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Rest of Yellow Maridia farms#2216

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osse101 merged 6 commits intovg-json-data:masterfrom
blkerby:yellow-maridia-farm-3
Aug 15, 2025
Merged

Rest of Yellow Maridia farms#2216
osse101 merged 6 commits intovg-json-data:masterfrom
blkerby:yellow-maridia-farm-3

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@blkerby
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@blkerby blkerby commented Aug 12, 2025

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@blkerby blkerby added the Area:Maridia Stuff in Maridia label Aug 12, 2025
"Spazer",
{"cycleFrames": 180}
]},
{"cycleFrames": 210}
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Best I can do is 240.
More importantly, I think there should be a tech for getting that close to the puyos and hitting the stack of them. Below expert, you'd kill them from a distance and that doesn't scale quite right.

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Added some notes and more lenience. Here's a video of the fast method: https://videos.maprando.com/video/7453 . There's a 2-pixel window on the right side where you can hit all the Puyos at once, but 210 is probably unreasonable for safely getting into the position; at 240 you can take your time. And it's really only Extreme and higher where I think getting in the 2-pixel window would be expected. With the Expert leniency (1.15 multiplier) you would be expected to kill them in two batches, which looks like this: https://videos.maprando.com/video/7454 .

I think the knowledge to crouch angle-down shot can be reasonable for Very Hard, the player would just do it more slowly at that level. And on Hard, with the 1.75 multiplier this would be expecting 7 seconds, which can be done without crouching or crossing to the right side.

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Right side magic pixels 🧐

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From what I can tell, there's an asymmetry in where Samus' shot spawns when facing left vs. right. Looks like the shot spawns 4 pixels further in front of Samus when facing left. It's something that was noticeable when working on heat frames and "Carry Shinecharge" strats in elevator top rooms. For example, coming up into Lower Norfair Elevator Room, going left you can buffer a shot to open the door, and just delay pressing dash for a few frames, whereas going right you have wait to press dash until Samus has moved a couple tiles or so, to avoid bonking the door. I guess it must also be why gate glitches work right-to-left.

Comment thread region/maridia/inner-yellow/Yoink Room.json
"requires": [
"canSuitlessMaridia",
"canPlayInSand",
"canTrickyDodgeEnemies",
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I keep falling in after 30s to some random mistake. I don't know what that should mean for logic.

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@blkerby blkerby Aug 13, 2025

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The logic would assume you could continue indefinitely without falling. We could add canInsaneJump if it's not reasonable in Expert?

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Trying it some more, I think gravity and hijump are equally safe and better than itemless. I would like itemless to be canInsaneJump. And I think gravity should have canTrickyDodgeEnemies but I'm less sure about that; I feel like it's chaotic for very hard, and scary.

},
{
"link": [4, 4],
"name": "Zoa Farm (Freeze Yapping Maw)",
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This is a super farm so you could kill one instead of freezing it, too.
Grapple would speed this up a lot.

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True. In order for this to work with the new farm schema, it needs obstacles to represent the Yapping Maws. Just added that now. I wasn't sure before if it would be worth it, but representing them as obstacles helps with several other strats in the room too, so it seems good.

Comment thread region/maridia/inner-yellow/Yoink Room.json Outdated
Comment thread region/maridia/inner-yellow/Yoink Room.json Outdated
"requires": [
"canSuitlessMaridia",
"canPlayInSand",
"canTrickyDodgeEnemies",
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Trying it some more, I think gravity and hijump are equally safe and better than itemless. I would like itemless to be canInsaneJump. And I think gravity should have canTrickyDodgeEnemies but I'm less sure about that; I feel like it's chaotic for very hard, and scary.

blkerby and others added 2 commits August 14, 2025 09:42
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
@osse101 osse101 merged commit f15f4ef into vg-json-data:master Aug 15, 2025
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@blkerby blkerby deleted the yellow-maridia-farm-3 branch February 15, 2026 00:12
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2 participants