Tourian check flash suits#2264
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osse101
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There are many not-special strats that would be hard in expert, so it could be better to start flash suits in extreme after all. Metroid avoid and kills, walljumpless acid run, M4 itemless, M1 rinka boost, MB fight, MB glass break.
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Zeb skip with ice+grapple is slightly easier, especially if downbacking
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Ice only Escape4 is hard. The flash suit only makes it harder to damage the pirates down in time, and maybe avoid them.
| "canBabyMetroidAvoid", | ||
| "h_trickyToCarryFlashSuit" | ||
| ], | ||
| "flashSuitChecked": true, |
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CCW skip doesn't work because you can't really do the midairmorph, so you have to do different movements making it tricky level.
CW skip is unchanged.
| "canBabyMetroidAvoid", | ||
| "h_trickyToCarryFlashSuit" | ||
| ], | ||
| "flashSuitChecked": true, |
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Similar to classic skip where midairmorph doesn't help. Maybe breaking the shot blocks was tighter without wave/spazer or diagonal shot, but it seemed fine.
I don't think CW skip is easier with these items compared to itemless. I couldn't get to the shot block wall part.
| "canInsaneJump", | ||
| "h_trickyToCarryFlashSuit" | ||
| ], | ||
| "flashSuitChecked": true, |
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I don't think you move differently with a flash suit.
CCW doesn't need to clear the highest blocks, and neither does CW skip. But I can't do the trick. A PB is faster, and probably safer.
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
Yeah starting it in Extreme for now seems like the safer option. It could always be moved down later if players end up being comfortable with it. And having |
Rooms with an interesting flash suit interaction :
h_trickyToCarryFlashSuitto be safe. It can be adjusted if there is a case that would be ok with justcomplex.complexlevel.h_complexToCarryFlashSuiton all the left-to-right strats that have the Hoppers alive.This also updates the docs to say that
leaveSpaceJumpingcomes with an implicith_trickyToCarryFlashSuitrequirement. In my testing I saw that the case that you lose the flash suit is if you are exactly 1 frame late on the Space Jump, and it still happens even if you are holding forward. Since some applications may require a last-frame jump, this did seem like high risk since being off by 1 frame will make you lose it. It could probably be refined by putting this requirement in the room with the entrance condition (comeInSpaceJumping), only in cases needing a very late/low jump; but for now it seemed safest to just put it everywhere. Of course,leaveSpinningstrats (even ones involving Space Jump) won't be affected, since those don't require a low jump.