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70 changes: 46 additions & 24 deletions region/brinstar/blue/Blue Brinstar Energy Tank Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -1306,56 +1306,78 @@
"SpaceJump",
{"and": [
"h_artificialMorphLongIBJ",
"canOffScreenMovement"
{"or": [
"Morph",
"canOffScreenMovement"
]}
]}
]}
],
"flashSuitChecked": true,
"note": "Overload PLMs by repeatidly bombing the Power Bomb blocks or the side of the crumble block, then enter through the crumble block.",
"devNote": "The off screen movement is just during an IBJ, and only if wall jumps are disabled. But the IBJ is long and Samus is covered for most of it."
},
{
"id": 58,
"link": [5, 4],
"name": "G-Mode Morph",
"requires": [
"canEnterGMode"
"note": [
"Overload PLMs by repeatidly bombing the Power Bomb blocks or the side of the crumble block, then enter through the crumble block.",
"If Samus is then going to IBJ up the shaft, and she has Morph, it is worth exiting G-mode first to allow the camera to follow her."
],
"flashSuitChecked": true
"devNote": "The off screen movement is just during an artificial morphed IBJ - the IBJ is long and Samus is covered for most of it."
},
{
"id": 59,
"link": [5, 4],
"name": "G-Mode Morph with Power Bomb",
"link": [5, 2],
"name": "G-Mode Morph Shoot the Ceiling Block Item",
"requires": [
"canEnterGMode",
"h_artificialMorphPowerBomb"
"Morph",
{"or": [
"canConsecutiveWalljump",
"SpaceJump"
]}
],
"clearsObstacles": ["B", "C"],
"flashSuitChecked": true,
"note": "The blocks will not break if PLMs are already overloaded. Exiting G-Mode before the Power Bomb explodes will ensure they break."
"note": [
"Overload PLMs by shooting the ceiling block item many times.",
"Because the item is in a shot block, this does not require Direct G-mode, nor does it require the item to be uncollected."
]
},
{
"id": 60,
"link": [6, 2],
"name": "G-Mode Morph Power Bomb the Item",
"link": [5, 2],
"name": "G-Mode Morph Power Bomb the Ceiling Block Item",
"requires": [
"canEnterGMode",
{"itemNotCollectedAtNode": 4},
"canRiskPermanentLossOfAccess",
"h_artificialMorphPowerBomb",
"h_artificialMorphMovement",
{"or": [
"canConsecutiveWalljump",
"SpaceJump"
]}
],
"clearsObstacles": ["B", "C"],
"flashSuitChecked": true,
"note": [
"Overload PLMs with a single Power Bomb by hitting the item at the right end of the room.",
"This can be done with a single precisely placed Power Bomb. There should be 4 empty tiles between Samus and the left of the blocks when the bomb is placed."
"Overload PLMs with a single Power Bomb by hitting the ceiling block item.",
"This can be done with a single precisely placed Power Bomb. There should be one empty tile between Samus and the right wall.",
"Because the item is in a shot block, this does not require Direct G-mode, nor does it require the item to be uncollected."
]
},
{
"id": 58,
"link": [5, 4],
"name": "G-Mode Morph",
"requires": [
"canEnterGMode"
],
"flashSuitChecked": true
},
{
"id": 59,
"link": [5, 4],
"name": "G-Mode Morph with Power Bomb",
"requires": [
"canEnterGMode",
"h_artificialMorphPowerBomb"
],
"clearsObstacles": ["B", "C"],
"flashSuitChecked": true,
"note": "The blocks will not break if PLMs are already overloaded. Exiting G-Mode before the Power Bomb explodes will ensure they break."
