From d7102857ca1639538604c848c58cfc6ce22f3218 Mon Sep 17 00:00:00 2001 From: Brent Kerby Date: Sun, 31 Aug 2025 08:46:22 -0600 Subject: [PATCH 1/2] West Maridia check flash suits --- region/maridia/outer/Boyon Gate Hall.json | 114 +++-- region/maridia/outer/Crab Gate Room.json | 86 ++-- region/maridia/outer/Crab Hole.json | 243 +++++++--- region/maridia/outer/Fish Tank.json | 275 ++++++++--- region/maridia/outer/Main Street.json | 263 ++++++++--- region/maridia/outer/Mama Turtle Room.json | 149 ++++-- region/maridia/outer/Maridia Map Room.json | 9 +- .../maridia/outer/Maridia Tube Save Room.json | 9 +- region/maridia/outer/Maridia Tube.json | 193 +++++--- region/maridia/outer/Mt. Everest.json | 427 ++++++++++++------ region/maridia/outer/Red Fish Room.json | 64 ++- .../outer/West Maridia Tube Tunnel.json | 36 +- 12 files changed, 1369 insertions(+), 499 deletions(-) diff --git a/region/maridia/outer/Boyon Gate Hall.json b/region/maridia/outer/Boyon Gate Hall.json index b3131c4d25..890cdb31ea 100644 --- a/region/maridia/outer/Boyon Gate Hall.json +++ b/region/maridia/outer/Boyon Gate Hall.json @@ -156,7 +156,8 @@ "length": 13, "openEnd": 0 } - } + }, + "flashSuitChecked": true }, { "id": 2, @@ -171,7 +172,8 @@ "openEnd": 0 } }, - "unlocksDoors": [{"nodeId": 2, "types": ["ammo"], "requires": []}] + "unlocksDoors": [{"nodeId": 2, "types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 3, @@ -186,7 +188,8 @@ "id": 4, "link": [1, 2], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 5, @@ -368,7 +371,8 @@ "canSpringBallJumpMidAir" ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 12, @@ -378,12 +382,13 @@ "HiJump", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": "It is possible to do in-room by opening the right door and starting close to the door transition." }, { "id": 13, "link": [1, 4], - "name": "Shinespark", + "name": "Shinespark (Come in Shinecharging)", "entranceCondition": { "comeInShinecharging": { "length": 13, @@ -392,12 +397,13 @@ }, "requires": [ {"shinespark": {"frames": 24, "excessFrames": 6}} - ] + ], + "flashSuitChecked": true }, { "id": 14, "link": [1, 4], - "name": "Shinespark, Come In Shinecharged", + "name": "Shinespark (Come In Shinecharged)", "entranceCondition": { "comeInShinecharged": {} }, @@ -459,7 +465,8 @@ }, "requires": [ "canTrickyGrappleJump" - ] + ], + "flashSuitChecked": false }, { "id": 16, @@ -470,13 +477,15 @@ "blockPositions": [[12, 12], [12, 13]] } }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 17, "link": [2, 1], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 18, @@ -591,7 +600,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 23, @@ -608,7 +618,8 @@ "blockPositions": [[2, 18]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 24, @@ -625,7 +636,8 @@ "blockPositions": [[2, 19]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 25, @@ -642,7 +654,8 @@ "blockPositions": [[2, 28]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 26, @@ -659,7 +672,8 @@ "blockPositions": [[2, 29]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 27, @@ -671,7 +685,8 @@ "length": 13, "openEnd": 0 } - } + }, + "flashSuitChecked": true }, { "id": 28, @@ -686,7 +701,8 @@ "openEnd": 0 } }, - "unlocksDoors": [{"nodeId": 1, "types": ["ammo"], "requires": []}] + "unlocksDoors": [{"nodeId": 1, "types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 29, @@ -762,7 +778,8 @@ }, "requires": [ {"shinespark": {"frames": 24, "excessFrames": 6}} - ] + ], + "flashSuitChecked": true }, { "id": 32, @@ -806,7 +823,8 @@ "blockPositions": [[7, 2]] } }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 35, @@ -818,6 +836,7 @@ } }, "requires": [], + "flashSuitChecked": true, "note": [ "After teleporting, retract Grapple by pressing up.", "Then if necessary, wiggle right out of the wall by turning around a few times." @@ -833,7 +852,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 37, @@ -850,7 +870,8 @@ "blockPositions": [[2, 18]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 38, @@ -867,7 +888,8 @@ "blockPositions": [[2, 19]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 39, @@ -884,7 +906,8 @@ "blockPositions": [[2, 28]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 40, @@ -901,7 +924,8 @@ "blockPositions": [[2, 29]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 41, @@ -913,7 +937,8 @@ "length": 8, "openEnd": 0 } - } + }, + "flashSuitChecked": true }, { "id": 42, @@ -937,6 +962,7 @@ "openEnd": 1 } }, + "flashSuitChecked": true, "note": "Use the full runway by dealing with the Boyon: kill it, freeze it, or use i-frames.", "devNote": [ "Killing the Boyon with Bombs takes several contact hits, but it's assumed Samus can farm at the nearby Zebbos.", @@ -958,6 +984,7 @@ "exitCondition": { "leaveWithSpark": {} }, + "flashSuitChecked": true, "note": ["Gain a shinecharge running right to left through the open gate."] }, { @@ -976,7 +1003,8 @@ "openEnd": 2 } } - } + }, + "flashSuitChecked": true }, { "id": 44, @@ -998,7 +1026,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 45, @@ -1022,7 +1051,8 @@ "blue": "yes", "movementType": "controlled" } - } + }, + "flashSuitChecked": true }, { "id": 46, @@ -1044,7 +1074,8 @@ }, "movementType": "uncontrolled" } - } + }, + "flashSuitChecked": true }, { "id": 47, @@ -1061,7 +1092,8 @@ "openEnd": 2 } } - } + }, + "flashSuitChecked": true }, { "id": 48, @@ -1074,7 +1106,8 @@ ], "exitCondition": { "leaveWithTemporaryBlue": {} - } + }, + "flashSuitChecked": true }, { "id": 49, @@ -1084,7 +1117,8 @@ {"simpleCycleFrames": 120}, {"cycleFrames": 30} ], - "farmCycleDrops": [{"enemy": "Zebbo", "count": 1}] + "farmCycleDrops": [{"enemy": "Zebbo", "count": 1}], + "flashSuitChecked": true }, { "id": 67, @@ -1105,7 +1139,8 @@ ]} ]} ], - "farmCycleDrops": [{"enemy": "Zebbo", "count": 2}] + "farmCycleDrops": [{"enemy": "Zebbo", "count": 2}], + "flashSuitChecked": true }, { "id": 50, @@ -1128,7 +1163,8 @@ {"obstaclesCleared": ["A"]} ]} ], - "clearsObstacles": ["A"] + "clearsObstacles": ["A"], + "flashSuitChecked": true }, { "id": 52, @@ -1157,7 +1193,8 @@ "blockPositions": [[7, 2]] } }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 54, @@ -1169,6 +1206,7 @@ } }, "requires": [], + "flashSuitChecked": true, "note": [ "After teleporting, retract Grapple by pressing up.", "Then if necessary, wiggle right out of the wall by turning around a few times." @@ -1178,7 +1216,8 @@ "id": 55, "link": [4, 1], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 62, @@ -1276,7 +1315,8 @@ {"simpleCycleFrames": 120}, {"cycleFrames": 30} ], - "farmCycleDrops": [{"enemy": "Zebbo", "count": 1}] + "farmCycleDrops": [{"enemy": "Zebbo", "count": 1}], + "flashSuitChecked": true } ], "notables": [], diff --git a/region/maridia/outer/Crab Gate Room.json b/region/maridia/outer/Crab Gate Room.json index 7da30daa9d..fd042a4113 100644 --- a/region/maridia/outer/Crab Gate Room.json +++ b/region/maridia/outer/Crab Gate Room.json @@ -88,7 +88,8 @@ "steepUpTiles": 2, "steepDownTiles": 1 } - } + }, + "flashSuitChecked": true }, { "id": 2, @@ -105,15 +106,15 @@ "length": 45, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 3, "link": [1, 1], "name": "Precise Stutter Shinecharge, Leave With Spark", "entranceCondition": { - "comeInRunning": { - "speedBooster": true, + "comeInStutterShinecharging": { "minTiles": 2 } }, @@ -128,7 +129,8 @@ "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 37, @@ -156,6 +158,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With a runway of 5 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition.", @@ -190,6 +193,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 4 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition.", @@ -226,6 +230,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 3 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition.", @@ -265,6 +270,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 2 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition.", @@ -297,6 +303,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", @@ -342,7 +349,8 @@ "exitCondition": { "leaveWithTemporaryBlue": {} }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 43, @@ -363,6 +371,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", @@ -419,7 +428,8 @@ ]} ], "resetsObstacles": ["A"], - "farmCycleDrops": [{"enemy": "Sciser", "count": 1}] + "farmCycleDrops": [{"enemy": "Sciser", "count": 1}], + "flashSuitChecked": true }, { "id": 6, @@ -460,7 +470,8 @@ {"obstaclesCleared": ["A"]} ]} ], - "clearsObstacles": ["A"] + "clearsObstacles": ["A"], + "flashSuitChecked": true }, { "id": 10, @@ -556,6 +567,7 @@ }, "requires": [], "clearsObstacles": ["A"], + "flashSuitChecked": true, "note": ["Samus will teleport inside of the gate, causing it to open."] }, { @@ -617,7 +629,8 @@ "blockPositions": [[5, 3], [7, 2]] } }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 17, @@ -629,7 +642,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 18, @@ -646,7 +660,8 @@ "blockPositions": [[3, 12]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 19, @@ -663,7 +678,8 @@ "blockPositions": [[3, 13]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 20, @@ -675,7 +691,8 @@ "length": 5, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 21, @@ -689,7 +706,8 @@ "length": 6, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 22, @@ -736,7 +754,8 @@ ]} ], "resetsObstacles": ["A"], - "farmCycleDrops": [{"enemy": "Sciser", "count": 5}] + "farmCycleDrops": [{"enemy": "Sciser", "count": 5}], + "flashSuitChecked": true }, { "id": 23, @@ -783,7 +802,8 @@ }, "minExtraRunSpeed": "$0.D" } - } + }, + "flashSuitChecked": true }, { "id": 26, @@ -796,12 +816,13 @@ "exitCondition": { "leaveSpinning": { "remoteRunway": { - "length": 43, + "length": 45, "openEnd": 1 }, "minExtraRunSpeed": "$0.D" } - } + }, + "flashSuitChecked": true }, { "id": 27, @@ -821,7 +842,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 28, @@ -834,7 +856,7 @@ "exitCondition": { "leaveWithMockball": { "remoteRunway": { - "length": 43, + "length": 45, "openEnd": 1 }, "landingRunway": { @@ -842,7 +864,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 29, @@ -863,7 +886,8 @@ }, "movementType": "uncontrolled" } - } + }, + "flashSuitChecked": true }, { "id": 30, @@ -876,7 +900,7 @@ "exitCondition": { "leaveWithSpringBallBounce": { "remoteRunway": { - "length": 43, + "length": 45, "openEnd": 1 }, "landingRunway": { @@ -885,7 +909,8 @@ }, "movementType": "uncontrolled" } - } + }, + "flashSuitChecked": true }, { "id": 31, @@ -901,7 +926,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 32, @@ -914,11 +940,12 @@ "exitCondition": { "leaveSpaceJumping": { "remoteRunway": { - "length": 43, + "length": 45, "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 33, @@ -926,12 +953,13 @@ "name": "Leave With Temporary Blue", "requires": [ "Gravity", - {"canShineCharge": {"usedTiles": 43, "steepDownTiles": 1, "openEnd": 0}}, + {"canShineCharge": {"usedTiles": 45, "steepDownTiles": 1, "openEnd": 0}}, "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} - } + }, + "flashSuitChecked": true }, { "id": 34, diff --git a/region/maridia/outer/Crab Hole.json b/region/maridia/outer/Crab Hole.json index 1abdbe095c..55f4236b3a 100644 --- a/region/maridia/outer/Crab Hole.json +++ b/region/maridia/outer/Crab Hole.json @@ -146,7 +146,8 @@ "length": 3, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 2, @@ -160,7 +161,8 @@ "length": 4, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 3, @@ -217,7 +219,8 @@ "devNote": [ "One more Sciser could be farmed, but in most scenarios it seems not worth it.", "Gravity can also slightly speed up some other variants but not enough to be worth modeling." - ] + ], + "flashSuitChecked": true }, { "id": 4, @@ -292,7 +295,8 @@ "name": "Base", "requires": [ "Morph" - ] + ], + "flashSuitChecked": true }, { "id": 131, @@ -317,7 +321,8 @@ "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 118, @@ -339,6 +344,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Use Spring Ball to bounce into the hole, then unmorph to descend.", "Use a pause buffer to remorph, then chain temporary blue into the next room." @@ -364,6 +370,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Use a neutral bounce to enter the hole, then unmorph to descend.", "Use a pause buffer to remorph, then chain temporary blue into the next room." @@ -422,7 +429,8 @@ "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 120, @@ -443,6 +451,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Use Spring Ball to bounce into the hole, then unmorph to descend.", "Use a pause buffer to remorph, then chain temporary blue into the next room." @@ -467,6 +476,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Use a neutral bounce to enter the hole, then unmorph to descend.", "Use a pause buffer to remorph, then chain temporary blue into the next room." @@ -477,7 +487,8 @@ "id": 11, "link": [1, 4], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 12, @@ -497,7 +508,8 @@ ], "exitCondition": { "leaveWithSpark": {} - } + }, + "flashSuitChecked": true }, { "id": 133, @@ -667,7 +679,8 @@ ], "exitCondition": { "leaveWithTemporaryBlue": {} - } + }, + "flashSuitChecked": true }, { "id": 15, @@ -744,7 +757,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 18, @@ -761,7 +775,8 @@ "blockPositions": [[12, 12]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 19, @@ -778,7 +793,8 @@ "blockPositions": [[12, 13]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 20, @@ -803,7 +819,8 @@ "canSpringBallJumpMidAir" ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 21, @@ -815,7 +832,8 @@ "canMidAirMorph", "h_useSpringBall" ]} - ] + ], + "flashSuitChecked": true }, { "id": 22, @@ -827,6 +845,7 @@ "canWalljump", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": "Jump the first frame after running to gain just enough spinjump height." }, { @@ -856,6 +875,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": [ "Freeze a crab on the edge of the hole in the ceiling.", "Then get on top of it with Gravity and a wall jump, jump assist, or second frozen crab on the ground,", @@ -893,6 +913,7 @@ "canFlatleyJump" ]} ], + "flashSuitChecked": true, "note": [ "Stand on a frozen crab, then freeze a second one on the edge of the hole above.", "Use a crouch jump and/or down grab to get onto the crab above.", @@ -910,6 +931,7 @@ "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ], + "flashSuitChecked": true, "note": "Use a Super to knock off a crab and freeze it mid-air. Freeze a second crab on the edge of the hole above." }, { @@ -923,6 +945,7 @@ {"ammo": {"type": "Super", "count": 1}}, "canTrickyUseFrozenEnemies" ], + "flashSuitChecked": true, "note": [ "Use a super to knock off a crab and freeze it mid-air. Then get on that crab, possibly using a door ledge", "Freeze a second crab on the edge of the hole above." @@ -940,6 +963,7 @@ "canTrickyUseFrozenEnemies", "canStationaryLateralMidAirMorph" ], + "flashSuitChecked": true, "note": [ "Freeze one crab on the lip of the overhead opening and another on the edge of a doors platform then springballjump up.", "Use a Stationary Lateral Mid-Air Morph to gain enough jump height without bonking the ceiling.", @@ -968,6 +992,7 @@ "h_pauseAbuseMinimalReserveRefill" ]} ], + "flashSuitChecked": true, "note": [ "Requires a runway of at least 3 tiles (with an open end) in the adjacent room.", "Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above.", @@ -998,6 +1023,7 @@ "h_pauseAbuseMinimalReserveRefill" ]} ], + "flashSuitChecked": true, "note": [ "Requires a runway of at least 4 tiles (with no open end) in the adjacent room.", "Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above.", @@ -1022,6 +1048,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingTurnaround" ], + "flashSuitChecked": true, "note": [ "Requires a runway of at least 4 tiles (with no open end) in the adjacent room.", "Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround.", @@ -1045,6 +1072,7 @@ "canMomentumConservingTurnaround", "canInsaneJump" ], + "flashSuitChecked": true, "note": [ "Requires a runway of at least 6 tiles (with no open end) in the adjacent room.", "Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround.", @@ -1070,6 +1098,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingMorph" ], + "flashSuitChecked": true, "note": [ "Only requires a runway of 5 tiles (with an open end) in the adjacent room.", "Perform an air ball while against the ceiling to make it up and through the morph tunnel." @@ -1090,6 +1119,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingMorph" ], + "flashSuitChecked": true, "note": [ "Only requires a runway of 6 tiles (with no open end) in the adjacent room.", "Perform an air ball while against the ceiling to make it up and through the morph tunnel.", @@ -1306,7 +1336,8 @@ "requires": [ "canCrossRoomJumpIntoWater", "Morph" - ] + ], + "flashSuitChecked": true }, { "id": 165, @@ -1359,7 +1390,8 @@ "requires": [ "canCrossRoomJumpIntoWater", "canSpringBallJumpMidAir" - ] + ], + "flashSuitChecked": true }, { "id": 35, @@ -1368,7 +1400,8 @@ "requires": [ "canSuitlessMaridia", "h_doubleSpringBallJumpWithHiJump" - ] + ], + "flashSuitChecked": true }, { "id": 36, @@ -1420,6 +1453,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingMorph" ], + "flashSuitChecked": true, "note": [ "Unmorph just before hitting the ceiling, to conserve upward momentum.", "Continue moving right to avoid a crab hit, then morph again to make it through.", @@ -1447,6 +1481,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingMorph" ], + "flashSuitChecked": true, "note": [ "Unmorph just before hitting the ceiling, to conserve upward momentum.", "Continue moving right to avoid a crab hit, then morph again to make it through." @@ -1469,6 +1504,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingMorph" ], + "flashSuitChecked": true, "note": [ "Unmorph just before hitting the ceiling, to conserve upward momentum.", "Continue moving right to avoid a crab hit, then morph again to make it through." @@ -1497,6 +1533,7 @@ "h_pauseAbuseMinimalReserveRefill" ]} ], + "flashSuitChecked": true, "note": [ "Turn around to the left just before bonking the ceiling, to retain upward momentum.", "Then morph while passing through the crab and go through the morph tunnel to the left." @@ -1525,6 +1562,7 @@ "h_pauseAbuseMinimalReserveRefill" ]} ], + "flashSuitChecked": true, "note": [ "Turn around to the left just before bonking the ceiling, to retain upward momentum.", "Then morph while passing through the crab and go through the morph tunnel to the left." @@ -1548,6 +1586,7 @@ "canMomentumConservingTurnaround", "canMidAirMorph" ], + "flashSuitChecked": true, "note": [ "Turn around to the left just before bonking the ceiling, to retain upward momentum.", "Then turn back to the right and go through the morph tunnel to the right, avoiding crab damage." @@ -1571,6 +1610,7 @@ "canMomentumConservingTurnaround", "canMidAirMorph" ], + "flashSuitChecked": true, "note": [ "Turn around to the left just before bonking the ceiling, to retain upward momentum.", "Then turn back to the right and go through the morph tunnel to the right, avoiding crab damage." @@ -1663,6 +1703,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Perform a gravity jump and use Spring Ball to bounce through the top of the hole.", "Use a pause buffer to remorph, also taking the opportunity to equip Gravity again.", @@ -1683,7 +1724,8 @@ } }, "requires": [ - "canPreciseGrappleJump" + "canPreciseGrappleJump", + "h_trickyToCarryFlashSuit" ] }, { @@ -1696,7 +1738,14 @@ } }, "requires": [ - "canTrickyGrappleJump" + "canTrickyGrappleJump", + {"or": [ + {"noFlashSuit": {}}, + {"and": [ + "canTrickyCarryFlashSuit", + "canBeExtremelyPatient" + ]} + ]} ] }, { @@ -1717,7 +1766,8 @@ }, "requires": [ "canTrickyGrappleJump" - ] + ], + "flashSuitChecked": false }, { "id": 44, @@ -1729,7 +1779,8 @@ "length": 2, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 45, @@ -1743,7 +1794,8 @@ "length": 3, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 46, @@ -1760,7 +1812,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 47, @@ -1780,7 +1833,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 48, @@ -1801,7 +1855,8 @@ }, "movementType": "uncontrolled" } - } + }, + "flashSuitChecked": true }, { "id": 49, @@ -1817,7 +1872,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 50, @@ -1867,6 +1923,7 @@ ]} ], "farmCycleDrops": [{"enemy": "Sciser", "count": 1}], + "flashSuitChecked": true, "devNote": [ "More than one Sciser could be farmed, but in most scenarios it seems not worth it.", "Gravity can also slightly speed up some other variants but not enough to be worth modeling." @@ -1905,7 +1962,8 @@ "id": 54, "link": [2, 3], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 140, @@ -2034,7 +2092,8 @@ "exitCondition": { "leaveWithTemporaryBlue": {} }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 143, @@ -2121,6 +2180,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Gain a shinecharge while entering, and either kill the crab before it touches Samus, or use X-Ray to cancel the shinecharge.", "Perform a gravity jump and use Spring Ball to bounce through the top of the hole.", @@ -2149,6 +2209,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Jump through the transition with blue speed.", "Perform a very short speedball to kill the bottom crab and get into position below the hole.", @@ -2170,7 +2231,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 58, @@ -2187,7 +2249,8 @@ "blockPositions": [[12, 12]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 59, @@ -2204,7 +2267,8 @@ "blockPositions": [[12, 13]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 60, @@ -2377,6 +2441,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Perform a gravity jump and use Spring Ball to bounce through the top of the hole.", "Use a pause buffer to remorph, also taking the opportunity to equip Gravity again.", @@ -2392,7 +2457,8 @@ "blockPositions": [[7, 2]] } }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 64, @@ -2404,7 +2470,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 65, @@ -2421,7 +2488,8 @@ "blockPositions": [[3, 12]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 66, @@ -2438,13 +2506,15 @@ "blockPositions": [[3, 13]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 67, "link": [3, 2], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 147, @@ -2585,7 +2655,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 71, @@ -2602,7 +2673,8 @@ "blockPositions": [[2, 18]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 72, @@ -2619,7 +2691,8 @@ "blockPositions": [[2, 19]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 73, @@ -2636,7 +2709,8 @@ "blockPositions": [[2, 28]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 74, @@ -2653,7 +2727,8 @@ "blockPositions": [[2, 29]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 75, @@ -2665,7 +2740,8 @@ "length": 2, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 76, @@ -2679,7 +2755,8 @@ "length": 3, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 77, @@ -2696,7 +2773,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 78, @@ -2716,7 +2794,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 79, @@ -2737,7 +2816,8 @@ }, "movementType": "uncontrolled" } - } + }, + "flashSuitChecked": true }, { "id": 80, @@ -2753,7 +2833,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 81, @@ -2804,6 +2885,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingTurnaround" ], + "flashSuitChecked": true, "note": [ "Requires a runway of at least 3 tiles (with an open end) in the adjacent room.", "Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above.", @@ -2828,6 +2910,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingTurnaround" ], + "flashSuitChecked": true, "note": [ "Requires a runway of at least 4 tiles (with no open end) in the adjacent room.", "Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above.", @@ -2851,6 +2934,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingMorph" ], + "flashSuitChecked": true, "note": [ "Unmorph just before hitting the ceiling, to conserve upward momentum.", "Then turn around, morph, and move through the tunnel to the right, avoiding crab damage.", @@ -2875,6 +2959,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingMorph" ], + "flashSuitChecked": true, "note": [ "Unmorph just before hitting the ceiling, to conserve upward momentum.", "Then turn around, morph, and move through the tunnel to the right, avoiding crab damage." @@ -2897,6 +2982,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingMorph" ], + "flashSuitChecked": true, "note": [ "Unmorph just before hitting the ceiling, to conserve upward momentum.", "Then turn around, morph, and move through the tunnel to the right, avoiding crab damage." @@ -2920,6 +3006,7 @@ "canMomentumConservingTurnaround", "canMidAirMorph" ], + "flashSuitChecked": true, "note": [ "Turn around to the right just before bonking the ceiling, to retain upward momentum.", "Then morph and go through the tunnel to the right." @@ -2943,6 +3030,7 @@ "canMomentumConservingTurnaround", "canMidAirMorph" ], + "flashSuitChecked": true, "note": [ "Turn around to the right just before bonking the ceiling, to retain upward momentum.", "Then morph and go through the tunnel to the right." @@ -3015,6 +3103,7 @@ "canCrossRoomJumpIntoWater", "Morph" ], + "flashSuitChecked": true, "devNote": [ "We don't include any cases where the setup room has a runway of 3 or more tiles connected to the door,", "since a regular cross room jump could be used in that case (with Speed Booster)." @@ -3073,6 +3162,7 @@ "canCrossRoomJumpIntoWater", "canTrickySpringBallJump" ], + "flashSuitChecked": true, "devNote": [ "A spring ball bounce could be done here instead of a side platform jump,", "but this strat is still included in cases where it's a reasonable alternative." @@ -3157,6 +3247,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Perform a gravity jump and use Spring Ball to bounce through the top of the hole.", "Use a pause buffer to remorph, also taking the opportunity to equip Gravity again.", @@ -3177,8 +3268,10 @@ } }, "requires": [ - "canPreciseGrappleJump" - ] + "canPreciseGrappleJump", + "h_trickyToCarryFlashSuit" + ], + "flashSuitChecked": true }, { "id": 163, @@ -3202,7 +3295,8 @@ }, "requires": [ "canTrickyGrappleJump" - ] + ], + "flashSuitChecked": false }, { "id": 91, @@ -3295,7 +3389,8 @@ "id": 94, "link": [4, 1], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 95, @@ -3315,7 +3410,8 @@ ], "exitCondition": { "leaveWithSpark": {} - } + }, + "flashSuitChecked": true }, { "id": 96, @@ -3485,7 +3581,8 @@ ], "exitCondition": { "leaveWithTemporaryBlue": {} - } + }, + "flashSuitChecked": true }, { "id": 98, @@ -3559,7 +3656,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 101, @@ -3576,7 +3674,8 @@ "blockPositions": [[3, 12]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 102, @@ -3593,7 +3692,8 @@ "blockPositions": [[3, 13]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 157, @@ -3618,7 +3718,8 @@ "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 127, @@ -3639,6 +3740,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Use Spring Ball to bounce into the hole, then unmorph to descend.", "Use a pause buffer to remorph, then chain temporary blue into the next room." @@ -3663,6 +3765,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Use a neutral bounce to enter the hole, then unmorph to descend.", "Use a pause buffer to remorph, then chain temporary blue into the next room." @@ -3679,7 +3782,8 @@ "morphed": true } }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 104, @@ -3709,7 +3813,8 @@ "blockPositions": [[2, 18]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 106, @@ -3726,7 +3831,8 @@ "blockPositions": [[2, 19]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 107, @@ -3743,7 +3849,8 @@ "blockPositions": [[2, 28]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 108, @@ -3760,7 +3867,8 @@ "blockPositions": [[2, 29]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 158, @@ -3785,7 +3893,8 @@ "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 129, @@ -3807,6 +3916,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Use Spring Ball to bounce into the hole, then unmorph to descend.", "Use a pause buffer to remorph, then chain temporary blue into the next room." @@ -3832,6 +3942,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Use a neutral bounce to enter the hole, then unmorph to descend.", "Use a pause buffer to remorph, then chain temporary blue into the next room." @@ -3848,7 +3959,8 @@ "length": 3, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 110, @@ -3862,7 +3974,8 @@ "length": 4, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 111, diff --git a/region/maridia/outer/Fish Tank.json b/region/maridia/outer/Fish Tank.json index 83546fe7d8..a8510e1802 100644 --- a/region/maridia/outer/Fish Tank.json +++ b/region/maridia/outer/Fish Tank.json @@ -238,7 +238,8 @@ "length": 1, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 110, @@ -261,6 +262,7 @@ "obstruction": [1, 0] } }, + "flashSuitChecked": true, "devNote": ["Max extra run speed $2.A."] }, { @@ -277,7 +279,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 3, @@ -297,7 +300,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 4, @@ -318,7 +322,8 @@ }, "movementType": "uncontrolled" } - } + }, + "flashSuitChecked": true }, { "id": 5, @@ -334,7 +339,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 6, @@ -348,6 +354,7 @@ "exitCondition": { "leaveWithTemporaryBlue": {} }, + "flashSuitChecked": true, "note": [ "Use the runway at the bottom-right side of the room to gain temporary blue.", "Use Gravity jumps to navigate to the left, chaining temporary blue through the door." @@ -407,7 +414,8 @@ ]} ]} ], - "farmCycleDrops": [{"enemy": "Skultera", "count": 1}] + "farmCycleDrops": [{"enemy": "Skultera", "count": 1}], + "flashSuitChecked": true }, { "id": 7, @@ -436,6 +444,7 @@ "Gravity", "canLongIBJ" ], + "flashSuitChecked": true, "note": "Once high enough, it may be necessary to kill the fish and open the door." }, { @@ -448,7 +457,8 @@ "HiJump", "canCarefulJump" ]} - ] + ], + "flashSuitChecked": true }, { "id": 10, @@ -463,8 +473,17 @@ "requires": [ "HiJump", "canCrossRoomJumpIntoWater", - "canMomentumConservingTurnaround" + "canMomentumConservingTurnaround", + "h_midAirShootUp" + ], + "exitCondition": { + "leaveNormally": {} + }, + "unlocksDoors": [ + {"types": ["super"], "requires": []}, + {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": "Requires a runway of at least 4 tiles in the adjacent room.", "devNote": [ "Using more run speed to avoid the momentumConservingTurnaround requirement will bonk the door, requiring a turnaround to get through", @@ -483,8 +502,17 @@ }, "requires": [ "canCrossRoomJumpIntoWater", - "canTrickyJump" + "canTrickyJump", + "h_midAirShootUp" ], + "exitCondition": { + "leaveNormally": {} + }, + "unlocksDoors": [ + {"types": ["super"], "requires": []}, + {"types": ["missiles", "powerbomb"], "requires": ["never"]} + ], + "flashSuitChecked": true, "note": "Requires a runway of at least 18 tiles in the adjacent room." }, { @@ -498,8 +526,17 @@ } }, "requires": [ - "canCrossRoomJumpIntoWater" + "canCrossRoomJumpIntoWater", + "h_midAirShootUp" + ], + "exitCondition": { + "leaveNormally": {} + }, + "unlocksDoors": [ + {"types": ["super"], "requires": []}, + {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": "Requires a runway of at least 22 tiles in the adjacent room." }, { @@ -515,7 +552,15 @@ }, "requires": [ "canCrossRoomJumpIntoWater" - ] + ], + "exitCondition": { + "leaveNormally": {} + }, + "unlocksDoors": [ + {"types": ["super"], "requires": []}, + {"types": ["missiles", "powerbomb"], "requires": ["never"]} + ], + "flashSuitChecked": true }, { "id": 124, @@ -531,7 +576,15 @@ "requires": [ "canCrossRoomJumpIntoWater", "canTrickyDashJump" - ] + ], + "exitCondition": { + "leaveNormally": {} + }, + "unlocksDoors": [ + {"types": ["super"], "requires": []}, + {"types": ["missiles", "powerbomb"], "requires": ["never"]} + ], + "flashSuitChecked": true }, { "id": 111, @@ -638,6 +691,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "devNote": [ "We don't include strats here that require HiJump or Spring Ball,", "since with either of those items you could instead go 1 -> 5 -> 4." @@ -657,7 +711,15 @@ } }, "requires": [ - "canPreciseGrappleJump" + "canPreciseGrappleJump", + {"or": [ + {"noFlashSuit": {}}, + "HiJump", + {"and": [ + "canTrickyCarryFlashSuit", + "canBeExtremelyPatient" + ]} + ]} ], "exitCondition": { "leaveWithGrappleJump": { @@ -667,6 +729,10 @@ "unlocksDoors": [ {"types": ["super", "powerbomb"], "requires": []}, {"types": ["missiles"], "requires": ["canTrickyGrappleJump"]} + ], + "flashSuitChecked": true, + "devNote": [ + "Opening the door while carrying a flash suit is possible without Hi-Jump but very difficult." ] }, { @@ -697,7 +763,8 @@ "position": "any" } }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": false }, { "id": 13, @@ -729,7 +796,8 @@ "name": "Gravity Jump", "requires": [ "canGravityJump" - ] + ], + "flashSuitChecked": true }, { "id": 130, @@ -740,7 +808,8 @@ "canUseFrozenEnemies", "HiJump", "SpeedBooster" - ] + ], + "flashSuitChecked": true }, { "id": 131, @@ -752,6 +821,7 @@ "canTrickyDashJump", "canDownGrab" ], + "flashSuitChecked": true, "note": [ "Get a tricky dash jump running up the hill, then precisely down grab at the top.", "It is best to start a few pixels away from the edge of the runway, so that Samus can jump at the correct frame and while being higher up the hill." @@ -775,13 +845,15 @@ { "id": 15, "link": [1, 5], - "name": "Springball to the Frozen Fish", + "name": "Spring Ball to the Frozen Fish", "requires": [ "canSuitlessMaridia", "canTrickyUseFrozenEnemies", "HiJump", - "canTrickySpringBallJump" - ] + "canTrickySpringBallJump", + "h_midAirShootUp" + ], + "flashSuitChecked": true }, { "id": 16, @@ -790,7 +862,8 @@ "requires": [ "canSuitlessMaridia", "h_doubleSpringBallJumpWithHiJump" - ] + ], + "flashSuitChecked": true }, { "id": 17, @@ -813,14 +886,16 @@ "Wave", "Spazer", "Plasma" - ]} + ]}, + "h_trickyToCarryFlashSuit" ], "note": [ "Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door.", "Cross Room jump and aim towards the left side where the fish is.", "Shooting at it from below can deal damage sooner to get a faster freeze.", "Hug the frozen fish to gain the extra height needed to climb on top." - ] + ], + "flashSuitChecked": true }, { "id": 18, @@ -839,6 +914,7 @@ "canTrickySpringBallJump", "canInsaneJump" ], + "flashSuitChecked": true, "note": "Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door." }, { @@ -857,6 +933,7 @@ "canMomentumConservingTurnaround", "canTrickyJump" ], + "flashSuitChecked": true, "note": "Requires a runway of at least 3 tiles in the adjacent room." }, { @@ -874,6 +951,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingTurnaround" ], + "flashSuitChecked": true, "note": "Requires a runway of at least 4 tiles in the adjacent room." }, { @@ -891,6 +969,7 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingTurnaround" ], + "flashSuitChecked": true, "note": "Requires running a precise distance of 7 tiles in the adjacent room, to hit a peak of the speed vs height graph." }, { @@ -907,6 +986,7 @@ "SpeedBooster", "canCrossRoomJumpIntoWater" ], + "flashSuitChecked": true, "note": "Requires a runway of at least 12 tiles (with no open end) in the adjacent room." }, { @@ -925,6 +1005,7 @@ "canSpringBallJumpMidAir", "canTrickyJump" ], + "flashSuitChecked": true, "note": "Requires a runway of at least 10 tiles in the adjacent room." }, { @@ -940,7 +1021,8 @@ }, "requires": [ "canCrossRoomJumpIntoWater" - ] + ], + "flashSuitChecked": true }, { "id": 126, @@ -957,6 +1039,7 @@ "canTrickyDashJump", "canCrossRoomJumpIntoWater" ], + "flashSuitChecked": true, "note": "Requires running a precise distance of 7 tiles in the adjacent room, to hit a peak of the speed vs height graph." }, { @@ -1111,7 +1194,8 @@ }, "requires": [ "canCrossRoomJumpIntoWater" - ] + ], + "flashSuitChecked": true }, { "id": 85, @@ -1211,7 +1295,8 @@ }, "requires": [ "canGrappleJump" - ] + ], + "flashSuitChecked": true }, { "id": 106, @@ -1224,7 +1309,8 @@ }, "requires": [ "canPreciseGrappleJump" - ] + ], + "flashSuitChecked": true }, { "id": 107, @@ -1244,7 +1330,8 @@ }, "requires": [ "canTrickyGrappleJump" - ] + ], + "flashSuitChecked": false }, { "id": 25, @@ -1255,7 +1342,8 @@ "blockPositions": [[12, 12], [12, 13]] } }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 26, @@ -1270,10 +1358,21 @@ "canFlatleyJump", {"doorUnlockedAtNode": 1} ]} + ]}, + {"or": [ + "h_midAirShootUp", + "canBeExtremelyPatient" ]} ], "unlocksDoors": [{"nodeId": 1, "types": ["ammo"], "requires": []}], - "note": "This underwater walljump is very long. Some jump assistance, cross room jump, or a flatley jump from the door frame is needed to get to the first overhang." + "flashSuitChecked": true, + "note": [ + "This underwater walljump is very long. Some jump assistance, cross room jump, or a flatley jump from the door frame is needed to get to the first overhang." + ], + "detailNote": [ + "In case of carrying a flash suit, it is possible, though difficult, to get up without killing the Skultera,", + "or to kill the Skultera with hero shots, in case Morph is not available." + ] }, { "id": 27, @@ -1291,6 +1390,7 @@ "canDisableEquipment", "canMomentumConservingTurnaround" ], + "flashSuitChecked": true, "note": [ "This underwater walljump is very long. Some jump assistance, cross room jump, or a flatley jump from the door frame is needed to get to the first overhang.", "The cross room jump requires an adjacent runway of 3 tiles (with no open end) with HiJump disabled. Perform a turnaround just before hitting the ceiling." @@ -1374,6 +1474,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Run into the room to gain temporary blue with a water shinecharge.", "Use X-ray along with HiJump and/or Spring Ball to chain it through the room." @@ -1389,6 +1490,7 @@ } }, "requires": [], + "flashSuitChecked": true, "note": [ "After teleporting, Grapple will open the door (if it is blue), making it not possible to swing over to the ledge." ], @@ -1407,7 +1509,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 31, @@ -1424,7 +1527,8 @@ "blockPositions": [[2, 34]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 32, @@ -1436,7 +1540,8 @@ "length": 33, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 128, @@ -1448,6 +1553,7 @@ "Plasma" ], "farmCycleDrops": [{"enemy": "Pink Space Pirate (standing)", "count": 1}], + "flashSuitChecked": true, "devNote": [ "This is for farming suitless.", "If Gravity is available, it is instead worthwhile to farm all the Pirates in the room." @@ -1488,7 +1594,8 @@ "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 115, @@ -1513,6 +1620,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": ["Start with low