanentLossOfAccess", | ||
| "h_shinechargeMaxRunway", | ||
| "canShinechargeMovement", | ||
| {"shinespark": {"frames": 1, "excessFrames": 1}}, | ||
| "canXRayClimb", | ||
| {"or": [ | ||
| {"getBlueSpeed": {"usedTiles": 16, "steepDownTiles": 4, "openEnd": 0}}, | ||
| "can4HighMidAirMorph" | ||
| ]} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveNormally": {} | ||
| }, | ||
| "unlocksDoors": [{"types": ["ammo"], "requires": []}], | ||
| "note": [ | ||
| "Gain a shinecharge near the Chozo statue, jump on top of it,", | ||
| "press against the wall to the right, and activate a horizontal shinespark to the right.", | ||
| "Samus will clip into the wall and be able to X-Ray climb to the space above." | ||
| ], | ||
| "detailNote": [ | ||
| "This trick works because the wall is made of half-tile slopes, rather than regular solid tiles." | ||
| ], | ||
| "devNote": [ | ||
| "The leaveNormally is to ensure it won't be required to do the Speed block moondance blind up there." | ||
| ] | ||
| }, | ||
| { | ||
| "link": [2, 1], | ||
| "name": "Shinespark X-Ray Climb (Come in Shinecharged)", | ||
| "entranceCondition": { | ||
| "comeInShinecharged": {} | ||
| }, | ||
| "requires": [ | ||
| {"notable": "Shinespark X-Ray Climb"}, | ||
| {"shineChargeFrames": 50}, | ||
| "canShinechargeMovementTricky", | ||
| {"shinespark": {"frames": 88, "excessFrames": 0}}, | ||
| "canXRayClimb", | ||
| {"or": [ | ||
| {"getBlueSpeed": {"usedTiles": 16, "steepDownTiles": 4, "openEnd": 0}}, | ||
| "can4HighMidAirMorph" | ||
| ]} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveNormally": {} | ||
| }, | ||
| "unlocksDoors": [{"types": ["ammo"], "requires": []}], | ||
| "note": [ | ||
| "Jump close to ceiling, and activate a shinespark to the right.", | ||
| "If successful, Samus will clip into the wall behind the Chozo statue and be able to X-Ray climb up." | ||
| ], | ||
| "detailNote": [ | ||
| "Only certain horizontal positions will cause Samus to clip into the wall.", | ||
| "It will work to activate the spark while Samus is centered under the second Grapple block or slightly to the left." | ||
| ], | ||
| "devNote": [ | ||
| "The leaveNormally is to ensure it won't be required to do the Speed block moondance blind up there." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 11, | ||
| "link": [2, 2], | ||
|
|
@@ -971,6 +1037,10 @@ | |
| ]} | ||
| ]} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveNormally": {} | ||
| }, | ||
| "unlocksDoors": [{"types": ["ammo"], "requires": []}], | ||
| "flashSuitChecked": true, | ||
| "note": [ | ||
| "Climb up about half a screen.", | ||
|
|
@@ -988,7 +1058,8 @@ | |
| "devNote": [ | ||
| "FIXME: The canBeVeryPatient is for difficulty placement, as the damageless Space Jump version would likely require many attempts.", | ||
| "The resourceCapacity requirement is to ensure that reserve energy management will not be needed for the lower-difficulty version of the strat;", | ||
| "this could be refined since suits can affect spike damage, but we don't yet have a good way to represent that cleanly, given that randomizers are likely to modify suit damage protection." | ||
| "this could be refined since suits can affect spike damage, but we don't yet have a good way to represent that cleanly, given that randomizers are likely to modify suit damage protection.", | ||
| "The leaveNormally is because the camera will be broken and we don't want to require unreasonable things without being able to reset it." | ||
| ] | ||
| }, | ||
| { | ||
|
|
@@ -1402,6 +1473,10 @@ | |
| "Grapple", | ||
| {"obstaclesNotCleared": ["B"]} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveNormally": {} | ||
| }, | ||
| "unlocksDoors": [{"types": ["ammo"], "requires": []}], | ||
| "flashSuitChecked": true, | ||
| "note": "Menu to Grappling Beam before the crystal flash ends and mash shoot while holding down." | ||
| }, | ||
|
|
@@ -1418,6 +1493,10 @@ | |
| {"canShineCharge": {"usedTiles": 25, "openEnd": 1}}, | ||
| {"shinespark": {"frames": 0, "excessFrames": 0}} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveNormally": {} | ||
| }, | ||
| "unlocksDoors": [{"types": ["ammo"], "requires": []}], | ||
| "flashSuitChecked": true, | ||
| "note": [ | ||
| "Fall through the Crumble blocks in order to damage down using either the spikes or repeated Shinesparks.", | ||
|