},
{
"id": 61,
"link": [6, 4],
Expand Down
78 changes: 75 additions & 3 deletions region/brinstar/blue/Morph Ball Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -977,7 +977,7 @@
{
"id": 29,
"link": [1, 5],
"name": "Indirect G-Mode, Overload PLMs",
"name": "Indirect G-Mode Morph, Overload PLMs",
"entranceCondition": {
"comeInWithGMode": {
"mode": "indirect",
Expand All @@ -987,7 +987,7 @@
"requires": [
{"or": [
{"enemyDamage": {"enemy": "Sidehopper", "type": "contact", "hits": 2}},
{"ammo": {"type": "PowerBomb", "count": 1}},
"h_artificialMorphPowerBomb",
"canInsaneJump",
{"and": [
"Morph",
Expand All @@ -1010,6 +1010,37 @@
"Roll under the last Sidehopper and through the bomb blocks."
]
},
{
"link": [1, 5],
"name": "Indirect G-Mode Morph, Overload PLMs, Power Bomb Wall",
"entranceCondition": {
"comeInWithGMode": {
"mode": "indirect",
"morphed": true
}
},
"requires": [
{"or": [
{"enemyDamage": {"enemy": "Sidehopper", "type": "contact", "hits": 2}},
"h_artificialMorphPowerBomb",
"canInsaneJump"
]},
"h_artificialMorphPowerBomb",
{"or": [
"h_artificialMorphMovement",
"h_additionalBomb"
]}
],
"clearsObstacles": ["B", "D"],
"flashSuitChecked": true,
"note": [
"Either kill the Sidehoppers immediately on entry by placing a Power Bomb while rolling off the stair, dodge them multiple times, or tank their hits.",
"If Samus has Morph Ball, it is also possible to kill the Sidehoppers upon room entry with Screw Attack or a powerful beam.",
"Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door.",
"Roll under the last Sidehopper and through the bomb blocks.",
"Place a Power Bomb next to the right wall then quickly exit G-mode before it explodes to destroy the blocks."
]
},
{
"id": 30,
"link": [1, 5],
Expand All @@ -1025,7 +1056,7 @@
"canInsaneJump",
{"enemyDamage": {"enemy": "Sidehopper", "type": "contact", "hits": 2}},
{"and": [
{"ammo": {"type": "PowerBomb", "count": 1}},
"h_artificialMorphPowerBomb",
{"or": [
"canTrickyDodgeEnemies",
{"enemyDamage": {"enemy": "Sidehopper", "type": "contact", "hits": 1}}
Expand All @@ -1046,6 +1077,47 @@
"Roll under the last Sidehopper and through the bomb blocks."
]
},
{
"link": [1, 5],
"name": "Direct G-Mode Morph, Overload PLMs, Power Bomb Wall",
"entranceCondition": {
"comeInWithGMode": {
"mode": "direct",
"morphed": true
}
},
"requires": [
{"or": [
"canInsaneJump",
{"enemyDamage": {"enemy": "Sidehopper", "type": "contact", "hits": 2}},
{"and": [
"h_artificialMorphPowerBomb",
{"or": [
"canTrickyDodgeEnemies",
{"enemyDamage": {"enemy": "Sidehopper", "type": "contact", "hits": 1}}
]}
]},
{"and": [
"Morph",
"ScrewAttack"
]}
]},
"h_artificialMorphPowerBomb",
{"or": [
"h_artificialMorphMovement",
"h_additionalBomb"
]}
],
"clearsObstacles": ["B", "D"],
"flashSuitChecked": true,
"note": [
"Tank the Sidehopper hits or kill them after a single hit by quickly placing a Power Bomb.",
"It is also possible to kill the Sidehoppers with a very fast Screw Attack, if Samus has Morph Ball.",
"Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door.",
"Roll under the last Sidehopper and through the bomb blocks.",
"Place a Power Bomb next to the right wall then quickly exit G-mode before it explodes to destroy the blocks."
