Super sinks#2192
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osse101 merged 4 commits intovg-json-data:masterfrom Aug 5, 2025
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This partially addresses #1911 |
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I was thinking probably Beyond for this tech? Maybe it could be Insane if there's a way to retry indefinitely, which would need more requirements in Everest and PCJR. |
osse101
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Aug 4, 2025
| ], | ||
| "bypassesDoorShell": true, | ||
| "note": [ | ||
| "Swing around the Powamp counter-clockwise,", |
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canUseEnemies unless you can do it elsewhere too
You can use the grapple blocks, and I found that easier for timing the pause anyway.
You can unmorph and land on the ledge in fish tank without that much trouble but that would be more work to model.
| "requires": [ | ||
| {"enemyDamage": {"enemy": "Ripper 2 (green)", "type": "contact", "hits": 2}}, | ||
| "Morph", | ||
| "SpringBall" |
| { | ||
| "name": "canSuperSink", | ||
| "techRequires": [ | ||
| "canUseGrapple" |
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Does this need Morph? Wiggling on the door doesn't retain speed.
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This adds a tech for Grapple super sinks, along with some applications. So far there are just two places to set up the supersink:
This is a starting point; I'm sure there will be more later. So far I'm only considering the method with Spring Ball. I know there can be another way to do it with a soft unmorph (slopekiller) but I think that must be more precise?
I tried for a while to get the supersink in Big Pink (to clip down into the Charge Beam area or the bottom left door) but never even managed to release with enough fall speed to get a supersink. Sniq's video for it is here in case someone else wants to try to figure it out: https://www.youtube.com/watch?v=Tn-R9KQG0o0. I seem to remember someone mentioning that it was in a plando, so I guess it must be humanly viable and I'm just missing the trick to it.
More cross-room setups may be possible too, and depending on what is found, it could happen that we need to adapt the schema to specify constraints on fall speed (and possibly allow crossing while not morphed), since this determines the frames remaining to position in the neighboring room. But for now it seemed like overkill since there's only the one cross-room setup.