run speed by positioning exactly 2 pixels from the door."] }, { @@ -1544,6 +1652,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway, this requires a single-frame stutter (release forward then repress on the next frame), on the last possible frame." ] @@ -1574,6 +1683,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With a runway of 5 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition.", @@ -1608,6 +1718,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 4 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition.", @@ -1643,6 +1754,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 3 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition.", @@ -1685,6 +1797,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 2 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition.", @@ -1725,6 +1838,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", @@ -1775,6 +1889,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": ["Start with low run speed by positioning exactly 2 pixels from the door."], "devNote": [ "This can also be done with a stutter shinecharge, which can shorten the temp blue chain,", @@ -1808,6 +1923,7 @@ } }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Run into the room to gain temporary blue with a water shinecharge.", "Use X-ray along with HiJump to chain it through the room." @@ -1837,6 +1953,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": false, "note": ["Swing to the right, shoot open the door above, and grapple jump through it."], "devNote": [ "FIXME: Add a version of this with an exit condition for grapple jumping through the transition." @@ -1864,6 +1981,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": [ "Reduce Samus' run speed with a stutter or late dash tap in order to complete the shinecharge in time." ] @@ -1891,6 +2009,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": [ "Start the dash as close to the door transition as possible in order to store the shinespark in time.", "Stand 2 or 3 pixels from the door for run speed to be low enough going into the next room." @@ -1916,6 +2035,7 @@ } }, "requires": [], + "flashSuitChecked": true, "note": [ "Swing over the right to make it to the ledge.", "Avoid extending Grapple, to prevent being damaged by the Skulltera.", @@ -1946,7 +2066,8 @@ "explicitWeapons": ["Plasma", "ScrewAttack"] }} ]} - ] + ], + "flashSuitChecked": true }, { "id": 39, @@ -1982,12 +2103,13 @@ }} ]} ], + "flashSuitChecked": true, "note": "Shooting towards Pirates will cause them to stop in place and not fire back." }, { "id": 40, "link": [2, 6], - "name": "SpringBall Escape", + "name": "Spring Ball Escape", "requires": [ "canSuitlessMaridia", "canTrickySpringBallJump", @@ -2021,8 +2143,9 @@ }} ]} ], + "flashSuitChecked": true, "note": [ - "The second jump is harder than a normal mid-air springball jump.", + "The second jump is harder than a normal mid-air spring ball jump.", "Use either a stationary lateral mid air morph, to gain enough horizontal momentum,", "or a SpringFling to reduce Samus' fall speed as soon as it begins to build up.", "Shooting towards Pirates will cause them to stop in place and not fire back." @@ -2051,6 +2174,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": [ "Reduce Samus' run speed with a stutter or late dash tap in order to complete the shinecharge in time.", "Spark up and fall onto the platform left of the fish." @@ -2136,6 +2260,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": [ "Start the dash as close to the door transition as possible in order to store the shinespark in time.", "Stand 2 or 3 pixels from the door for run speed to be low enough going into the next room.", @@ -2259,6 +2384,7 @@ "direction": "any" } }, + "flashSuitChecked": true, "note": [ "Use the runway at the bottom-right side of the room to gain temporary blue.", "Use Gravity jumps to navigate the room, chaining temporary blue through the door." @@ -2363,7 +2489,8 @@ "comeInNormally": {}, "comesThroughToilet": "any" }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 48, @@ -2373,7 +2500,8 @@ "comeInNormally": {}, "comesThroughToilet": "any" }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 96, @@ -2509,6 +2637,7 @@ "direction": "left" } }, + "flashSuitChecked": true, "note": [ "Use the runway at the bottom-right side of the room to gain temporary blue.", "Use Gravity jumps to navigate to the left, chaining temporary blue through the door." @@ -2569,6 +2698,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": "Enter on the left side of the door while aiming down and freeze the fish immediately." }, { @@ -2585,6 +2715,7 @@ "canPrepareForNextRoom", {"enemyDamage": {"enemy": "Skultera", "type": "contact", "hits": 1}} ], + "flashSuitChecked": true, "note": "Enter on the left side of the door in order to land on the fish, then Damage Boost to reach the ledge on the right." }, { @@ -2601,6 +2732,7 @@ "canResetFallSpeed", "canPrepareForNextRoom" ], + "flashSuitChecked": true, "note": [ "Morph and unmorph before reaching the transition, and then drift to the ledge.", "Enter the room as far right as possible." @@ -2623,6 +2755,7 @@ "canMidairWiggle", "canCarefulJump" ], + "flashSuitChecked": true, "note": [ "Wall jump in the room above, on the right wall of the doorway, immediately before the door transition.", "To get to the ledge: If the room above has normal physics, hold right in this room. If the room above has water physics, shoot to break spin while holding right in this room." @@ -2651,6 +2784,7 @@ "canPrepareForNextRoom", "canTrickyJump" ], + "flashSuitChecked": true, "note": [ "Wall jump in the room above, on the left wall of the doorway, immediately before the door transition.", "If entering from an air room above, simply hold right and jump to reach the ledge.", @@ -2799,7 +2933,8 @@ "id": 61, "link": [5, 1], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 62, @@ -2819,7 +2954,8 @@ "SpaceJump", "canUseFrozenEnemies" ]} - ] + ], + "flashSuitChecked": true }, { "id": 63, @@ -2832,7 +2968,8 @@ "HiJump", "canSpringBallJumpMidAir" ]} - ] + ], + "flashSuitChecked": true }, { "id": 64, @@ -2842,7 +2979,8 @@ "canSuitlessMaridia", "HiJump", "h_useSpringBall" - ] + ], + "flashSuitChecked": true }, { "id": 65, @@ -2853,6 +2991,7 @@ "Gravity", "canTrickyJump" ], + "flashSuitChecked": true, "note": "Build up run speed and jump at the last moment to reach the door." }, { @@ -2869,6 +3008,7 @@ "canMomentumConservingTurnaround" ]} ], + "flashSuitChecked": true, "note": [ "Jump towards the door with HiJump equipped.", "A Flatley style jump can position Samus over the edge of the ledge, closer to the door.", @@ -2888,6 +3028,7 @@ "canStationaryLateralMidAirMorph" ]} ], + "flashSuitChecked": true, "note": [ "Jump towards the door with a Springball Jump, jumping as late as possible.", "A Flatley style jump can position Samus over the edge of the ledge, closer to the door, allowing for an earlier Springball jump.", @@ -2910,6 +3051,15 @@ "unlocksDoors": [{"types": ["ammo"], "requires": []}], "flashSuitChecked": true }, + { + "link": [5, 5], + "name": "Unlock Door", + "requires": [], + "unlocksDoors": [ + {"nodeId": 4, "types": ["ammo"], "requires": []} + ], + "flashSuitChecked": true + }, { "id": 68, "link": [5, 5], @@ -2923,13 +3073,15 @@ "id": 69, "link": [5, 6], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 70, "link": [6, 2], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 71, @@ -2940,7 +3092,8 @@ "Gravity", "HiJump" ]} - ] + ], + "flashSuitChecked": true }, { "id": 72, @@ -2949,7 +3102,8 @@ "requires": [ "canSuitlessMaridia", "canSpringBallJumpMidAir" - ] + ], + "flashSuitChecked": true }, { "id": 73, @@ -2960,6 +3114,7 @@ "canTrickyJump", "canTrickyUseFrozenEnemies" ], + "flashSuitChecked": true, "note": [ "Freeze the fish a bit left of the peak in its swim cycle.", "Build run speed on top of the fish before jumping to the ledge.", @@ -3011,6 +3166,7 @@ ]} ], "farmCycleDrops": [{"enemy": "Skultera", "count": 4}], + "flashSuitChecked": true, "devNote": [ "Farming Skulteras with Plasma or Screw Attack is included for completeness,", "though with these items it would be better to farm the Pirates.", @@ -3056,6 +3212,7 @@ ]} ], "farmCycleDrops": [{"enemy": "Pink Space Pirate (standing)", "count": 4}], + "flashSuitChecked": true, "devNote": ["FIXME: there are other, slower ways to farm here, e.g. without Gravity."] }, { @@ -3082,7 +3239,8 @@ "explicitWeapons": ["Plasma", "ScrewAttack"] }} ]} - ] + ], + "flashSuitChecked": true }, { "id": 76, @@ -3092,12 +3250,13 @@ "canSuitlessMaridia", "canCarefulJump", "HiJump" - ] + ], + "flashSuitChecked": true }, { "id": 77, "link": [6, 7], - "name": "Suitless Springball", + "name": "Suitless Spring Ball", "requires": [ "canSuitlessMaridia", "canCarefulJump", @@ -3107,7 +3266,8 @@ "canStationaryLateralMidAirMorph", "canSpringFling" ]} - ] + ], + "flashSuitChecked": true }, { "id": 78, @@ -3117,6 +3277,7 @@ "canSuitlessMaridia", "canInsaneJump" ], + "flashSuitChecked": true, "note": "This is particularly precise, and requires subpixel precision.", "devNote": "This is only useful if Samus is going to unlock the right door for later use, or with a flash suit to escape the room." }, @@ -3128,7 +3289,8 @@ "canSuitlessMaridia", "Plasma", "canUseFrozenEnemies" - ] + ], + "flashSuitChecked": true }, { "id": 80, @@ -3136,7 +3298,8 @@ "name": "Base", "requires": [ "Gravity" - ] + ], + "flashSuitChecked": true }, { "id": 81, @@ -3147,7 +3310,8 @@ "HiJump", "canSpringBallJumpMidAir" ]} - ] + ], + "flashSuitChecked": true }, { "id": 92, @@ -3188,6 +3352,7 @@ }} ]} ], + "flashSuitChecked": true, "devNote": "The canCrouchJump is not a h_underwaterCrouchJump, because Gravity is required." }, { @@ -3211,6 +3376,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": [ "It is possible to land on the platform with the pirate when it is facing away and shaking its head.", "Then quickly jump away or continuously shoot the pirate to prevent it from shooting." @@ -3237,6 +3403,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": "Tank the pirate then quickly crouch jump and down grab or use HiJump to get to the ledge." }, { @@ -3253,6 +3420,7 @@ "canUseFrozenEnemies" ]} ], + "flashSuitChecked": true, "note": "Kill or freeze the pirate then crouch jump and down grab or use another method to get to the ledge." }, { @@ -3265,6 +3433,7 @@ {"disableEquipment": "HiJump"}, {"disableEquipment": "Gravity"} ], + "flashSuitChecked": true, "note": "Carefully jump over the pirate and onto the next ledge. The jump requires both Gravity and HiJump to be unequipped." }, { diff --git a/region/maridia/outer/Main Street.json b/region/maridia/outer/Main Street.json index 9e7489c8ee..f6508e6221 100644 --- a/region/maridia/outer/Main Street.json +++ b/region/maridia/outer/Main Street.json @@ -461,6 +461,7 @@ "canTrickyUseFrozenEnemies" ], "bypassesDoorShell": true, + "flashSuitChecked": true, "note": [ "Freeze the bottom Skulltera and a Sciser above the door, to set up a moonfall between them, and aim down.", "After gaining enough speed, press forward to fall down and clip past the door shell below.", @@ -486,7 +487,8 @@ "leaveWithTemporaryBlue": { "direction": "right" } - } + }, + "flashSuitChecked": true }, { "id": 3, @@ -499,6 +501,7 @@ "requires": [ {"shinespark": {"frames": 6, "excessFrames": 6}} ], + "flashSuitChecked": true, "note": "Enter on the right side of the doorway to reduce the amount of energy used.", "devNote": "This strat is not useful in-room, but can satisfy a strat in the room before with an exit shinespark." }, @@ -667,6 +670,7 @@ "canUseFrozenEnemies" ]} ], + "flashSuitChecked": true, "note": [ "Spin jump to the left through the transition.", "Bonking the left side of the door frame works but is not required.", @@ -697,6 +701,7 @@ "canUseFrozenEnemies" ]} ], + "flashSuitChecked": true, "note": [ "Run and spin jump to the left through the transition with as much horiziontal speed as possible, without bonking the door frame.", "Hold left through the transition to avoid the fish and land on the platform to the left.", @@ -724,6 +729,7 @@ "canUseFrozenEnemies" ]} ], + "flashSuitChecked": true, "note": [ "Run and spin jump to the left through the transition with as much horiziontal speed as possible, without bonking the door frame.", "Hold left through the transition to avoid the fish and land on the platform to the left.", @@ -745,6 +751,7 @@ "requires": [ "canCrossRoomJumpIntoWater" ], + "flashSuitChecked": true, "note": [ "Spin jump against the left side of the door frame, then use Space Jump to jump straight up through the door.", "Stay to the right of the fish as you go up." @@ -766,6 +773,7 @@ "canCrossRoomJumpIntoWater", "HiJump" ], + "flashSuitChecked": true, "note": [ "Jump straight up through the door with HiJump equipped, aligning with the left side of the door frame.", "Stay to the right of the fish as you go up." @@ -789,6 +797,7 @@ "canCrouchJump", "HiJump" ], + "flashSuitChecked": true, "note": [ "Crouch jump up through the door with HiJump equipped, aligning with the left side of the door frame.", "Stay to the right of the fish as you go up." @@ -811,6 +820,7 @@ "canCrossRoomJumpIntoWater", "HiJump" ], + "flashSuitChecked": true, "note": [ "Jump straight up through the door with HiJump equipped, passing through the Toilet.", "Stay to the right of the fish as you go up." @@ -833,6 +843,7 @@ "SpeedBooster", "HiJump" ], + "flashSuitChecked": true, "note": [ "Run and jump up through the door using HiJump and SpeedBooster in the room below using at least 1 tile of runway.", "Stay to the right of the fish as you go up." @@ -852,6 +863,7 @@ "canCrossRoomJumpIntoWater", "canMidairWiggle" ], + "flashSuitChecked": true, "note": [ "Wall jump relatively low off the right side of the door frame of the room below.", "Stay to the right of the fish as you go up." @@ -874,8 +886,9 @@ "canCrossRoomJumpIntoWater", "SpeedBooster" ], + "flashSuitChecked": true, "note": [ - "Run from right with Speedbooster in the room below, and jump against the left side of the door frame to cancel horizontal momentum before passing through the transition.", + "Run from right with Speed Booster in the room below, and jump against the left side of the door frame to cancel horizontal momentum before passing through the transition.", "Stay to the right of the fish as you go up." ], "devNote": "This strat is applicable only with Crocomire's Room." @@ -898,8 +911,9 @@ "SpeedBooster", "canMidairWiggle" ], + "flashSuitChecked": true, "note": [ - "Run from left with Speedbooster in the room below and jump up through the door.", + "Run from left with Speed Booster in the room below and jump up through the door.", "Perform a snap turnaround to the left to cancel horizontal momentum before passing through the transition.", "This is done by turning around and then canceling spin, e.g. by shooting.", "Stay to the right of the fish as you go up." @@ -923,6 +937,7 @@ "canCrossRoomJumpIntoWater", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": [ "Run from right with Speedbooster in the room below, and jump during a spike in the speed-to-jumpHeight chart.", "Jump against the left side of the door frame to cancel horizontal momentum before passing through the transition.", @@ -952,6 +967,7 @@ "Plasma" ]} ], + "flashSuitChecked": true, "note": [ "Crouch jump up through the left side of the door transition.", "Angle up and shoot the fish twice on the way up, then aim down and shoot three more times as needed until it is frozen.", @@ -972,12 +988,13 @@ }, "requires": [ "canCrossRoomJumpIntoWater", - "canCrouchJump", "canTrickySpringBallJump" ], + "flashSuitChecked": true, "note": [ - "Standing on the platform in the room below, crouch jump and perform a spring ball jump mid-air just before reaching the transition." - ] + "Standing on the platform in the room below, and perform a spring ball jump mid-air just before reaching the transition." + ], + "devNote": ["Crouch jumping is not required."] }, { "id": 190, @@ -992,6 +1009,7 @@ "requires": [ "canTrickyJump" ], + "flashSuitChecked": true, "note": [ "Swing up through the door from a Grapple block in the room below (Mt. Everest).", "Fire a Grapple shot after entering the room, to allow Samus to move further left,", @@ -1012,8 +1030,10 @@ "HiJump", "canKago", "canPreciseGrappleJump", - {"enemyDamage": {"enemy": "Skultera", "type": "contact", "hits": 1}} + {"enemyDamage": {"enemy": "Skultera", "type": "contact", "hits": 1}}, + "h_trickyToCarryFlashSuit" ], + "flashSuitChecked": true, "note": [ "Grapple jump up through the door below.", "Contact the Skultera while morphing or unmorphing, to avoid knockback.", @@ -1065,7 +1085,8 @@ "id": 26, "link": [1, 8], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 27, @@ -1145,6 +1166,7 @@ "HiJump", "canPreciseGrappleJump" ], + "flashSuitChecked": true, "note": [ "Swing up through the door from a Grapple block in the room below (Mt. Everest).", "Use arm pumps to move two tiles to the left, to avoid the overhang and floating platform." @@ -1403,20 +1425,12 @@ "canMoonfall" ], "bypassesDoorShell": true, + "flashSuitChecked": true, "note": [ "Precisely Moonfall along the wall to land on top of the door shell without losing the stored fall speed.", "Then moonfall again to clip through the door." ] }, - { - "id": 32, - "link": [2, 2], - "name": "Leave Normally", - "requires": [], - "exitCondition": { - "leaveNormally": {} - } - }, { "id": 33, "link": [2, 2], @@ -1428,7 +1442,8 @@ "openEnd": 1, "steepUpTiles": 1 } - } + }, + "flashSuitChecked": true }, { "id": 34, @@ -1443,7 +1458,8 @@ "openEnd": 1, "steepUpTiles": 1 } - } + }, + "flashSuitChecked": true }, { "id": 199, @@ -1468,6 +1484,7 @@ "obstruction": [4, 0] } }, + "flashSuitChecked": true, "devNote": [ "Max extra run speed $3.9.", "This strat is included for completeness, though it apparently doesn't have any applications." @@ -1513,7 +1530,8 @@ }, "maxExtraRunSpeed": "$3.5" } - } + }, + "flashSuitChecked": true }, { "id": 37, @@ -1536,7 +1554,8 @@ "maxExtraRunSpeed": "$3.5", "movementType": "uncontrolled" } - } + }, + "flashSuitChecked": true }, { "id": 38, @@ -1554,7 +1573,8 @@ }, "maxExtraRunSpeed": "$2.C" } - } + }, + "flashSuitChecked": true }, { "id": 39, @@ -1572,7 +1592,8 @@ ], "exitCondition": { "leaveWithTemporaryBlue": {} - } + }, + "flashSuitChecked": true }, { "id": 40, @@ -1612,6 +1633,7 @@ "h_underwaterCrouchJumpDownGrab" ]} ], + "flashSuitChecked": true, "note": [ "Only requires a runway of one tile in the adjacent room.", "Bomb boost through the doorway, then use spring ball to get to the bottom left ledge.", @@ -1622,7 +1644,7 @@ { "id": 43, "link": [2, 3], - "name": "Cross Room Jump with SpeedBooster", + "name": "Cross Room Jump with Speed Booster", "entranceCondition": { "comeInRunning": { "speedBooster": true, @@ -1633,6 +1655,7 @@ "canCrossRoomJumpIntoWater", "canCarefulJump" ], + "flashSuitChecked": true, "note": "Run with enough speed to jump (after the transition) to reach the far left ledge." }, { @@ -1670,6 +1693,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": [ "Run with enough speed to jump (after the transition) to reach the far left ledge.", "Either kill or Kago through the Fish enemy.", @@ -1679,7 +1703,7 @@ { "id": 45, "link": [2, 3], - "name": "Cross Room TrickyDashJump", + "name": "Cross Room Tricky Dash Jump", "entranceCondition": { "comeInRunning": { "speedBooster": true, @@ -1708,6 +1732,7 @@ "canTrickyDodgeEnemies" ]} ], + "flashSuitChecked": true, "note": [ "Run