]
},
{
"id": 31,
"link": [2, 2],
Expand Down
19 changes: 19 additions & 0 deletions region/crateria/central/Landing Site.json
Original file line number Diff line number Diff line change
Expand Up @@ -471,6 +471,25 @@
"clearsObstacles": ["A"],
"flashSuitChecked": true
},
{
"link": [1, 1],
"name": "G-Mode Power Bomb the Blocks",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
},
"requires": [
"h_artificialMorphPowerBomb",
{"or": [
"h_artificialMorphMovement",
"h_artificialMorphBombHorizontally"
]}
],
"clearsObstacles": ["A"],
"flashSuitChecked": true
},
{
"id": 90,
"link": [1, 1],
Expand Down
47 changes: 47 additions & 0 deletions region/crateria/east/Crab Maze.json
Original file line number Diff line number Diff line change
Expand Up @@ -344,6 +344,28 @@
"Take the first left above the waterline. Place bombs in the single tile nook on the left."
]
},
{
"link": [1, 3],
"name": "G-Mode Morph, Crab Boost",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": true
},
"comesThroughToilet": "any"
},
"requires": [
"Gravity",
"canBePatient",
"canNeutralDamageBoost",
{"enemyDamage": {"enemy": "Sciser", "type": "contact", "hits": 1}}
],
"flashSuitChecked": true,
"note": [
"Wait for the global crab to traverse the room and boost Samus up the ledge.",
"It takes just over a minute for the crab to get there."
]
},
{
"id": 12,
"link": [2, 1],
Expand Down Expand Up @@ -373,6 +395,31 @@
"To safely bomb the fast crab, wait just left of where it falls."
]
},
{
"link": [2, 1],
"name": "G-Mode Morph, Crab Boost",
"entranceCondition": {
"comeInWithGMode": {
"mode": "any",
"morphed": true
}
},
"requires": [
"canInsaneJump",
"h_artificialMorphSpringBall",
"h_artificialMorphBombs",
"canUseIFrames",
"canNeutralDamageBoost",
{"enemyDamage": {"enemy": "Sciser", "type": "contact", "hits": 2}}
],
"flashSuitChecked": true,
"note": [
"Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling.",
"It is okay to kill the fast crab, and leave another crab alive, off camera.",
"After PLMs are overloaded, lure a crab and take a hit when it is near the bottom right corner then another at the top of Samus' jump at the crumble block to boost to the right.",
"This requires carefully timing the first hit and jump so that Samus can get hit at the peak of her jump."
]
},
{
"id": 24,
"link": [2, 1],
Expand Down
30 changes: 30 additions & 0 deletions region/crateria/east/West Ocean.json
Original file line number Diff line number Diff line change
Expand Up @@ -3076,6 +3076,36 @@
],
"flashSuitChecked": true
},
{
"link": [16, 14],
"name": "Shinespark Through Crumble Blocks, Quick Morph",
"requires": [
"canEnterGMode",
"canInsaneJump",
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  • I don't think this works if you overload PLMs with a power bomb.
  • canInsaneJump doesn't seem necessary.

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This is only used as a difficulty placement, but maybe something else should be used instead?

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I don't think its that unintuitive relative to going up through the crumble block even if I haven't thought of this strat before now.

{"canShineCharge": {
"usedTiles": 23,
"steepUpTiles": 6,
"steepDownTiles": 1,
"openEnd": 1
}},
{"shinespark": {"frames": 23, "excessFrames": 0}},
"can4HighMidAirMorph",
{"or": [
"h_artificialMorphBombThings",
"h_artificialMorphSpringBall",
"can3HighWallMidAirMorph"
]}
],
"flashSuitChecked": true,
"note": [
"Shinespark vertically through the crumble block and quickly morph and move left into the bomb block just below.",
"Align Samus on the second downward slope in front of the door before sparking."
],
"devNote": [
"The canInsaneJump is used as a difficulty placement, as this strat is unintuitive.",
"FIXME: This can't be used if going 17->16 and Power Bombing the item with canRiskPermanentLossOfAccess, because the block will remain solid."
]
},
{
"id": 134,
"link": [17, 1],
Expand Down