|
@@ -1486,6 +1565,10 @@ | |
| ]} | ||
| ]} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveNormally": {} | ||
| }, | ||
| "unlocksDoors": [{"types": ["ammo"], "requires": []}], | ||
| "flashSuitChecked": true, | ||
| "note": [ | ||
| "Jump or Spring Ball jump into a breakable Grapple block.", | ||
|
|
@@ -1516,6 +1599,10 @@ | |
| "h_CrystalFlash", | ||
| "canXRayClimb" | ||
| ], | ||
| "exitCondition": { | ||
| "leaveNormally": {} | ||
| }, | ||
| "unlocksDoors": [{"types": ["ammo"], "requires": []}], | ||
| "flashSuitChecked": true, | ||
| "note": [ | ||
| "IBJ into a breakable Grapple block.", | ||
|
|
@@ -1525,6 +1612,40 @@ | |
| ], | ||
| "devNote": "FIXME: This may be possible without a spike hit." | ||
| }, | ||
| { | ||
| "link": [6, 1], | ||
| "name": "Grapple Fling into Grapple Block, Crystal Flash, X-Ray Climb", | ||
| "requires": [ | ||
| {"notable": "Grapple Block Crystal Flash"}, | ||
| "canPreciseGrapple", | ||
| "canJumpIntoRespawningBlock", | ||
| "canInsaneJump", | ||
| "h_bombThings", | ||
| "h_CrystalFlash", | ||
| "canXRayClimb", | ||
| {"or": [ | ||
| "h_fourTileJumpMorph", | ||
| "h_useSpringBall", | ||
| "canIBJ", | ||
| "SpeedBooster", | ||
| {"and": [ | ||
| {"not": "f_DefeatedPhantoon"}, | ||
| "canRiskPermanentLossOfAccess" | ||
| ]} | ||
| ]} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveNormally": {} | ||
| }, | ||
| "unlocksDoors": [{"types": ["ammo"], "requires": []}], | ||
| "flashSuitChecked": true, | ||
| "note": [ | ||
| "Use a Grapple fling to get stuck inside a breakable Grapple block.", | ||
|
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. This sounds like insane grapple jump level.
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. Yeah I wasn't sure if this would be Extreme or Insane. The tech At first this seemed really bad, but after practicing it a bit I think I find it easier than the IBJ method, so I would lean maybe toward Extreme. But I'm not very good at double bomb jumps so maybe that just seems worse in comparison 🤷 It is possible to reattempt the grapple fling without falling into the spikes; it's easier said than done, but with practice it does seem to get easier.
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 imagine there are many ways to do this, but here's my current method, showing several retries without spike damage: https://videos.maprando.com/video/7117 . It's seeming relatively reasonable since retrying is fast.
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're method looks pretty good. Retrying feels safe and its fast enough compared to many other strats that need to reload the room. It took some practice to get a basic attempt loop, but feels fine now. |
||
| "It can help to break two or more Grapple blocks in a row.", | ||
| "Crystal Flash then X-ray climb to the region above (less than 1 screen).", | ||
| "There is a chance that Samus will not be able to Crystal Flash unless first placing a Bomb or Power Bomb." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 54, | ||
| "link": [6, 3], | ||
|
|
@@ -1632,8 +1753,15 @@ | |
| "note": [ | ||
| "Jump into a breakable Grapple block. Crystal Flash then X-ray climb to the region above." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 6, | ||
| "name": "Shinespark X-Ray Climb", | ||
|
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. This would be a tech at this point.
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. Yeah I wrote this before finding the Acid Statue one. Makes sense for it to be a tech, yeah. Added that now |
||
| "note": [ | ||
| "Shinespark into the wall behind the Chozo statue, to clip into the wall and X-Ray climb up." | ||
| ] | ||
| } | ||
| ], | ||
| "nextStratId": 69, | ||
| "nextNotableId": 6 | ||
| "nextNotableId": 7 | ||
| } | ||
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fixme: in room shinecharges in the spikes. Maybe its only XMode since a speedkeep would have to travel pretty far.
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Added an X-mode version now. It can be done tankless (assuming you have a way to get to node 6 without damage, e.g. Grapple or Space Jump), which is neat.
Since you need to have X-Ray anyway to be able to do the X-Ray climb, I'm not seeing an advantage to a speedkeep version, though there could be other options that I'm not thinking of.