with 7 tiles (no openend) of speed to jump (after the transition) to reach the far left ledge.", "Either kill or Kago through the Fish enemy." @@ -1716,7 +1741,7 @@ { "id": 46, "link": [2, 3], - "name": "Cross Room TrickyDashJump with HiJump", + "name": "Cross Room Tricky Dash Jump with Hi-Jump", "entranceCondition": { "comeInRunning": { "speedBooster": true, @@ -1728,6 +1753,7 @@ "canCrossRoomJumpIntoWater", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": [ "Bring 4 full tiles of run speed from the adjacent room in order to jump (after the transition) up to the far left ledge.", "Either kill the Fish enemy, or jump from the bottom of the slope to pass underneath it." @@ -1748,6 +1774,7 @@ "canSuitlessMaridia", "canSpringBallBounce" ], + "flashSuitChecked": true, "note": [ "Morph while descending through the door transition in order to bounce after the transition.", "Here it is expected to use at least 19 tiles of runway in order to get a high enough bounce." @@ -1767,6 +1794,7 @@ "requires": [ "canSuitlessMaridia" ], + "flashSuitChecked": true, "note": [ "Use Spring Ball to bounce after the transition.", "Here it is expected to use at least 19 tiles of runway in order to get a high enough bounce." @@ -1790,6 +1818,7 @@ "canTrickySpringBallBounce", "canDoubleSpringBallJumpMidAir" ], + "flashSuitChecked": true, "note": [ "Morph while descending through the door transition in order to bounce after the transition.", "Getting a high enough bounce requires speed in a specific range, corresponding to using about 7 tiles of runway.", @@ -1814,6 +1843,7 @@ "canTrickySpringBallBounce", "canDoubleSpringBallJumpMidAir" ], + "flashSuitChecked": true, "note": [ "Use Spring Ball to bounce after the transition.", "Getting a high enough bounce requires speed in a specific range, corresponding to using about 7 tiles of runway.", @@ -1911,7 +1941,8 @@ }, "requires": [ "canCrossRoomJumpIntoWater" - ] + ], + "flashSuitChecked": true }, { "id": 51, @@ -1939,7 +1970,8 @@ "canPreciseGrappleJump", "canKago", {"enemyDamage": {"enemy": "Skultera", "type": "contact", "hits": 1}} - ] + ], + "flashSuitChecked": true }, { "id": 194, @@ -1955,7 +1987,8 @@ }, "requires": [ "canPreciseGrappleJump" - ] + ], + "flashSuitChecked": true }, { "id": 195, @@ -1980,6 +2013,7 @@ "requires": [ "canTrickyGrappleJump" ], + "flashSuitChecked": false, "devNote": [ "Entering from Pants Room (suitless) apparently doesn't work, due to not being able to get enough horizontal speed." ] @@ -2005,7 +2039,8 @@ ]} ]} ], - "clearsObstacles": ["A"] + "clearsObstacles": ["A"], + "flashSuitChecked": true }, { "id": 54, @@ -2043,13 +2078,15 @@ {"shinespark": {"frames": 77, "excessFrames": 2}} ], "clearsObstacles": ["A"], + "flashSuitChecked": true, "devNote": "FIXME: Add a midair version requiring 0 tanks" }, { "id": 60, "link": [2, 8], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 61, @@ -2072,6 +2109,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": "To avoid breaking the speed blocks, align Samus on the first plant, just to the left of the door." }, { @@ -2114,7 +2152,8 @@ {"shinespark": {"frames": 71, "excessFrames": 3}} ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 64, @@ -2154,11 +2193,17 @@ "canTrickyGrappleJump" ]}, "canKago", - {"enemyDamage": {"enemy": "Skultera", "type": "contact", "hits": 1}} + {"enemyDamage": {"enemy": "Skultera", "type": "contact", "hits": 1}}, + {"or": [ + {"enemyDamage": {"enemy": "Skultera", "type": "contact", "hits": 1}}, + "h_trickyToCarryFlashSuit" + ]} ], + "flashSuitChecked": true, "note": [ "Morph or unmorph while passing through the Skultera, to avoid taking knockback.", - "Arm pump as needed, to move left a tile past the initial ledge, to avoid bonking a floating platform above." + "Arm pump as needed, to move left a tile past the initial ledge, to avoid bonking a floating platform above.", + "Grapple jump quickly to get past the second Skultera, or kago through it as well." ] }, { @@ -2188,8 +2233,10 @@ {"or": [ "HiJump", "canTrickyGrappleJump" - ]} + ]}, + "h_trickyToCarryFlashSuit" ], + "flashSuitChecked": true, "note": ["Arm pump as needed, to avoid bonking a floating platform above."] }, { @@ -2529,7 +2576,8 @@ ]} ], "resetsObstacles": ["A", "B", "C"], - "farmCycleDrops": [{"enemy": "Sciser", "count": 1}] + "farmCycleDrops": [{"enemy": "Sciser", "count": 1}], + "flashSuitChecked": true }, { "id": 219, @@ -2583,7 +2631,8 @@ ]} ], "resetsObstacles": ["A", "B", "C"], - "farmCycleDrops": [{"enemy": "Skultera", "count": 1}] + "farmCycleDrops": [{"enemy": "Skultera", "count": 1}], + "flashSuitChecked": true }, { "id": 67, @@ -2597,7 +2646,8 @@ "gentleUpTiles": 3, "gentleDownTiles": 3 } - } + }, + "flashSuitChecked": true }, { "id": 68, @@ -2614,6 +2664,7 @@ "gentleDownTiles": 3 } }, + "flashSuitChecked": true, "note": "Wait about 25 seconds for the global crab. Position Samus on the first floating platform to shoot the crab as quickly and early as possible." }, { @@ -2642,7 +2693,8 @@ "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 201, @@ -2667,6 +2719,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": ["Start with low run speed by positioning exactly 2 pixels from the door."] }, { @@ -2698,6 +2751,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway, this requires a single-frame stutter (release forward then repress on the next frame), on the last possible frame." ] @@ -2728,6 +2782,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With a runway of 5 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition.", @@ -2762,6 +2817,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 4 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition.", @@ -2797,6 +2853,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 3 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition.", @@ -2839,6 +2896,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 2 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition.", @@ -2879,6 +2937,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", @@ -2929,6 +2988,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": ["Start with low run speed by positioning exactly 2 pixels from the door."], "devNote": [ "This can also be done with a stutter shinecharge, which can shorten the temp blue chain,", @@ -2945,7 +3005,8 @@ {"partialRefill": {"type": "Energy", "limit": 100}}, {"partialRefill": {"type": "PowerBomb", "limit": 4}} ], - "resetsObstacles": ["A", "B", "C"] + "resetsObstacles": ["A", "B", "C"], + "flashSuitChecked": true }, { "id": 73, @@ -3031,7 +3092,8 @@ ]} ]} ], - "clearsObstacles": ["A"] + "clearsObstacles": ["A"], + "flashSuitChecked": true }, { "id": 78, @@ -3055,7 +3117,8 @@ ]} ]} ], - "clearsObstacles": ["A"] + "clearsObstacles": ["A"], + "flashSuitChecked": true }, { "id": 79, @@ -3093,6 +3156,7 @@ {"shinespark": {"frames": 62, "excessFrames": 2}} ], "clearsObstacles": ["A"], + "flashSuitChecked": true, "devNote": "This runway length is just an estimate of the worst case scenario for difficulties that can't use canStutterWaterShineCharge." }, { @@ -3112,6 +3176,7 @@ {"shinespark": {"frames": 62, "excessFrames": 2}} ], "clearsObstacles": ["A"], + "flashSuitChecked": true, "note": "This can be done with only a door-frame runway in the adjacent room.", "devNote": "It can technically be done without a stutter, but it's not really easier." }, @@ -3145,7 +3210,8 @@ "id": 86, "link": [3, 8], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 87, @@ -3162,7 +3228,8 @@ "canSpringBallJumpMidAir", "canGravityJump" ]} - ] + ], + "flashSuitChecked": true }, { "id": 88, @@ -3172,7 +3239,8 @@ "canSuitlessMaridia", "HiJump", "canSpringBallJumpMidAir" - ] + ], + "flashSuitChecked": true }, { "id": 89, @@ -3182,7 +3250,8 @@ "canSuitlessMaridia", "HiJump", "canTrickyUseFrozenEnemies" - ] + ], + "flashSuitChecked": true }, { "id": 90, @@ -3195,6 +3264,7 @@ "canTrickyUseFrozenEnemies", "canTrickyJump" ], + "flashSuitChecked": true, "note": [ "The tricky part is getting to the ledge below the missiles. There are two ways to do this:", "1. Stand on a frozen crab with a frozen fish at the lowest height of its cycle to the right. Further to the right is better as long as it can be stood upon without the ledge above.", @@ -3214,6 +3284,7 @@ {"notable": "Underwater Walljumps"}, "canUnderwaterWalljump" ], + "flashSuitChecked": true, "note": "This underwater walljump is relatively long." }, { @@ -3227,6 +3298,7 @@ "canBeVeryPatient", {"ammo": {"type": "Super", "count": 1}} ], + "flashSuitChecked": false, "note": [ "Use the slow global crab and Skulteras to get up. The last part, just below the item is the hardest.", "Wait for the global crab to be on vertical portion the ledge jutting out on the right or left - any other locations and it will fall on a platform and get stuck.", @@ -3249,6 +3321,7 @@ "canTrickyJump" ]} ], + "flashSuitChecked": false, "note": [ "Use the slow global crab and Skulteras to get up. The last part, just below the item is the hardest.", "Get onto the global crab on the right wall. Either freeze the Skultera close to the wall and wall jump between them.", @@ -3287,7 +3360,8 @@ {"shinespark": {"frames": 50, "excessFrames": 3}} ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 95, @@ -3310,7 +3384,8 @@ {"shinespark": {"frames": 50, "excessFrames": 3}} ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 96, @@ -3374,6 +3449,7 @@ "canMidairShinespark", {"shinespark": {"frames": 35, "excessFrames": 3}} ], + "flashSuitChecked": true, "devNote": "This runway length is just an estimate of the worst case scenario for difficulties that can't use canStutterWaterShineCharge." }, { @@ -3392,6 +3468,7 @@ "h_shinechargeMaxRunway", {"shinespark": {"frames": 35, "excessFrames": 3}} ], + "flashSuitChecked": true, "note": "This can be done with only a door-frame runway in the adjacent room.", "devNote": "This can technically be done without a stutter, but it's not really easier." }, @@ -3494,7 +3571,8 @@ "openEnd": 1, "steepUpTiles": 2 } - } + }, + "flashSuitChecked": true }, { "id": 102, @@ -3509,7 +3587,8 @@ "openEnd": 1, "steepUpTiles": 2 } - } + }, + "flashSuitChecked": true }, { "id": 209, @@ -3537,7 +3616,8 @@ "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 210, @@ -3568,6 +3648,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway, this requires a single-frame stutter (release forward then repress on the next frame), on the last possible frame." ] @@ -3598,6 +3679,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With a runway of 5 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition.", @@ -3633,6 +3715,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 4 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition.", @@ -3665,6 +3748,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 3 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition.", @@ -3700,6 +3784,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 2 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition.", @@ -3737,6 +3822,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", @@ -3782,7 +3868,8 @@ "exitCondition": { "leaveWithTemporaryBlue": {} }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 217, @@ -3803,6 +3890,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", @@ -3854,6 +3942,7 @@ ], "resetsObstacles": ["A", "B", "C"], "farmCycleDrops": [{"enemy": "Sciser", "count": 2}], + "flashSuitChecked": true, "devNote": [ "This strat only considers having Gravity.", "Without Gravity, it can still be possible to farm two Scisers,", @@ -3892,6 +3981,7 @@ ], "resetsObstacles": ["A", "B", "C"], "farmCycleDrops": [{"enemy": "Sciser", "count": 1}], + "flashSuitChecked": true, "devNote": [ "This strat only considers the suitless case.", "If Gravity is available, it would be better to farm two Scisers," @@ -3942,7 +4032,8 @@ ]} ], "resetsObstacles": ["A", "B", "C"], - "farmCycleDrops": [{"enemy": "Skultera", "count": 1}] + "farmCycleDrops": [{"enemy": "Skultera", "count": 1}], + "flashSuitChecked": true }, { "id": 104, @@ -3981,6 +4072,7 @@ "comeInWithSuperSink": {} }, "requires": [], + "flashSuitChecked": true, "note": [ "Enter the room with a super sink, and move a couple tiles away from the door,", "to clip down into the tunnel two screens below." @@ -4069,7 +4161,8 @@ "id": 111, "link": [4, 9], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 110, @@ -4189,6 +4282,7 @@ "comeInWithSuperSink": {} }, "requires": [], + "flashSuitChecked": true, "note": [ "Enter the room with a super sink, to clip down many screens to the bottom of the room." ] @@ -4206,6 +4300,7 @@ "openEnd": 0 } }, + "flashSuitChecked": true, "devNote": "This depends on how far the Morph tunnel is expanded, but this is both the minimum distance and the distance Map Rando has expanded." }, { @@ -4313,7 +4408,8 @@ ]} ], "resetsObstacles": ["A", "B", "C"], - "farmCycleDrops": [{"enemy": "Sciser", "count": 1}] + "farmCycleDrops": [{"enemy": "Sciser", "count": 1}], + "flashSuitChecked": true }, { "id": 113, @@ -4413,6 +4509,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": "The crab will not come through the whole tunnel. Retreat to the right to avoid taking a hit." }, { @@ -4421,9 +4518,11 @@ "name": "Suitless Bootless Mid-Air Morph", "requires": [ "canSuitlessMaridia", - "canDisableEquipment", + {"disableEquipment": "HiJump"}, + {"disableEquipment": "Gravity"}, "canMidAirMorph" ], + "flashSuitChecked": true, "note": [ "Turn HiJump and Gravity suit off before jumping and morphing into the tunnel.", "The crab will not come through the whole tunnel. Retreat to the right to avoid taking a hit." @@ -4461,7 +4560,8 @@ "name": "Base", "requires": [ {"obstaclesNotCleared": ["C"]} - ] + ], + "flashSuitChecked": true }, { "id": 181, @@ -4473,6 +4573,7 @@ "Wave", {"obstaclesCleared": ["C"]} ], + "flashSuitChecked": true, "note": "After grabbing the item, quickly shoot the crab with a diagonal Wave shot to kill it and escape.", "devNote": "This strat is here instead of part of 11->6, because if the item is Wave, Samus can use it to escape." }, @@ -4490,6 +4591,7 @@ ]}, {"obstaclesCleared": ["C"]} ], + "flashSuitChecked": true, "note": "After grabbing the item, turnaround as the crab thaws to Kago it and escape.", "devNote": "This strat is here instead of part of 11->6, because if the item is an E-Tank, Samus can use it to escape." }, @@ -4505,7 +4607,8 @@ "h_bombThings" ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 122, @@ -4513,16 +4616,19 @@ "name": "Suitless Bootless Mid-Air Morph", "requires": [ "canSuitlessMaridia", - "canDisableEquipment", + {"disableEquipment": "HiJump"}, + {"disableEquipment": "Gravity"}, "canMidAirMorph" ], + "flashSuitChecked": true, "note": "Turn HiJump and Gravity suit off before jumping and morphing into the tunnel." }, { "id": 124, "link": [8, 1], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 125, @@ -4548,7 +4654,8 @@ "id": 126, "link": [8, 2], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 127, @@ -4585,7 +4692,8 @@ "canSpringBallJumpMidAir", "canGravityJump" ]} - ] + ], + "flashSuitChecked": true }, { "id": 129, @@ -4595,7 +4703,8 @@ "canSuitlessMaridia", "HiJump", "canSpringBallJumpMidAir" - ] + ], + "flashSuitChecked": true }, { "id": 130, @@ -4610,6 +4719,7 @@ "canTrickyJump" ]} ], + "flashSuitChecked": true, "note": [ "If Supers are available, Samus can knock the crab off the ceiling and freeze it mid-air, using it as a platform to jump onto the frozen fish above.", "Alternatively, use one of several possible methods that do not require Supers:", @@ -4628,6 +4738,7 @@ "canTrickyUseFrozenEnemies", {"ammo": {"type": "Super", "count": 1}} ], + "flashSuitChecked": true, "note": [ "Use a Super to knock the crab off the wall and freeze it midair. It can help to jump before firing the beam to freeze it a bit higher.", "Quickly freeze the fish and Spring Ball jump to get onto it.", @@ -4644,6 +4755,7 @@ "canStationaryLateralMidAirMorph", "canTrickyUseFrozenEnemies" ], + "flashSuitChecked": true, "note": [ "Freeze the crab on the corner of the ledge and the fish near the wall but with enough space for Samus to fit through and jump up.", "Perform a stationary lateral midair morph and press against the fish to get enough height to get onto it." @@ -4659,6 +4771,7 @@ "canTrickyJump", {"ammo": {"type": "Super", "count": 1}} ], + "flashSuitChecked": true, "note": [ "Freeze the crab and Skulltera, then position Samus on the ledge near the bottom right door.", "Fire a Super on the ground then jump and shoot the crab a bit higher than eye level.", @@ -4675,6 +4788,7 @@ {"notable": "Underwater Walljumps"}, "canUnderwaterWalljump" ], + "flashSuitChecked": true, "note": "Jump from the bottom left slope for a bit of extra height to start." }, { @@ -4690,6 +4804,7 @@ "canMidairWiggle", {"obstaclesNotCleared": ["A"]} ], + "flashSuitChecked": true, "note": [ "Wait a long time for the slow global crab. Freeze it when it comes around on the left, one tile above the bottom slope.", "Freeze the fish, get on the frozen crab, and wall jump between the fish and the wall and the wall. Wall jump towards the fish to gain height faster." @@ -4729,6 +4844,7 @@ ]} ], "clearsObstacles": ["A"], + "flashSuitChecked": true, "devNote": "The short charge actually has 2 steep up tiles, but one is against a wall so it was excluded." }, { @@ -4831,7 +4947,8 @@ ]} ], "resetsObstacles": ["A", "B", "C"], - "farmCycleDrops": [{"enemy": "Sciser", "count": 1}] + "farmCycleDrops": [{"enemy": "Sciser", "count": 1}], + "flashSuitChecked": true }, { "id": 223, @@ -4896,7 +5013,8 @@ ]} ], "resetsObstacles": ["A", "B", "C"], - "farmCycleDrops": [{"enemy": "Skultera", "count": 1}] + "farmCycleDrops": [{"enemy": "Skultera", "count": 1}], + "flashSuitChecked": true }, { "id": 135, @@ -4922,6 +5040,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": "To avoid breaking the speed blocks, align Samus on the first plant, just to the left of the door.", "devNote": "The short charge actually has 2 steep up tiles, but one is against a wall so it was excluded." }, @@ -4946,7 +5065,8 @@ "id": 137, "link": [9, 3], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 138, @@ -4964,6 +5084,7 @@ "canGravityJump" ]} ], + "flashSuitChecked": true, "devNote": "There is a frozen crab strat too, but it's generally a lot harder than the crouch jump and down grab." }, { @@ -4974,7 +5095,8 @@ "canSuitlessMaridia", "HiJump", "canSpringBallJumpMidAir" - ] + ], + "flashSuitChecked": true }, { "id": 140, @@ -4984,6 +5106,7 @@ {"notable": "Underwater Walljumps"}, "canUnderwaterWalljump" ], + "flashSuitChecked": true, "note": "Jump from the slope for a bit of extra height to start." }, { @@ -4999,6 +5122,7 @@ {"obstaclesNotCleared": ["A"]} ]} ], + "flashSuitChecked": true, "note": [ "The first crab, coming down, is a bit tricky to freeze fast enough without any other beams or a missile.", "Prevent it from coming on screen until Samus is in position to hit it accurately.", @@ -5057,6 +5181,7 @@ "canCrazyCrabClimb" ]} ], + "flashSuitChecked": true, "note": [ "Using the slow global crab to ascend the top section of the room requires the speed blocks to not be broken.", "If they are broken, the local fast crab can be used instead by letting it fall and climb the left wall.", @@ -5077,6 +5202,7 @@ {"ammo": {"type": "Super", "count": 2}}, {"obstaclesNotCleared": ["A"]} ], + "flashSuitChecked": false, "note": [ "Using the slow global crab to ascend the top section of the room requires the speed blocks to not be broken.", "After the global crab passes and starts climbing up, use a super and freeze it mid air to get to the left platform.", @@ -5099,6 +5225,7 @@ "canTrickyJump", {"obstaclesNotCleared": ["A"]} ], + "flashSuitChecked": false, "note": [ "Using the slow global crab to ascend the top section of the room requires the speed blocks to not be broken.", "Be sure not to lure the first crab on the right wall until the slow global crab is near.", @@ -5131,7 +5258,7 @@ {"autoReserveTrigger": {"minReserveEnergy": 85}}, {"enemyDamage": {"enemy": "Sciser", "type": "contact", "hits": 1}} ], - "flashSuitChecked": false, + "flashSuitChecked": true, "note": [ "Using the slow global crab to ascend the top section of the room requires the speed blocks to not be broken.", "Jump with either Springball or HiJump onto the global crab while it is climbing the section above the Speed locked item.", diff --git a/region/maridia/outer/Mama Turtle Room.json b/region/maridia/outer/Mama Turtle Room.json index bad071f329..c7d9cf4197 100644 --- a/region/maridia/outer/Mama Turtle Room.json +++ b/region/maridia/outer/Mama Turtle Room.json @@ -185,7 +185,8 @@ "openEnd": 1, "gentleDownTiles": 2 } - } + }, + "flashSuitChecked": true }, { "id": 2, @@ -213,7 +214,8 @@ "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 57, @@ -244,6 +246,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway, this requires a single-frame stutter (release forward then repress on the next frame), on the last possible frame." ] @@ -274,6 +277,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With a runway of 5 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition.", @@ -308,6 +312,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 4 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition.", @@ -343,6 +348,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 3 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition.", @@ -385,6 +391,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only a runway of 2 tiles (open end) in the other room,", "the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition.", @@ -425,6 +432,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", @@ -473,7 +481,8 @@ "exitCondition": { "leaveWithTemporaryBlue": {} }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 64, @@ -494,6 +503,7 @@ "leaveWithTemporaryBlue": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", @@ -521,7 +531,8 @@ "Gravity", "SpaceJump" ], - "clearsObstacles": ["B"] + "clearsObstacles": ["B"], + "flashSuitChecked": true }, { "id": 5, @@ -545,12 +556,13 @@ ]} ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "devNote": "This could have a few more excess frames if not getting on top of the block to go to 2." }, { "id": 6, "link": [1, 2], - "name": "Shinespark", + "name": "Shinespark (Come in Shinecharging)", "entranceCondition": { "comeInShinecharging": { "length": 18, @@ -575,12 +587,13 @@ ]} ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "devNote": "This could have a few more excess frames if not getting on top of the block to go to 2." }, { "id": 7, "link": [1, 2], - "name": "Shinespark, Charge Outside", + "name": "Shinespark (Come in Shinecharged)", "entranceCondition": { "comeInShinecharged": {} }, @@ -621,6 +634,7 @@ ]} ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "devNote": [ "This could have a few more excess frames if not getting on top of the block to go to 2.", "This runway length is just an estimate of the worst case scenario for difficulties that can't use canStutterWaterShineCharge." @@ -652,6 +666,7 @@ ]} ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "devNote": "This could have a few more excess frames if not getting on top of the block to go to 2." }, { @@ -680,6 +695,7 @@ ]} ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "note": [ "With only 1 tile of runway, this requires releasing forward for 1 or 2 frames", "and repressing forward on the last possible frame." @@ -741,7 +757,8 @@ "SpaceJump", "canLongIBJ" ]} - ] + ], + "flashSuitChecked": true }, { "id": 45, @@ -762,6 +779,7 @@ ]} ], "clearsObstacles": ["A"], + "flashSuitChecked": true, "note": [ "Requires getting back on Mama Turtle while she is at the right.", "The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above.", @@ -786,6 +804,7 @@ ]} ], "clearsObstacles": ["A"], + "flashSuitChecked": true, "note": "Ride Mama Turtle. To avoid getting hit, shoot one of her babies to wake her up, then quickly get on her back." }, { @@ -806,6 +825,7 @@ ]} ], "clearsObstacles": ["A"], + "flashSuitChecked": true, "note": [ "Requires getting back on Mama Turtle while she is at the right.", "The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above.", @@ -828,7 +848,8 @@ "SpaceJump", "canLongIBJ" ]} - ] + ], + "flashSuitChecked": true }, { "id": 56, @@ -839,6 +860,7 @@ "HiJump", "canTrickySpringBallJump" ], + "flashSuitChecked": true, "note": "Gravity jump, then quickly pause and turn on Spring Ball for a Spring Ball jump." }, { @@ -856,6 +878,7 @@ "canSpaceJumpWaterEscape" ]} ], + "flashSuitChecked": true, "note": "Letting Mama Turtle sleep, climb the right wall using HiJump (with a down-grab) and escape the water with Space Jump ." }, { @@ -873,7 +896,8 @@ "SpaceJump", "canLongIBJ" ]} - ] + ], + "flashSuitChecked": true }, { "id": 12, @@ -893,6 +917,7 @@ ]} ], "clearsObstacles": ["A"], + "flashSuitChecked": true, "note": [ "Requires getting back on Mama Turtle while she is at the right.", "The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above.", @@ -920,7 +945,8 @@ {"shinespark": {"frames": 32, "excessFrames": 4}} ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 14, @@ -947,12 +973,13 @@ {"shinespark": {"frames": 32, "excessFrames": 4}} ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 15, "link": [1, 6], - "name": "Charge Outside", + "name": "Shinespark (Come in Shinecharged)", "entranceCondition": { "comeInShinecharged": {} }, @@ -989,12 +1016,13 @@ ]} ]} ], + "flashSuitChecked": true, "devNote": "This runway length is just an estimate of the worst case scenario for difficulties that can't use canStutterWaterShineCharge." }, { "id": 18, "link": [1, 6], - "name": "Stutter Water Shinecharge", + "name": "Stutter Water Shinecharge, Shinespark", "entranceCondition": { "comeInRunning": { "speedBooster": true, @@ -1004,7 +1032,6 @@ "requires": [ "canStutterWaterShineCharge", "canShinechargeMovement", - "h_shinechargeMaxRunway", {"or": [ {"shinespark": {"frames": 47, "excessFrames": 5}}, {"and": [ @@ -1018,8 +1045,39 @@ ]} ]} ], + "flashSuitChecked": true, "note": "Requires at least 2 tiles in the adjacent room." }, + { + "link": [1, 6], + "name": "Very Precise Stutter Shinecharge, Shinespark", + "entranceCondition": { + "comeInStutterShinecharging": { + "minTiles": 1 + } + }, + "requires": [ + "canPreciseStutterWaterShineCharge", + "canInsaneJump", + "canShinechargeMovement", + {"or": [ + {"shinespark": {"frames": 47, "excessFrames": 5}}, + {"and": [ + "canMidairShinespark", + {"shinespark": {"frames": 44, "excessFrames": 5}} + ]}, + {"and": [ + "canMidairShinespark", + "HiJump", + {"shinespark": {"frames": 41, "excessFrames": 5}} + ]} + ]} + ], + "flashSuitChecked": true, + "note": [ + "With only 1 tile of runway, this requires a single-frame stutter (release forward then repress on the next frame), on the last possible frame." + ] + }, { "id": 19, "link": [1, 6], @@ -1063,6 +1121,7 @@ ], "resetsObstacles": ["B"], "collectsItems": [2], + "flashSuitChecked": true, "note": "Get a bit of run speed on the block and jump to the right ledge. If Samus misses the ledge, try to shoot the block to still collect the item." }, { @@ -1082,7 +1141,8 @@ "h_underwaterCrouchJumpDownGrab", "canUseEnemies" ]} - ] + ], + "flashSuitChecked": true }, { "id": 26, @@ -1092,7 +1152,8 @@ "canSuitlessMaridia", "canCarefulJump", "HiJump" - ] + ], + "flashSuitChecked": true }, { "id": 27, @@ -1107,6 +1168,7 @@ "canUseEnemies" ]} ], + "flashSuitChecked": true, "note": [ "Jump over or on to Mama Turtle.", "The easiest method is to jump over her by jumping on her babies, or to Morph under her." @@ -1121,8 +1183,10 @@ {"or": [ "HiJump", "canSpringBallJumpMidAir" - ]} + ]}, + "h_midAirShootUp" ], + "flashSuitChecked": true, "note": "With a miss of the Grapple, if Samus hasn't moved horizontally, simply fall straight down to land safely back on Mama Turtle." }, { @@ -1130,9 +1194,11 @@ "link": [4, 2], "name": "Grapple, Land on the Pedestal", "requires": [ - "canPreciseGrapple" + "canPreciseGrapple", + "h_midAirShootUp" ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "note": [ "If Mama Turtle is in her starting location, stand on the rightmost side of her to be aligned below the grapple block.", "With a miss, if Samus hasn't moved horizontally, simply fall straight down to land safely back on to her." @@ -1145,7 +1211,8 @@ "requires": [ "SpaceJump" ], - "clearsObstacles": ["B"] + "clearsObstacles": ["B"], + "flashSuitChecked": true }, { "id": 30, @@ -1159,6 +1226,7 @@ ]} ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "note": [ "Once out of the water, jump into an IBJ.", "With a miss, if Samus hasn't moved horizontally, simply fall straight down to land safely back on Mama Turtle." @@ -1173,6 +1241,7 @@ "canSpringBallJumpMidAir" ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "note": [ "Spring Ball jump from Mama Turtle's back.", "With a fail, if Samus hasn't moved horizontally, simply fall straight down to land safely back on Mama Turtle." @@ -1203,13 +1272,15 @@ "canInsaneJump" ]} ], + "flashSuitChecked": true, "note": "Reveal the item while jumping to the right wall and collect it as Samus falls past." }, { "id": 34, "link": [4, 5], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 49, @@ -1229,10 +1300,12 @@ "HiJump", "canSpringBallJumpMidAir", "canPreciseGrapple" - ]} + ]}, + "h_midAirShootUp" ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 35, @@ -1241,10 +1314,18 @@ "requires": [ {"or": [ "SpaceJump", - "canPreciseGrapple" + {"and": [ + "canPreciseGrapple", + {"or": [ + "h_midAirShootUp", + "HiJump", + "canWalljump" + ]} + ]} ]} ], - "clearsObstacles": ["B"] + "clearsObstacles": ["B"], + "flashSuitChecked": true }, { "id": 43, @@ -1252,9 +1333,11 @@ "name": "Grapple, Mama Turtle is Sleeping", "requires": [ "canUseGrapple", + "h_midAirShootUp", {"obstaclesNotCleared": ["A"]} ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "note": "Grappling the block does not require canPreciseGrapple if Mama Turtle is asleep, as there is no risk of death on a miss." }, { @@ -1264,6 +1347,7 @@ "requires": [ "canWallJumpBombBoost" ], + "flashSuitChecked": true, "note": [ "Starting from the top left ledge, wall jump to place a bomb or Power Bomb just below and to the right of the bottom left plant on the wall.", "Use the bomb to boost Samus towards the item, then unmorph to reduce her fall speed and barely reach the item." @@ -1280,6 +1364,7 @@ "canWalljump" ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "note": [ "Briefly run on the top ledge on either side (left is slightly easier) then jump and wall jump on the grapple block." ] @@ -1293,6 +1378,7 @@ "canTrickyJump", "SpeedBooster" ], + "flashSuitChecked": true, "note": [ "Briefly run on the top left ledge then perform a last-frame jump to barely touch the item and then fall.", "It is best not to moon-walk back against the wall and instead press against it and then turn around to be 1 pixel away.", @@ -1307,7 +1393,8 @@ "requires": [ "canSpringwall", "canResetFallSpeed" - ] + ], + "flashSuitChecked": true }, { "id": 40, @@ -1317,7 +1404,8 @@ "canSpringwall", "canSpringFling" ], - "clearsObstacles": ["B"] + "clearsObstacles": ["B"], + "flashSuitChecked": true }, { "id": 41, @@ -1356,6 +1444,7 @@ "canCWJ" ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "note": [ "Perform a running stationary spinjump from a precise spot, with 3 frames of dash speed (the maximum possible);", "then do a CWJ off the wall above, one tile further out.", @@ -1389,7 +1478,8 @@ "SpaceJump" ]} ], - "clearsObstacles": ["B"] + "clearsObstacles": ["B"], + "flashSuitChecked": true }, { "id": 51, @@ -1400,6 +1490,7 @@ {"obstaclesNotCleared": ["A"]} ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "note": "Grappling the block does not require canPreciseGrapple if Mama Turtle is asleep, as there is no risk of death on a miss." }, { @@ -1413,6 +1504,7 @@ "canWalljump" ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "note": [ "Briefly run on the top ledge on either side (left is slightly easier) then jump and wall jump on the grapple block." ] @@ -1425,6 +1517,7 @@ "canSpringwall", "canResetFallSpeed" ], + "flashSuitChecked": true, "note": "It is possible to springwall to grab the item, and then morph and reset fall speed again after entering the water suitless to land safely on the left ledge." }, { @@ -1434,6 +1527,7 @@ "requires": [ {"notable": "Shoot Down and Grab Right Item"} ], + "flashSuitChecked": true, "note": [ "From the safe spot above the item, shoot down the wall to break the item block.", "After hearing it break, jump down and collect the item.", @@ -1456,6 +1550,7 @@ ]} ], "collectsItems": [3], + "flashSuitChecked": true, "note": [ "From the safe spot above the item, shoot down the wall to break the item block.", "After hearing it break, spin jump down and collect the item, then walljump back up; or carefully descend and grab it with SpaceJump." diff --git a/region/maridia/outer/Maridia Map Room.json b/region/maridia/outer/Maridia Map Room.json index 32b158887c..2444475b17 100644 --- a/region/maridia/outer/Maridia Map Room.json +++ b/region/maridia/outer/Maridia Map Room.json @@ -60,7 +60,8 @@ "length": 4, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 2, @@ -75,13 +76,15 @@ "id": 3, "link": [1, 2], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 4, "link": [2, 1], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true } ], "notables": [], diff --git a/region/maridia/outer/Maridia Tube Save Room.json b/region/maridia/outer/Maridia Tube Save Room.json index f22b2744e7..e860ca381f 100644 --- a/region/maridia/outer/Maridia Tube Save Room.json +++ b/region/maridia/outer/Maridia Tube Save Room.json @@ -60,7 +60,8 @@ "length": 3, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 2, @@ -75,13 +76,15 @@ "id": 3, "link": [1, 2], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 4, "link": [2, 1], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true } ], "notables": [], diff --git a/region/maridia/outer/Maridia Tube.json b/region/maridia/outer/Maridia Tube.json index 91ee6d4e55..1827f95280 100644 --- a/region/maridia/outer/Maridia Tube.json +++ b/region/maridia/outer/Maridia Tube.json @@ -200,7 +200,8 @@ "length": 3, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 2, @@ -225,6 +226,7 @@ "openEnd": 0 } }, + "flashSuitChecked": true, "devNote": "FIXME: Needs a way to represent that this runway has an 'air' environment." }, { @@ -418,7 +420,8 @@ }, "requires": [ "canMoonfall" - ] + ], + "flashSuitChecked": true }, { "id": 6, @@ -443,7 +446,8 @@ ], "exitCondition": { "leaveWithSpark": {} - } + }, + "flashSuitChecked": true }, { "id": 7, @@ -701,12 +705,14 @@ "requires": [ "f_MaridiaTubeBroken", "canCrossRoomJumpIntoWater", - "canTrickyJump" + "canTrickyJump", + "h_midAirShootUp" ], "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "Only requires a runway of 1 tile in the adjacent room.", "This strat is slightly easier on the right side at low run speeds, but the same otherwise." @@ -724,7 +730,8 @@ }, "requires": [ "f_MaridiaTubeBroken", - "canCrossRoomJumpIntoWater" + "canCrossRoomJumpIntoWater", + "h_midAirShootUp" ], "unlocksDoors": [ {"types": ["super"], "requires": []}, @@ -829,7 +836,8 @@ "requires": [ "f_MaridiaTubeBroken", "canPreciseGrappleJump", - "HiJump" + "HiJump", + "h_trickyToCarryFlashSuit" ], "exitCondition": { "leaveWithGrappleJump": { @@ -839,7 +847,8 @@ "unlocksDoors": [ {"types": ["super", "powerbomb"], "requires": []}, {"types": ["missiles"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 143, @@ -870,13 +879,15 @@ "position": "any" } }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": false }, { "id": 14, "link": [1, 5], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": false }, { "id": 15, @@ -1237,6 +1248,7 @@ }, "requires": [], "bypassesDoorShell": true, + "flashSuitChecked": false, "devNote": [ "Though there is no door shell here, the bypassesDoorShell is included for completeness in case a randomizer adds a door shell where bypassing it could be useful." ] @@ -1256,7 +1268,8 @@ "blockPositions": [[2, 18]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": false }, { "id": 21, @@ -1273,7 +1286,8 @@ "blockPositions": [[2, 19]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": false }, { "id": 22, @@ -1290,7 +1304,8 @@ "blockPositions": [[2, 28]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": false }, { "id": 23, @@ -1307,7 +1322,8 @@ "blockPositions": [[2, 29]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": false }, { "id": 24, @@ -1339,7 +1355,8 @@ "length": 5, "openEnd": 1 } - } + }, + "flashSuitChecked": false }, { "id": 26, @@ -1355,6 +1372,7 @@ "openEnd": 1 } }, + "flashSuitChecked": false, "devNote": "FIXME: Needs a way to represent that this runway has an 'air' environment." }, { @@ -1364,7 +1382,8 @@ "requires": [ "h_usePowerBomb" ], - "setsFlags": ["f_MaridiaTubeBroken"] + "setsFlags": ["f_MaridiaTubeBroken"], + "flashSuitChecked": false }, { "id": 37, @@ -1682,12 +1701,14 @@ "canCrossRoomJumpIntoWater", "canMomentumConservingTurnaround", "canTrickyDashJump", - "canInsaneJump" + "canInsaneJump", + "h_midAirShootUp" ], "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "Requires a runway of at least 18 tiles in the adjacent room.", "Ride up the right wall just above the doorway, then turnaround before and after hitting the platform following the doorway slope.", @@ -1708,12 +1729,14 @@ "f_MaridiaTubeBroken", "canCrossRoomJumpIntoWater", "canMidairWiggle", - "canTrickyJump" + "canTrickyJump", + "h_midAirShootUp" ], "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "Assumes a runway of at least 21 tiles in the adjacent room.", "End Samus' momentum where no platforms are over head.", @@ -1782,12 +1805,14 @@ "f_MaridiaTubeBroken", "canCrossRoomJumpIntoWater", "canTrickyJump", - "canMomentumConservingTurnaround" + "canMomentumConservingTurnaround", + "h_midAirShootUp" ], "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 144, @@ -1810,7 +1835,15 @@ }, "requires": [ "f_MaridiaTubeBroken", - "canPreciseGrappleJump" + "canPreciseGrappleJump", + {"or": [ + {"noFlashSuit": {}}, + "HiJump", + {"and": [ + "canTrickyCarryFlashSuit", + "canBeExtremelyPatient" + ]} + ]} ], "exitCondition": { "leaveWithGrappleJump": { @@ -1855,6 +1888,7 @@ } }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": false, "devNote": ["Opening a Missile door while grapple jumping is tricky but possible."] }, { @@ -1875,7 +1909,8 @@ "position": "right" } }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": false }, { "id": 33, @@ -1905,6 +1940,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": false, "note": [ "Swing to the right, shoot open the door above, and grapple jump through it.", "The grapple beam will need to be retracted while swinging to the right, to avoid bonking on the small platform." @@ -1920,7 +1956,8 @@ "name": "Base", "requires": [ "f_MaridiaTubeBroken" - ] + ], + "flashSuitChecked": true }, { "id": 155, @@ -1963,7 +2000,8 @@ "blockPositions": [[5, 3], [7, 2]] } }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 35, @@ -1975,6 +2013,7 @@ } }, "requires": [], + "flashSuitChecked": true, "note": [ "After teleporting, retract Grapple by pressing up.", "Then if necessary, wiggle right out of the wall by turning around a few times." @@ -2003,7 +2042,8 @@ ], "exitCondition": { "leaveWithSpark": {} - } + }, + "flashSuitChecked": true }, { "id": 39, @@ -2259,6 +2299,7 @@ }, "requires": [], "bypassesDoorShell": true, + "flashSuitChecked": true, "devNote": [ "Though there is no door shell here, this strat is included for completeness in case a randomizer adds a door shell where bypassing it could be useful." ] @@ -2278,7 +2319,8 @@ "blockPositions": [[2, 18]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 46, @@ -2295,7 +2337,8 @@ "blockPositions": [[2, 19]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 47, @@ -2312,7 +2355,8 @@ "blockPositions": [[2, 28]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 48, @@ -2329,7 +2373,8 @@ "blockPositions": [[2, 29]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 49, @@ -2481,7 +2526,8 @@ }, "requires": [ "canMoonfall" - ] + ], + "flashSuitChecked": true }, { "id": 163, @@ -2491,6 +2537,7 @@ "comeInWithSuperSink": {} }, "requires": [], + "flashSuitChecked": true, "note": ["Enter the room with a super sink, to clip down to the bottom of the room."] }, { @@ -2503,7 +2550,8 @@ "length": 3, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 51, @@ -2519,6 +2567,7 @@ "openEnd": 0 } }, + "flashSuitChecked": true, "devNote": "FIXME: Needs a way to represent that this runway has an 'air' environment." }, { @@ -2572,12 +2621,14 @@ "requires": [ "f_MaridiaTubeBroken", "canCrossRoomJumpIntoWater", - "canTrickyJump" + "canTrickyJump", + "h_midAirShootUp" ], "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "Only requires a runway of one tile in the adjacent room.", "This strat is slightly easier on the right side at low run speeds, but the same otherwise." @@ -2595,12 +2646,14 @@ }, "requires": [ "f_MaridiaTubeBroken", - "canCrossRoomJumpIntoWater" + "canCrossRoomJumpIntoWater", + "h_midAirShootUp" ], "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": true, "note": [ "Only requires a runway of 7 tiles in the adjacent room, but an extra tile makes for an easier jump." ] @@ -2699,7 +2752,8 @@ "requires": [ "f_MaridiaTubeBroken", "canPreciseGrappleJump", - "HiJump" + "HiJump", + "h_trickyToCarryFlashSuit" ], "exitCondition": { "leaveWithGrappleJump": { @@ -2709,7 +2763,8 @@ "unlocksDoors": [ {"types": ["super", "powerbomb"], "requires": []}, {"types": ["missiles"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 148, @@ -2731,7 +2786,8 @@ "requires": [ "f_MaridiaTubeBroken", "canPreciseGrappleJump", - "HiJump" + "HiJump", + "h_trickyToCarryFlashSuit" ], "exitCondition": { "leaveWithGrappleJump": { @@ -2741,7 +2797,8 @@ "unlocksDoors": [ {"types": ["super", "powerbomb"], "requires": []}, {"types": ["missiles"], "requires": ["never"]} - ] + ], + "flashSuitChecked": true }, { "id": 149, @@ -2767,7 +2824,8 @@ "unlocksDoors": [ {"types": ["super", "powerbomb"], "requires": []}, {"types": ["missiles"], "requires": ["never"]} - ] + ], + "flashSuitChecked": false }, { "id": 150, @@ -2798,6 +2856,7 @@ } }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": false, "devNote": [ "Coming in from Pants Room (suitless, right position) might be possible with enough arm pumping." ] @@ -2825,7 +2884,8 @@ "position": "left" } }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": false }, { "id": 152, @@ -2845,7 +2905,8 @@ "position": "right" } }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": false }, { "id": 56, @@ -2875,6 +2936,7 @@ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], + "flashSuitChecked": false, "note": [ "Swing to the right, shoot open the door above, and grapple jump through it.", "The grapple beam will need to be retracted while swinging to the right, to avoid bonking on the small platform." @@ -2888,7 +2950,8 @@ "id": 57, "link": [3, 5], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 58, @@ -2947,7 +3010,8 @@ "blockPositions": [[5, 3], [2, 7]] } }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 60, @@ -2959,6 +3023,7 @@ } }, "requires": [], + "flashSuitChecked": true, "note": [ "After teleporting, retract Grapple by pressing up.", "Then if necessary, wiggle right out of the wall by turning around a few times." @@ -3346,13 +3411,15 @@ "comeInNormally": {}, "comesThroughToilet": "any" }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 70, "link": [5, 1], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 77, @@ -3360,13 +3427,15 @@ "name": "Base", "requires": [ "f_MaridiaTubeBroken" - ] + ], + "flashSuitChecked": true }, { "id": 71, "link": [5, 3], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 72, @@ -3378,13 +3447,15 @@ "canRiskPermanentLossOfAccess", "h_usePowerBomb", "canSuitlessMaridia", - "canTrickyJump" + "canTrickyJump", + "h_midAirShootUp" ], "unlocksDoors": [ {"types": ["super"], "requires": []}, {"types": ["missiles", "powerbomb"], "requires": ["never"]} ], "setsFlags": ["f_MaridiaTubeBroken"], + "flashSuitChecked": true, "note": [ "Jump as the first action after breaking the tube to gravity jump to the top of the room.", "Open the door and go through it during the ascent. This can only be attempted once." @@ -3397,7 +3468,8 @@ "requires": [ "h_usePowerBomb" ], - "setsFlags": ["f_MaridiaTubeBroken"] + "setsFlags": ["f_MaridiaTubeBroken"], + "flashSuitChecked": true }, { "id": 74, @@ -3406,7 +3478,8 @@ "requires": [ "f_MaridiaTubeBroken", "Gravity" - ] + ], + "flashSuitChecked": true }, { "id": 75, @@ -3415,7 +3488,8 @@ "requires": [ "f_MaridiaTubeBroken", "HiJump" - ] + ], + "flashSuitChecked": true }, { "id": 76, @@ -3425,7 +3499,8 @@ "f_MaridiaTubeBroken", "canSuitlessMaridia", "canTrickySpringBallJump" - ] + ], + "flashSuitChecked": true }, { "id": 78, @@ -3434,7 +3509,8 @@ "requires": [ "Gravity" ], - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 79, @@ -3443,7 +3519,8 @@ "requires": [ "HiJump" ], - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 80, @@ -3455,6 +3532,7 @@ "canTrickyJump" ], "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": "Unmorph at the top of the jump to touch the transition. A crouch jump can help." }, { @@ -3466,6 +3544,7 @@ "canRiskPermanentLossOfAccess" ], "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": "Until the tube is broken there is no water in this room." }, { @@ -3482,6 +3561,7 @@ ], "unlocksDoors": [{"types": ["ammo"], "requires": []}], "setsFlags": ["f_MaridiaTubeBroken"], + "flashSuitChecked": true, "note": [ "Jump as the first action after breaking the tube to gravity jump back up and out of the door.", "This can only be attempted once." @@ -3494,7 +3574,8 @@ "name": "Base", "requires": [ "f_MaridiaTubeBroken" - ] + ], + "flashSuitChecked": true }, { "id": 85, @@ -3503,7 +3584,8 @@ "requires": [ "h_usePowerBomb" ], - "setsFlags": ["f_MaridiaTubeBroken"] + "setsFlags": ["f_MaridiaTubeBroken"], + "flashSuitChecked": true }, { "id": 83, @@ -3513,6 +3595,7 @@ {"notable": "Tube Clip"}, "Morph" ], + "flashSuitChecked": true, "note": "Unmorph once fully underneath the rightside slope to clip." }, { @@ -3523,6 +3606,7 @@ {"notable": "Tube Clip"}, "canTunnelCrawl" ], + "flashSuitChecked": true, "note": [ "Wedge Samus under the right side slope with either a very clean low jump or tunnel crawl movements.", "Once deep enough, the clip will happen automatically." @@ -3534,6 +3618,7 @@ "name": "Unlock the Top Door", "requires": [], "unlocksDoors": [{"nodeId": 4, "types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "devNote": "If 4 is locked, strats that go to 4 can't exit at 4, but they can drop to 6 and unlock the door." } ], diff --git a/region/maridia/outer/Mt. Everest.json b/region/maridia/outer/Mt. Everest.json index 316975fade..ee22aae1e7 100644 --- a/region/maridia/outer/Mt. Everest.json +++ b/region/maridia/outer/Mt. Everest.json @@ -429,7 +429,8 @@ "length": 2, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 2, @@ -459,6 +460,7 @@ "openEnd": 0 } }, + "flashSuitChecked": true, "note": [ "Follow the crab from the bottom right door to the top left door. This takes approximately 90 seconds.", "It is also possible to knock the crab off of the middle peak with a super and follow it to the left which may save time." @@ -484,6 +486,7 @@ "openEnd": 0 } }, + "flashSuitChecked": true, "note": [ "Follow the crab from the bottom right door to the top left door.", "It is also possible to knock the crab off of the middle peak with a super and follow it." @@ -511,7 +514,8 @@ "steepUpTiles": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 5, @@ -535,7 +539,8 @@ "openEnd": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 6, @@ -561,7 +566,8 @@ }, "movementType": "uncontrolled" } - } + }, + "flashSuitChecked": true }, { "id": 7, @@ -581,7 +587,8 @@ "steepUpTiles": 1 } } - } + }, + "flashSuitChecked": true }, { "id": 8, @@ -600,6 +607,7 @@ "exitCondition": { "leaveWithTemporaryBlue": {} }, + "flashSuitChecked": true, "note": [ "Use the runway at the bottom of the room to gain temporary blue.", "Then Gravity jump three times to chain it up to the door." @@ -609,12 +617,15 @@ "id": 246, "link": [1, 1], "name": "Leave With Grapple Swing", - "requires": [], + "requires": [ + {"disableEquipment": "Gravity"} + ], "exitCondition": { "leaveWithGrappleSwing": { "blocks": [{"position": [13, 5], "note": "Closest Grapple block to the left door"}] } - } + }, + "flashSuitChecked": true }, { "id": 9, @@ -714,7 +725,8 @@ "direction": "left" } }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 13, @@ -735,7 +747,8 @@ "direction": "left" } }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 14, @@ -749,7 +762,8 @@ "requires": [ "Gravity", {"shinespark": {"frames": 112, "excessFrames": 7}} - ] + ], + "flashSuitChecked": true }, { "id": 15, @@ -762,7 +776,8 @@ }, "requires": [ {"shinespark": {"frames": 143, "excessFrames": 10}} - ] + ], + "flashSuitChecked": true }, { "id": 16, @@ -801,6 +816,7 @@ "canFlatleyJump", "canTrickySpringBallJump" ], + "flashSuitChecked": true, "note": [ "In the other room, use 6 runway tiles to gain an extra run speed of exactly $1.D, with Speed Booster unequipped.", "Jump into a lateral mid-air morph and touch the door transition while descending close to the ground.", @@ -851,6 +867,7 @@ } }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "If HiJump or Spring Ball is available, use a Gravity jump from the top of the island;", "otherwise, use the higher ledge to the left, jump slightly early to avoid getting too much jump height (to avoid bonking the ceiling Grapple blocks), and quickly do a stationary lateral mid-air morph." @@ -866,7 +883,8 @@ "requires": [ "h_navigateUnderwater", "Grapple" - ] + ], + "flashSuitChecked": true }, { "id": 20, @@ -911,7 +929,8 @@ "id": 22, "link": [1, 11], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 23, @@ -1014,9 +1033,10 @@ "canCameraManip", {"ammo": {"type": "Super", "count": 1}} ], + "flashSuitChecked": true, "note": [ "Near the bottom left door, there are three pathways upwards: one directly above the door and two to the right.", - "Between the right pathways, is a crab moving to the right. Shooting a super against the wall will make it fall off and move left.", + "Between the right pathways, is a crab moving to the right. Shooting a Super against the wall will make it fall off and move left.", "Climb the crab up the left wall. Watch out for the crab above that is heading into the morph tunnel.", "Jump to the right platform before the upward crab goes into the tunnel.", "Lure the crab out of the hole by running to the right of the hill then back left or use moonwalk to scroll the camera.", @@ -1057,15 +1077,6 @@ ], "flashSuitChecked": true }, - { - "id": 27, - "link": [2, 2], - "name": "Leave Normally", - "requires": [], - "exitCondition": { - "leaveNormally": {} - } - }, { "id": 28, "link": [2, 2], @@ -1107,6 +1118,7 @@ "canFreeFallClip" ], "bypassesDoorShell": true, + "flashSuitChecked": true, "note": [ "Use a Super to position two frozen Scisers above the door, then moonfall between them to clip down past the door shell.", "When a Sciser is about to thaw, hold backwards to move forward off the bottom Sciser while buffering a turnaround.", @@ -1126,6 +1138,7 @@ ], "resetsObstacles": ["A", "B"], "farmCycleDrops": [{"enemy": "Sciser", "count": 1}], + "flashSuitChecked": true, "devNote": [ "This case is just for if items and tech are not available to kill the first Sciser before it climbs too high." ] @@ -1190,7 +1203,8 @@ ]} ], "resetsObstacles": ["A", "B"], - "farmCycleDrops": [{"enemy": "Sciser", "count": 2}] + "farmCycleDrops": [{"enemy": "Sciser", "count": 2}], + "flashSuitChecked": true }, { "id": 31, @@ -1210,6 +1224,7 @@ "h_shinechargeMaxRunway", {"shinespark": {"frames": 65}} ], + "flashSuitChecked": true, "note": "Shinespark up right through the rightmost gap to land directly by the door." }, { @@ -1265,8 +1280,10 @@ "canCrossRoomJumpIntoWater", "SpeedBooster", "HiJump", - "canInsaneJump" + "canInsaneJump", + {"noFlashSuit": {}} ], + "flashSuitChecked": true, "note": [ "Run and jump up through the door using SpeedBooster in the room below.", "Bonk the door frame as you pass through the transition, to cancel your horizontal momentum.", @@ -1324,7 +1341,8 @@ "canSpringBallJumpMidAir", "canSpringBallBombJump" ]} - ] + ], + "flashSuitChecked": true }, { "id": 36, @@ -1332,7 +1350,8 @@ "name": "Gravity Jump", "requires": [ "canGravityJump" - ] + ], + "flashSuitChecked": true }, { "id": 37, @@ -1343,6 +1362,7 @@ "h_crouchJumpDownGrab", "canTrickyJump" ], + "flashSuitChecked": true, "note": [ "Stand on higher ground on the right side and face left.", "Crouch jump and immediately press left (almost simultaneously) to avoid bonking the ceiling." @@ -1357,7 +1377,8 @@ "canSuitlessMaridia", "HiJump", "canSpringBallJumpMidAir" - ] + ], + "flashSuitChecked": true }, { "id": 39, @@ -1371,6 +1392,7 @@ "canSpringBallJumpMidAir" ]} ], + "flashSuitChecked": true, "note": "Use the frozen crab as a platform." }, { @@ -1381,6 +1403,7 @@ "canSuitlessMaridia", "canTrickyUseFrozenEnemies" ], + "flashSuitChecked": true, "note": "Freeze the crab when it is hanging off the ledge then use it as a platform." }, { @@ -1389,7 +1412,8 @@ "name": "Underwater Walljump", "requires": [ "canUnderwaterWalljump" - ] + ], + "flashSuitChecked": true }, { "id": 42, @@ -1401,6 +1425,7 @@ "HiJump", "canBombGrappleJump" ], + "flashSuitChecked": false, "note": [ "Jump into a mid-air morph, lay a Bomb, unmorph, use grapple to kill a Sciser, to be able to get a second jump mid-air." ] @@ -1415,6 +1440,7 @@ "canBombGrappleJump", "h_underwaterCrouchJumpDownGrab" ], + "flashSuitChecked": false, "note": [ "Position 2 Scisers so that they can each be used for a Bomb-Grapple-Jump, back to back.", "This gives a total of 3 jumps to climb from the bottom of the room up to one of the lower peaks.", @@ -1444,7 +1470,7 @@ {"autoReserveTrigger": {"minReserveEnergy": 85}}, {"enemyDamage": {"enemy": "Sciser", "type": "contact", "hits": 1}} ], - "flashSuitChecked": false, + "flashSuitChecked": true, "note": [ "Jump with either Springball or HiJump onto a Sciser while it is climbing the right-most mountain.", "Have Reserves set to manual and return them to auto after taking a deadly crab hit in order to gain two damage boosts.", @@ -1518,6 +1544,7 @@ "HiJump" ]} ], + "flashSuitChecked": true, "note": [ "Use the rightmost crab to get up onto the lowest platform, while also damaging down the crab on the middle platform.", "Jump left onto the middle platform and freeze the crab just a bit left of the peak.", @@ -1537,6 +1564,7 @@ "canCrossRoomJumpIntoWater", "HiJump" ], + "flashSuitChecked": true, "note": "Space Jump up through the door of the room below with HiJump equipped." }, { @@ -1556,6 +1584,7 @@ "canCrossRoomJumpIntoWater", "HiJump" ], + "flashSuitChecked": true, "note": "Standing on a platform in the room below, jump straight up through the door with HiJump equipped.", "devNote": "A crouch jump can be used but is not required (and is not enough to make it work with height 8)." }, @@ -1577,6 +1606,7 @@ "HiJump", "SpeedBooster" ], + "flashSuitChecked": true, "note": "Run and jump up through the door using HiJump and SpeedBooster in the room below using at least 1 tile of runway." }, { @@ -1595,6 +1625,7 @@ "canCrossRoomJumpIntoWater", "SpeedBooster" ], + "flashSuitChecked": true, "note": [ "Run and jump up through the door using SpeedBooster in the room below.", "Bonk the door frame or turn back left soon enough to cancel rightward momentum before passing through the transition." @@ -1618,6 +1649,7 @@ ]}, "canCrossRoomJumpIntoWater" ], + "flashSuitChecked": true, "note": "Wall jump relatively high off either side of the door frame in the room below.", "devNote": "The walljump is very disconnected from the springball jump, so it is not a springwall." }, @@ -1627,27 +1659,6 @@ "name": "Cross Room Jump - Spring Ball Jump", "entranceCondition": { "comeInWithPlatformBelow": { - "maxHeight": 9, - "maxLeftPosition": 2, - "minRightPosition": -2 - }, - "comesThroughToilet": "any" - }, - "requires": [ - "canCrossRoomJumpIntoWater", - "canSpringBallJumpMidAir" - ], - "note": [ - "Standing on the platform in the room below, perform a spring ball jump mid-air just before reaching the transition." - ] - }, - { - "id": 54, - "link": [2, 8], - "name": "Cross Room Jump - Crouch Jump Spring Ball Jump", - "entranceCondition": { - "comeInWithPlatformBelow": { - "minHeight": 10, "maxHeight": 10, "maxLeftPosition": 2, "minRightPosition": -2 @@ -1656,13 +1667,15 @@ }, "requires": [ "canCrossRoomJumpIntoWater", - "canCrouchJump", "canSpringBallJumpMidAir" ], + "flashSuitChecked": true, "note": [ - "Standing on the platform in the room below, crouch jump and perform a spring ball jump mid-air just before reaching the transition." + "Standing on the platform in the room below, perform a spring ball jump mid-air just before reaching the transition." ], - "devNote": "This also works for platforms of height less than 10, but a crouch jump is not needed in that case." + "detailNote": [ + "A platform of height 10 (Crocomire's Room) needs either a crouch jump or a second mid-air spring ball jump." + ] }, { "id": 55, @@ -1674,7 +1687,8 @@ }, "requires": [ {"shinespark": {"frames": 58, "excessFrames": 29}} - ] + ], + "flashSuitChecked": true }, { "id": 226, @@ -1718,7 +1732,8 @@ }, "comesThroughToilet": "any" }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 248, @@ -1733,7 +1748,8 @@ "requires": [ "canTrickyDodgeEnemies" ], - "note": "Carefuly avoid hiting the crab, by jumping under it to the right." + "flashSuitChecked": true, + "note": "Carefuly avoid hitting the crab, by jumping under it to the right." }, { "id": 56, @@ -1745,6 +1761,7 @@ "canShinechargeMovement", {"shinespark": {"frames": 61}} ], + "flashSuitChecked": true, "note": "Shinespark up in the middle of the three upward pathways near either the right or left wall." }, { @@ -1765,6 +1782,7 @@ "SpeedBooster", "HiJump" ], + "flashSuitChecked": true, "note": [ "Run and jump using SpeedBooster in the room below, with HiJump equipped.", "Bonk the door frame before passing through the transition, to cancel your horizontal momentum.", @@ -1800,6 +1818,7 @@ "canTrickyUseFrozenEnemies", "canTrickyJump" ], + "flashSuitChecked": true, "note": [ "In the upward channel one right of the door, jump as high as possible to lure a fast crab moving down the tallest mountain. A crouch jump or breaking spin can be helpful.", "Damage down the crab while watching it loop around, then ride the crab up the left side.", @@ -1818,11 +1837,12 @@ "canStationaryLateralMidAirMorph", "canTrickyUseFrozenEnemies" ], + "flashSuitChecked": true, "note": [ "Climb the crabs on the right and use them to bring down the center crab, who is already on the highest peak.", "Damage down the crab while watching it loop around, then ride the crab up the left side.", "Freeze the crab at the top of the highest peak, stand on it to jump to the left.", - "Use a Stationary Lateral MidAir Morph to get enough momentum for the SpringBall jump to reach the left ledge." + "Use a stationary lateral mid-air morph to get enough momentum for the Spring Ball jump to reach the left ledge." ], "devNote": "Although this may go through 7 and 8, it requires starting at 2 to get the crab to move into position." }, @@ -1843,6 +1863,7 @@ "canDownGrab", "canTrickyJump" ], + "flashSuitChecked": true, "note": [ "Wall jump from a high position on either side of the door frame, pass through the Toilet, and down-grab onto the ledge.", "The Toilet affects Samus' vertical spawn position, making this jump possible." @@ -1866,6 +1887,7 @@ "canTrickyDashJump", "canDownGrab" ], + "flashSuitChecked": true, "note": "Run and jump up through the door using HiJump and SpeedBooster in the room below using at least 1 tile of runway." }, { @@ -1884,6 +1906,7 @@ "canCrossRoomJumpIntoWater", "SpeedBooster" ], + "flashSuitChecked": true, "note": [ "Run and jump up through the door using SpeedBooster in the room below.", "Turn to the left immediately after jumping, to allow running further and to cancel the rightward momentum before passing through the transition." @@ -1899,7 +1922,8 @@ }, "requires": [ {"shinespark": {"frames": 58, "excessFrames": 16}} - ] + ], + "flashSuitChecked": true }, { "id": 227, @@ -2011,15 +2035,6 @@ ], "flashSuitChecked": true }, - { - "id": 66, - "link": [3, 3], - "name": "Leave Normally", - "requires": [], - "exitCondition": { - "leaveNormally": {} - } - }, { "id": 261, "link": [3, 3], @@ -2090,7 +2105,8 @@ ]} ], "resetsObstacles": ["A", "B"], - "farmCycleDrops": [{"enemy": "Sciser", "count": 1}] + "farmCycleDrops": [{"enemy": "Sciser", "count": 1}], + "flashSuitChecked": true }, { "id": 242, @@ -2103,6 +2119,7 @@ "canFreeFallClip" ], "bypassesDoorShell": true, + "flashSuitChecked": true, "note": [ "Use two frozen Scisers to moonfall and clip down past the door shell.", "When a Sciser is about to thaw, hold backwards to move forward off the bottom Sciser while buffering a turnaround.", @@ -2120,6 +2137,7 @@ "requires": [ {"shinespark": {"frames": 60, "excessFrames": 60}} ], + "flashSuitChecked": true, "devNote": "This strat is not useful in-room, but can satisfy a strat in the room before with an exit shinespark." }, { @@ -2149,6 +2167,7 @@ "HiJump", "canTrickyJump" ], + "flashSuitChecked": true, "note": [ "Run and jump up through the door using SpeedBooster in the room below, with HiJump equipped.", "Immediately after jumping, break spin and turn left to avoid hitting the crab (alternatively, you can wiggle after the transition).", @@ -2172,7 +2191,8 @@ "canIBJ", "canSpringBallJumpMidAir" ]} - ] + ], + "flashSuitChecked": true }, { "id": 71, @@ -2180,7 +2200,8 @@ "name": "Gravity Jump", "requires": [ "canGravityJump" - ] + ], + "flashSuitChecked": true }, { "id": 72, @@ -2190,7 +2211,8 @@ "canSuitlessMaridia", "HiJump", "canSpringBallJumpMidAir" - ] + ], + "flashSuitChecked": true }, { "id": 73, @@ -2236,7 +2258,8 @@ "name": "Underwater Walljump", "requires": [ "canUnderwaterWalljump" - ] + ], + "flashSuitChecked": true }, { "id": 75, @@ -2249,6 +2272,7 @@ "requires": [ "canCrossRoomJumpIntoWater" ], + "flashSuitChecked": true, "note": "Space Jump up through the door of the room below." }, { @@ -2266,6 +2290,7 @@ "requires": [ "canCrossRoomJumpIntoWater" ], + "flashSuitChecked": true, "note": "Standing on a platform in the room below, jump straight up through the door." }, { @@ -2284,6 +2309,7 @@ "canCrossRoomJumpIntoWater", "HiJump" ], + "flashSuitChecked": true, "note": "Standing on a platform in the room below, jump straight up through the door, with HiJump equipped.", "devNote": "A crouch jump can be used but is not needed." }, @@ -2304,6 +2330,7 @@ "canCrossRoomJumpIntoWater", "SpeedBooster" ], + "flashSuitChecked": true, "note": [ "Run left-to-right in the room below using SpeedBooster, and jump up through the door.", "Hold left through the transition to avoid hitting the crab." @@ -2330,6 +2357,7 @@ "canCrossRoomJumpIntoWater", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": [ "Run left-to-right in the room below using SpeedBooster over a specific distance, and jump up through the door.", "Hold left through the transition to avoid hitting the crab." @@ -2356,6 +2384,7 @@ "canCrossRoomJumpIntoWater", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": [ "Run right-to-left in the room below using SpeedBooster over a very precise distance, jump, immediately turn back right, and break spin before reaching the transition." ], @@ -2374,6 +2403,7 @@ "requires": [ "canCrossRoomJumpIntoWater" ], + "flashSuitChecked": true, "note": "Wall jump off either side of the door frame in the room below." }, { @@ -2392,6 +2422,7 @@ "canCrossRoomJumpIntoWater", "canSpringBallJumpMidAir" ], + "flashSuitChecked": true, "note": [ "Standing on the platform in the room below, perform a spring ball jump mid-air just before reaching the transition." ] @@ -2406,7 +2437,8 @@ }, "requires": [ {"shinespark": {"frames": 60, "excessFrames": 43}} - ] + ], + "flashSuitChecked": true }, { "id": 228, @@ -2435,7 +2467,8 @@ }, "comesThroughToilet": "any" }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 84, @@ -2496,7 +2529,8 @@ }, "requires": [ {"shinespark": {"frames": 60, "excessFrames": 15}} - ] + ], + "flashSuitChecked": true }, { "id": 87, @@ -2514,6 +2548,7 @@ "canTrickySpringBallJump", "canTrickyJump" ], + "flashSuitChecked": true, "note": "Wall jump off either side of the door frame in the room below and Springball Jump at the height of the jump." }, { @@ -2534,6 +2569,7 @@ "SpeedBooster", "canTrickySpringBallJump" ], + "flashSuitChecked": true, "note": "Run and jump up through the door using HiJump and SpeedBooster in the room below and Springball Jump at the top of the jump." }, { @@ -2555,6 +2591,7 @@ "canTrickySpringBallJump", "canTrickyJump" ], + "flashSuitChecked": true, "note": "Run and jump up through the door using HiJump and SpeedBooster in the room below and Springball Jump at the peak of the jump." }, { @@ -2573,6 +2610,7 @@ "canCrossRoomJumpIntoWater", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": [ "Run and jump up through the door using SpeedBooster in the room below, jumping during a spike in the speed-to-jumpHeight chart.", "Immediately after jumping, break spin and turn left to allow you to run longer and to avoid hitting the crab." @@ -2649,6 +2687,7 @@ "requires": [ {"shinespark": {"frames": 127, "excessFrames": 10}} ], + "flashSuitChecked": true, "devNote": "This can be done with Gravity to save Energy, but crossing the room with Gravity and Speedbooster is free." }, { @@ -2660,7 +2699,8 @@ "blockPositions": [[5, 3], [7, 2]] } }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 230, @@ -2713,7 +2753,8 @@ "direction": "left" } }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 95, @@ -2734,7 +2775,8 @@ "direction": "left" } }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 96, @@ -2746,7 +2788,8 @@ "length": 4, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 97, @@ -2767,6 +2810,7 @@ "openEnd": 0 } }, + "flashSuitChecked": true, "note": [ "Follow the crab from the bottom right door to the top right door. Depending on the item setup, this takes 30-50 seconds.", "Keep a half-tile gap between the crab and the runway in order to extend it as much as possible." @@ -2793,7 +2837,8 @@ }, "maxExtraRunSpeed": "$3.8" } - } + }, + "flashSuitChecked": true }, { "id": 99, @@ -2817,7 +2862,8 @@ }, "maxExtraRunSpeed": "$3.8" } - } + }, + "flashSuitChecked": true }, { "id": 100, @@ -2843,7 +2889,8 @@ "maxExtraRunSpeed": "$3.8", "movementType": "uncontrolled" } - } + }, + "flashSuitChecked": true }, { "id": 101, @@ -2863,7 +2910,8 @@ }, "maxExtraRunSpeed": "$3.8" } - } + }, + "flashSuitChecked": true }, { "id": 102, @@ -2904,6 +2952,7 @@ "exitCondition": { "leaveWithTemporaryBlue": {} }, + "flashSuitChecked": true, "note": [ "Use an in-room runway to gain temporary blue.", "Then Gravity jump to chain it up to the door.", @@ -2914,7 +2963,9 @@ "id": 250, "link": [4, 4], "name": "Leave With Grapple Swing", - "requires": [], + "requires": [ + {"disableEquipment": "Gravity"} + ], "exitCondition": { "leaveWithGrappleSwing": { "blocks": [ @@ -2925,7 +2976,8 @@ } ] } - } + }, + "flashSuitChecked": true }, { "id": 103, @@ -2975,7 +3027,8 @@ "requires": [ "h_navigateUnderwater", "Grapple" - ] + ], + "flashSuitChecked": true }, { "id": 107, @@ -2994,6 +3047,7 @@ "canCrossRoomJumpIntoWater", "canTrickySpringBallBounce" ], + "flashSuitChecked": true, "note": [ "In the previous room, gain max run speed without Speed Booster equipped, requiring about 7 tiles of runway (obtaining an extra run speed of $2.0).", "Enter the room either in a mockball (or process of mockballing), or descending from a controlled Spring Ball bounce.", @@ -3018,6 +3072,7 @@ "canCrossRoomJumpIntoWater", "canTrickySpringBallBounce" ], + "flashSuitChecked": true, "note": [ "In the previous room, gain max run speed without Speed Booster equipped, requiring about 7 tiles of runway (obtaining an extra run speed of $2.0).", "After the transition, jump to slightly less than full height, performing a lateral mid-air morph just early enough to avoid bonking the ceiling Grapple block.", @@ -3045,7 +3100,8 @@ "id": 110, "link": [4, 10], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 111, @@ -3061,6 +3117,7 @@ "canCrossRoomJumpIntoWater", "canInsaneJump" ], + "flashSuitChecked": true, "note": [ "Come in with high speed and jump after the transition to cross the room.", "Precise timing is needed to jump to the correct height: too high and Samus will bonk the Grapple block, too low and Samus will not make it onto the ledge.", @@ -3085,6 +3142,7 @@ "canTrickySpringBallBounce", "canSpringFling" ], + "flashSuitChecked": true, "note": [ "Enter the room morphed, either in a mockball on the ground or descending from a controlled bounce, with about 5 or more runway tiles worth of speed (at least $1.8 extra run speed).", "Use Spring Ball to jump or do a controlled bounce after the transition.", @@ -3116,6 +3174,7 @@ "canSpringFling", "canInsaneJump" ], + "flashSuitChecked": true, "note": [ "Enter the room morphed, either in a mockball on the ground or descending from a controlled bounce, with about 1 tile worth of speed (at least $0.9 extra run speed).", "Use Spring Ball to jump or do a controlled bounce after the transition.", @@ -3141,6 +3200,7 @@ "canSpringFling", "canInsaneJump" ], + "flashSuitChecked": true, "note": [ "With Speed Booster equipped, run into the room using at least about 2 tiles of runway (at least $0.C extra run speed).", "If needed, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it before bouncing on the first Grapple platform.", @@ -3162,6 +3222,7 @@ "canTrickyDashJump", "canTrickySpringBallBounce" ], + "flashSuitChecked": true, "note": [ "Come in with speed in a specific range (extra run speed between $2.0 and $2.3), corresponding to using about 7 tiles of runway.", "Bounce on the two islands below, in order to make it up to the top-left part of the room." @@ -3177,6 +3238,7 @@ "requires": [ {"shinespark": {"frames": 127, "excessFrames": 28}} ], + "flashSuitChecked": true, "devNote": "With enough energy, this goes all the way to 1, but with less it stops prematurely at 11." }, { @@ -3403,6 +3465,7 @@ "direction": "left" } }, + "flashSuitChecked": true, "note": [ "Use the runway at either the bottom or right side of the room to gain temporary blue.", "Then Gravity jump two or more times to chain it up to the door." @@ -3615,7 +3678,8 @@ "comeInNormally": {}, "comesThroughToilet": "any" }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 130, @@ -3687,7 +3751,8 @@ "name": "Base", "requires": [ "Morph" - ] + ], + "flashSuitChecked": true }, { "id": 133, @@ -3723,6 +3788,7 @@ "openEnd": 0 } }, + "flashSuitChecked": true, "devNote": "This depends on how far the Morph tunnel is expanded, but this is both the minimum distance and the distance Map Rando has expanded." }, { @@ -3763,7 +3829,8 @@ ]} ], "resetsObstacles": ["A", "B"], - "farmCycleDrops": [{"enemy": "Sciser", "count": 1}] + "farmCycleDrops": [{"enemy": "Sciser", "count": 1}], + "flashSuitChecked": true }, { "id": 136, @@ -3878,11 +3945,12 @@ { "id": 141, "link": [6, 8], - "name": "SpringBall out of Morph Tunnel", + "name": "Spring Ball out of Morph Tunnel", "requires": [ "canInsaneJump", "h_useSpringBall" ], + "flashSuitChecked": true, "note": [ "Jump using Springball with the right timing leaving the Morph tunnel to avoid falling.", "If the morph tunnel is not expanded, enter the room in a standing pose, crouch, then rapidly shoot and kill the crab before morphing." @@ -3891,7 +3959,7 @@ { "id": 142, "link": [6, 8], - "name": "G-Mode Morph, SpringBall out of Morph Tunnel", + "name": "G-Mode Morph, Spring Ball out of Morph Tunnel", "entranceCondition": { "comeInWithGMode": { "mode": "any", @@ -3981,6 +4049,7 @@ "requires": [ "canXRayClimb" ], + "flashSuitChecked": true, "note": [ "Jump into the first Samus Eater in the ceiling of Hellway.", "After teleporting and passing through the transition, X-Ray climb about 1 screen to reach the ledge above.", @@ -3996,13 +4065,15 @@ "id": 147, "link": [7, 2], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 148, "link": [7, 3], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 149, @@ -4036,7 +4107,8 @@ ]} ] } - ] + ], + "flashSuitChecked": true }, { "id": 150, @@ -4071,7 +4143,8 @@ ]} ] } - ] + ], + "flashSuitChecked": true }, { "id": 265, @@ -4082,6 +4155,7 @@ "SpringBall" ], "bypassesDoorShell": true, + "flashSuitChecked": true, "note": [ "Swing clock-wise around the two Grapple blocks at the top of the room,", "and release when Samus has high speed and is as far right as possible.", @@ -4259,6 +4333,7 @@ ], "resetsObstacles": ["A", "B"], "farmCycleDrops": [{"enemy": "Powamp", "count": 3}], + "flashSuitChecked": true, "devNote": [ "Other movement options are possible, though slower (e.g. Gravity jump everywhere).", "The canCrouchJump is not a h_underwaterCrouchJump, because Gravity is required." @@ -4333,6 +4408,7 @@ ], "resetsObstacles": ["A", "B"], "farmCycleDrops": [{"enemy": "Sciser", "count": 5}], + "flashSuitChecked": true, "devNote": ["FIXME: Other, slower options are also possible."] }, { @@ -4359,6 +4435,7 @@ ], "resetsObstacles": ["A", "B"], "farmCycleDrops": [{"enemy": "Sciser", "count": 3}], + "flashSuitChecked": true, "note": [ "Use Grapple on the Powamps to climb back up the room after farming the crabs.", "Caution may be needed to avoid falling down to the bottom parts of the room." @@ -4370,7 +4447,8 @@ "name": "Base", "requires": [ "Gravity" - ] + ], + "flashSuitChecked": true }, { "id": 153, @@ -4390,6 +4468,7 @@ ]} ]} ], + "flashSuitChecked": true, "devNote": "Using a frozen crab for an easier springball jump goes from 2 to 8." }, { @@ -4399,8 +4478,10 @@ "requires": [ "canSuitlessMaridia", "canUseEnemies", - "Grapple" + "Grapple", + "h_midAirShootUp" ], + "flashSuitChecked": true, "note": "There is a grappleable Powamp directly above each of the 3 peaks." }, { @@ -4424,7 +4505,8 @@ "SpaceJump", "canLongIBJ" ]} - ] + ], + "flashSuitChecked": true }, { "id": 156, @@ -4433,9 +4515,18 @@ "requires": [ "h_navigateUnderwater", "canUseEnemies", - "Grapple" + "Grapple", + {"or": [ + "h_midAirShootUp", + "HiJump", + "Gravity" + ]} ], - "note": "There is a grappleable Powamp directly above each of the 3 peaks." + "flashSuitChecked": true, + "note": "There is a grappleable Powamp directly above each of the 3 peaks.", + "detailNote": [ + "If carrying a flash suit without Morph, Hi-Jump or Gravity can be used to attach to the center Powamp from the left." + ] }, { "id": 233, @@ -4457,6 +4548,7 @@ "canGravityJump" ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": true, "devNote": "It is possible to bring 2 crabs with gravity jump alone, but is relatively pointless." }, { @@ -4468,6 +4560,7 @@ "canInsaneWalljump" ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": true, "note": "There is a ridiculously precise, but possible, walljump to get up there. With and without HiJump is equally difficult.", "devNote": "It is possible to bring 2 crabs with gravity and a wall jump, but is relatively pointless." }, @@ -4482,6 +4575,7 @@ "canWalljump" ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": true, "note": [ "The run and jump is done from the middle peak in the floor. Not the one closest to the bottom right door.", "Run from the left edge to just right of the peak, jump and wall jump on the overhang.", @@ -4501,6 +4595,7 @@ ]} ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": true, "devNote": "It is possible to bring 2 crabs with these requirements, but is relatively pointless." }, { @@ -4510,10 +4605,19 @@ "requires": [ "h_navigateUnderwater", "canUseEnemies", - "Grapple" + "Grapple", + {"or": [ + "h_midAirShootUp", + "HiJump", + "Gravity" + ]} ], "clearsObstacles": ["B"], + "flashSuitChecked": true, "note": "There is a grappleable Powamp directly above each of the 3 peaks.", + "detailNote": [ + "If carrying a flash suit without Morph, Hi-Jump or Gravity can be used to attach to the center Powamp from the left." + ], "devNote": [ "This strat is only able to bring one crab up without dropping down to 2.", "Adding a strat to do that is not worth adding, because with grapple, you can bypass the strats that need A." @@ -4530,6 +4634,7 @@ "canTrickyUseFrozenEnemies" ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": true, "note": [ "Freeze the crab midway up the right wall and jump and spring ball jump up to the higher platform.", "Luring a second crab, which will make it to the upper platform, may be useful to avoid a tricky spring ball jump and flatley jump to get to the top right door." @@ -4545,7 +4650,8 @@ "h_doubleSpringBallJumpWithHiJump" ], "clearsObstacles": ["A", "B"], - "note": "Start the springball jumps from the highest ledge on the wall.", + "flashSuitChecked": true, + "note": "Start the spring ball jumps from the highest ledge on the wall.", "devNote": "It is possible to bring 2 crabs with double spring ball jump, but is relatively pointless." }, { @@ -4559,6 +4665,7 @@ {"ammo": {"type": "Super", "count": 1}} ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": false, "note": [ "Climbing the right side of the room with two Supers, Ice, and HiJump.", "Requires luring 3 crabs; the third crab is from the morph tunnel to the left.", @@ -4577,6 +4684,7 @@ {"ammo": {"type": "Super", "count": 1}} ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": false, "note": [ "Climbing the right side of the room with two Supers, Ice, and Spring Ball.", "Requires luring 3 crabs; the third crab is from the morph tunnel to the left.", @@ -4597,6 +4705,7 @@ {"ammo": {"type": "Super", "count": 1}} ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": false, "note": [ "Climbing the right side of the room with only two supers and ice. (As used in 14% Icebooster)", "Requires luring 2 crabs. Use a super to knock off and freeze a crab midair. Be sure to lure a crab to the next section to crab climb further.", @@ -4622,6 +4731,7 @@ {"ammo": {"type": "Super", "count": 1}} ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": false, "note": [ "Climbing the right side of the room with only two supers and ice. (As used in 14% Icebooster)", "Requires luring 3 crabs; the third crab is from the morph tunnel to the left.", @@ -4649,6 +4759,7 @@ ]} ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": true, "note": [ "Climb the bottom right wall of the room with Ice and HiJump while also luring a crab to the next platform to be used to ascend the next wall.", "The trickiest part of the climb is getting past the final overhang.", @@ -4673,6 +4784,7 @@ "canCameraManip" ], "clearsObstacles": ["A", "B"], + "flashSuitChecked": true, "note": [ "Use the crab near the bottom right door. Only one spring ball jump is needed, it is to get up onto the flat platform.", "After the spring ball jump, if the crab did not follow, go to the lower ground a bit to the right, jump and aim down to lower the camera to lure the crab.", @@ -4721,6 +4833,7 @@ "SpringBall" ], "bypassesDoorShell": true, + "flashSuitChecked": true, "note": [ "Swing counter-clockwise around the floating Grapple blocks on the right side of the room,", "and release when Samus has high speed and is as far left as possible.", @@ -4772,6 +4885,7 @@ ]} ]} ], + "flashSuitChecked": true, "devNote": [ "It's possible to get in without a mid-air morph by rolling off from above, but that requires disabling Gravity and/or crab hits and the crab not killed.", "That's a lot of work to avoid something simple and barely reasonable at that level anyways." @@ -4796,6 +4910,7 @@ "exitCondition": { "leaveShinecharged": {} }, + "flashSuitChecked": true, "devNote": [ "The frames remaining accounts for time needed to unmorph before going through the transition.", "Leaving with a shinecharge could be done even if the morph tunnel isn't expanded,", @@ -4806,7 +4921,8 @@ "id": 172, "link": [8, 7], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 173, @@ -4819,6 +4935,7 @@ "canTrickyJump" ]} ], + "flashSuitChecked": true, "note": "Barely works without HiJump with a late gravity jump." }, { @@ -4828,6 +4945,7 @@ "requires": [ "Gravity" ], + "flashSuitChecked": true, "note": "With a bit of a run, this requires no other movement tech or items." }, { @@ -4837,9 +4955,18 @@ "requires": [ "h_navigateUnderwater", "canUseEnemies", - "Grapple" + "Grapple", + {"or": [ + "h_midAirShootUp", + "HiJump", + "Gravity" + ]} ], - "note": "There is a grappleable Powamp directly above each of the 3 peaks." + "flashSuitChecked": true, + "note": "There is a grappleable Powamp directly above each of the 3 peaks.", + "detailNote": [ + "If carrying a flash suit without Morph, Hi-Jump or Gravity can be used to attach to the center Powamp from the left." + ] }, { "id": 176, @@ -4849,7 +4976,8 @@ "canSuitlessMaridia", "HiJump", "canSpringBallJumpMidAir" - ] + ], + "flashSuitChecked": true }, { "id": 177, @@ -4857,7 +4985,8 @@ "name": "Underwater Walljump", "requires": [ "canUnderwaterWalljump" - ] + ], + "flashSuitChecked": true }, { "id": 236, @@ -4882,14 +5011,15 @@ "requires": [ "h_navigateUnderwater", "Grapple" - ] + ], + "flashSuitChecked": true }, { "id": 237, "link": [9, 1], "name": "Use Flash Suit", "requires": [ - "canDisableEquipment", + {"disableEquipment": "HiJump"}, {"useFlashSuit": {}}, {"shinespark": {"frames": 41, "excessFrames": 8}} ], @@ -4904,7 +5034,8 @@ "requires": [ "h_navigateUnderwater", "Grapple" - ] + ], + "flashSuitChecked": true }, { "id": 238, @@ -4931,7 +5062,8 @@ "SpaceJump", "canIBJ" ]} - ] + ], + "flashSuitChecked": true }, { "id": 181, @@ -4941,6 +5073,7 @@ "h_navigateUnderwater", "Grapple" ], + "flashSuitChecked": true, "note": "Use the grapple to fling Samus through the door." }, { @@ -4951,7 +5084,8 @@ "canSuitlessMaridia", "HiJump", "canSpringBallJumpMidAir" - ] + ], + "flashSuitChecked": true }, { "id": 183, @@ -4959,7 +5093,8 @@ "name": "Gravity Jump", "requires": [ "canGravityJump" - ] + ], + "flashSuitChecked": true }, { "id": 184, @@ -4970,6 +5105,7 @@ "canWalljump", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": "Jump the first frame after running to gain just enough spinjump height." }, { @@ -4986,6 +5122,7 @@ "leaveWithSpark": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "devNote": [ "Implicitly drops down to 2 first.", "There is no link directly from 2 to 5 because the door must be opened first.", @@ -5015,6 +5152,7 @@ } }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "devNote": [ "Other Grapple blocks could be used on the left side, but there's no apparent reason to." ] @@ -5029,13 +5167,24 @@ "position": "any" } }, - "unlocksDoors": [{"types": ["ammo"], "requires": []}] + "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 186, "link": [9, 8], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true + }, + { + "link": [9, 9], + "name": "Unlock Door", + "requires": [], + "unlocksDoors": [ + {"nodeId": 5, "types": ["ammo"], "requires": []} + ], + "flashSuitChecked": true }, { "id": 187, @@ -5052,8 +5201,10 @@ "name": "Suitless Bootless Jump", "requires": [ "canSuitlessMaridia", + {"disableEquipment": "Gravity"}, {"disableEquipment": "HiJump"} ], + "flashSuitChecked": true, "note": "Turn off Gravity and HiJump to jump directly here.", "devNote": "Gravity can follow 8->11 with no equipment." }, @@ -5142,7 +5293,8 @@ "canJumpIntoIBJ" ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 191, @@ -5150,7 +5302,8 @@ "name": "Gravity Jump", "requires": [ "canGravityJump" - ] + ], + "flashSuitChecked": true }, { "id": 193, @@ -5160,6 +5313,7 @@ "Gravity", "Grapple" ], + "flashSuitChecked": true, "note": "Jump and grapple to the blocks to the top left of this region, then to the ceiling grapple blocks." }, { @@ -5180,7 +5334,8 @@ "SpeedBooster" ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 195, @@ -5191,6 +5346,7 @@ "HiJump", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": "Run from the left edge to just after the second downward slope. No wall jump needed." }, { @@ -5205,6 +5361,7 @@ "canSpringBallJumpMidAir" ]} ], + "flashSuitChecked": true, "note": [ "This strat uses the grapple blocks at the top left, not the Powamp.", "Failure also doesn't usually allow a second try (assuming the Powamp is not there)." @@ -5238,6 +5395,7 @@ "canUseEnemies", "Grapple" ], + "flashSuitChecked": true, "note": "There is a grappleable Powamp directly above each of the 3 peaks." }, { @@ -5250,6 +5408,7 @@ "canTrickySpringBallJump", "canFlatleyJump" ], + "flashSuitChecked": true, "note": "Start the jump from the higher ground to the left, specifically the right side of the second highest region." }, { @@ -5264,6 +5423,7 @@ {"obstaclesCleared": ["B"]}, "canTrickyJump" ], + "flashSuitChecked": true, "note": [ "Requires having already lured a crab, likely from above the bottom right door.", "Freeze the crab midway up the right wall and jump and spring ball jump up to the door." @@ -5277,7 +5437,8 @@ "requires": [ "canSuitlessMaridia", "h_doubleSpringBallJumpWithHiJump" - ] + ], + "flashSuitChecked": true }, { "id": 202, @@ -5291,6 +5452,7 @@ {"obstaclesCleared": ["A"]}, "canTrickyJump" ], + "flashSuitChecked": false, "note": [ "Climbing the right side of the room with only two supers, ice, and HiJump.", "Requires originally luring 3 crabs. Two crabs and one super are needed from this location.", @@ -5309,6 +5471,7 @@ {"ammo": {"type": "Super", "count": 1}}, {"obstaclesCleared": ["A"]} ], + "flashSuitChecked": false, "note": [ "Climbing the right side of the room with only two Supers, Ice, and Spring Ball.", "Requires originally luring 3 crabs. Two crabs and one Super are needed from this location.", @@ -5328,6 +5491,7 @@ {"ammo": {"type": "Super", "count": 1}}, {"obstaclesCleared": ["A"]} ], + "flashSuitChecked": false, "note": [ "Climbing the right side of the room with only two supers and ice. (As used in 14% Icebooster)", "Requires originally luring 3 crabs. Two crabs and one super are needed from this location.", @@ -5347,6 +5511,7 @@ "canTrickyJump", {"obstaclesCleared": ["B"]} ], + "flashSuitChecked": false, "note": [ "Climbing the right side of the room with only one super and ice. (A trickier version than that used in 14% Icebooster)", "Requires having already lured a crab to this location, likely from above the bottom right door.", @@ -5368,6 +5533,7 @@ "canCameraManip", {"obstaclesCleared": ["B"]} ], + "flashSuitChecked": true, "note": [ "Requires having already lured a crab to this location, likely from above the bottom right door.", "Freeze the crab very high before going to the ledge on the right, delay jumping so it thaws and moves up a bit while on screen, jump aim down to lower the camera and lure it more.", @@ -5389,6 +5555,7 @@ "canCameraManip", {"obstaclesCleared": ["B"]} ], + "flashSuitChecked": true, "note": [ "Requires having already lured a crab to this location, likely from above the bottom right door.", "Freeze the crab high before going to the ledge on the right, delay spring ball jumping so it thaws and moves up while on screen, jump aim down to lower the camera and lure it more.", @@ -5429,6 +5596,7 @@ "leaveWithSpark": {} }, "unlocksDoors": [{"types": ["ammo"], "requires": []}], + "flashSuitChecked": true, "note": [ "Run right-to-left to gain a shinecharge on the upper right ledge.", "Use a gravity jump, Space Jump, or HiJump to approach the door above and spark out." @@ -5482,7 +5650,8 @@ "id": 210, "link": [10, 7], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 240, @@ -5512,7 +5681,8 @@ "name": "Base", "requires": [ "Gravity" - ] + ], + "flashSuitChecked": true }, { "id": 212, @@ -5523,7 +5693,8 @@ "HiJump", "canTrickySpringBallJump" ]} - ] + ], + "flashSuitChecked": true }, { "id": 213, @@ -5593,7 +5764,8 @@ "id": 216, "link": [11, 8], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 217, @@ -5603,7 +5775,8 @@ "Gravity", "HiJump", "SpeedBooster" - ] + ], + "flashSuitChecked": true }, { "id": 218, @@ -5620,6 +5793,7 @@ ]} ]} ], + "flashSuitChecked": true, "note": [ "This is most easily done with a late jump at the bottom of the slope.", "It is a bit less precise with an air ball or turning gravity suit back on and wall jumping on the platform at the end.", @@ -5634,6 +5808,7 @@ "canSuitlessMaridia", "h_doubleSpringBallJumpWithHiJump" ], + "flashSuitChecked": true, "note": "Start the spring ball jumps from the bottom of the slope." }, { diff --git a/region/maridia/outer/Red Fish Room.json b/region/maridia/outer/Red Fish Room.json index e78010fd6b..f6d1f3f06e 100644 --- a/region/maridia/outer/Red Fish Room.json +++ b/region/maridia/outer/Red Fish Room.json @@ -100,7 +100,8 @@ "length": 7, "openEnd": 1 } - } + }, + "flashSuitChecked": true }, { "id": 2, @@ -115,6 +116,7 @@ "openEnd": 0 } }, + "flashSuitChecked": true, "note": "Requires a pixel-perfect freeze in order to run onto and off of the frozen Zeb." }, { @@ -149,7 +151,8 @@ {"cycleFrames": 195} ]} ], - "farmCycleDrops": [{"enemy": "Zebbo", "count": 3}] + "farmCycleDrops": [{"enemy": "Zebbo", "count": 3}], + "flashSuitChecked": true }, { "id": 4, @@ -172,6 +175,7 @@ "canFreeFallClip" ], "bypassesDoorShell": true, + "flashSuitChecked": true, "note": [ "Use two frozen Zebbos to moonfall and clip down past the door shell.", "It can help to unequip Ice to synchronize the Zebbos, and freeze them while standing on the right ledge." @@ -183,7 +187,8 @@ "name": "Base", "requires": [ "Morph" - ] + ], + "flashSuitChecked": true }, { "id": 6, @@ -216,7 +221,8 @@ "requires": [ "Gravity", "canLongIBJ" - ] + ], + "flashSuitChecked": true }, { "id": 8, @@ -234,6 +240,7 @@ "h_bombThings" ]} ], + "flashSuitChecked": true, "note": "Enter on the right side of the doorway to be able to get up out of the water and onto the top platform." }, { @@ -290,7 +297,8 @@ }, "comesThroughToilet": "no" }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 10, @@ -320,15 +328,6 @@ "flashSuitChecked": true, "note": "Enter the room on the far right or left side in order to not fall back through the open doorway." }, - { - "id": 11, - "link": [2, 2], - "name": "Leave Normally", - "requires": [], - "exitCondition": { - "leaveNormally": {} - } - }, { "id": 12, "link": [2, 2], @@ -340,6 +339,7 @@ "requires": [ {"shinespark": {"frames": 14, "excessFrames": 14}} ], + "flashSuitChecked": true, "note": "Enter on the left side of the doorway to reduce the amount of energy used.", "devNote": "This strat is not useful in-room, but can satisfy a strat in the room before with an exit shinespark." }, @@ -395,7 +395,8 @@ {"cycleFrames": 330} ]} ], - "farmCycleDrops": [{"enemy": "Skultera", "count": 1}] + "farmCycleDrops": [{"enemy": "Skultera", "count": 1}], + "flashSuitChecked": true }, { "id": 13, @@ -423,7 +424,8 @@ "name": "Base", "requires": [ "Gravity" - ] + ], + "flashSuitChecked": true }, { "id": 16, @@ -439,7 +441,8 @@ ]}, "canSpringBallJumpMidAir" ]} - ] + ], + "flashSuitChecked": true }, { "id": 17, @@ -457,7 +460,7 @@ ]} ]} ], - "devNote": "This is potentially possible without a wall jump or hijump, but it is extremely precise" + "flashSuitChecked": true }, { "id": 18, @@ -475,7 +478,8 @@ ]}, "canBombJumpWaterEscape" ]} - ] + ], + "flashSuitChecked": true }, { "id": 19, @@ -488,6 +492,7 @@ "can4HighMidAirMorph" ], "wallJumpAvoid": true, + "flashSuitChecked": true, "note": [ "Use a Space Jump water bounce followed by a tight mid-air morph, to get a mid-air Spring Ball jump out of the water." ] @@ -502,6 +507,7 @@ "canInsaneJump" ], "wallJumpAvoid": true, + "flashSuitChecked": true, "note": [ "Escape the water using a well-timed Space Jump water bounce followed by a frame-perfect Space jump just above the water, at a specific time when the tide is descending." ] @@ -531,6 +537,7 @@ "requires": [ "canCrossRoomJumpIntoWater" ], + "flashSuitChecked": true, "note": ["Space Jump up through the door of the room below."] }, { @@ -549,6 +556,7 @@ "requires": [ "canCrossRoomJumpIntoWater" ], + "flashSuitChecked": true, "note": ["Standing on the platform in the room below, jump up through the door."] }, { @@ -568,6 +576,7 @@ "canCrossRoomJumpIntoWater", "h_crouchJumpDownGrab" ], + "flashSuitChecked": true, "note": [ "Standing on the platform in the room below, crouch jump up through the door transition, then down-grab onto the platform." ] @@ -589,6 +598,7 @@ "canCrossRoomJumpIntoWater", "HiJump" ], + "flashSuitChecked": true, "note": ["Standing on the platform in the room below, jump up through the door."] }, { @@ -612,6 +622,7 @@ "canDownGrab" ]} ], + "flashSuitChecked": true, "note": [ "Standing on the platform in the room below, jump up through the door.", "Either a crouch jump or a down grab (or both) must be used to make it onto the ledge." @@ -630,6 +641,7 @@ "requires": [ "canCrossRoomJumpIntoWater" ], + "flashSuitChecked": true, "note": [ "Wall jump up through the door of the room below, using either side of the door frame." ] @@ -651,6 +663,7 @@ "canCrossRoomJumpIntoWater", "SpeedBooster" ], + "flashSuitChecked": true, "note": [ "Using SpeedBooster in the room below, run left-to-right and jump, pressing against the right side of the door frame through the transition." ], @@ -678,6 +691,7 @@ "canCrossRoomJumpIntoWater", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": [ "Run left-to-right in the room below using SpeedBooster over a specific distance, and jump up through the door." ], @@ -702,6 +716,7 @@ "canCrossRoomJumpIntoWater", "canTrickyDashJump" ], + "flashSuitChecked": true, "note": [ "Run right-to-left in the room below using SpeedBooster over a very precise distance, jump, immediately turn back right, and break spin before reaching the transition." ], @@ -723,6 +738,7 @@ "canCrossRoomJumpIntoWater", "canTrickySpringBallJump" ], + "flashSuitChecked": true, "note": [ "Standing on the platform in the room below, perform a spring ball jump mid-air just before reaching the transition." ], @@ -761,6 +777,7 @@ "requires": [ "canTrickyJump" ], + "flashSuitChecked": true, "note": [ "Swing up through the door from a Grapple block in the room below (Mt. Everest).", "Fire a Grapple shot after entering the room, to allow Samus to move further right and get onto the ledge." @@ -776,7 +793,8 @@ }, "comesThroughToilet": "any" }, - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 32, @@ -798,7 +816,8 @@ "h_useSpringBall", "h_bombThings" ]} - ] + ], + "flashSuitChecked": true }, { "id": 36, @@ -819,7 +838,8 @@ "id": 33, "link": [3, 2], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true } ], "notables": [ diff --git a/region/maridia/outer/West Maridia Tube Tunnel.json b/region/maridia/outer/West Maridia Tube Tunnel.json index 4be94f8e0a..128796721f 100644 --- a/region/maridia/outer/West Maridia Tube Tunnel.json +++ b/region/maridia/outer/West Maridia Tube Tunnel.json @@ -63,7 +63,8 @@ "length": 13, "openEnd": 0 } - } + }, + "flashSuitChecked": true }, { "id": 2, @@ -78,7 +79,8 @@ "openEnd": 0 } }, - "unlocksDoors": [{"nodeId": 2, "types": ["ammo"], "requires": []}] + "unlocksDoors": [{"nodeId": 2, "types": ["ammo"], "requires": []}], + "flashSuitChecked": true }, { "id": 3, @@ -93,7 +95,8 @@ "id": 4, "link": [1, 2], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 5, @@ -166,7 +169,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 8, @@ -183,7 +187,8 @@ "blockPositions": [[12, 12]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 9, @@ -200,7 +205,8 @@ "blockPositions": [[12, 13]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 10, @@ -248,7 +254,8 @@ "id": 12, "link": [2, 1], "name": "Base", - "requires": [] + "requires": [], + "flashSuitChecked": true }, { "id": 13, @@ -363,7 +370,8 @@ } }, "requires": [], - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 18, @@ -380,7 +388,8 @@ "blockPositions": [[3, 12]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 19, @@ -397,7 +406,8 @@ "blockPositions": [[3, 13]] } }, - "bypassesDoorShell": true + "bypassesDoorShell": true, + "flashSuitChecked": true }, { "id": 20, @@ -409,7 +419,8 @@ "length": 13, "openEnd": 0 } - } + }, + "flashSuitChecked": true }, { "id": 21, @@ -424,7 +435,8 @@ "openEnd": 0 } }, - "unlocksDoors": [{"nodeId": 1, "types": ["ammo"], "requires": []}] + "unlocksDoors": [{"nodeId": 1, "types": ["ammo"], "requires": []}], + "flashSuitChecked": true } ], "notables": [], From eef15a7018838e525dc04b4bc63877f911a363ed Mon Sep 17 00:00:00 2001 From: Brent Kerby Date: Mon, 8 Sep 2025 17:10:33 -0600 Subject: [PATCH 2/2] feedback updates --- region/maridia/outer/Crab Hole.json | 11 +++++++---- region/maridia/outer/Fish Tank.json | 13 +++++++++++-- region/maridia/outer/Mt. Everest.json | 8 +++++--- 3 files changed, 23 insertions(+), 9 deletions(-) diff --git a/region/maridia/outer/Crab Hole.json b/region/maridia/outer/Crab Hole.json index 55f4236b3a..d7188675de 100644 --- a/region/maridia/outer/Crab Hole.json +++ b/region/maridia/outer/Crab Hole.json @@ -1726,7 +1726,8 @@ "requires": [ "canPreciseGrappleJump", "h_trickyToCarryFlashSuit" - ] + ], + "flashSuitChecked": true }, { "id": 160, @@ -1746,7 +1747,8 @@ "canBeExtremelyPatient" ]} ]} - ] + ], + "flashSuitChecked": true }, { "id": 161, @@ -1765,9 +1767,10 @@ } }, "requires": [ - "canTrickyGrappleJump" + "canTrickyGrappleJump", + "canBeExtremelyPatient" ], - "flashSuitChecked": false + "flashSuitChecked": true }, { "id": 44, diff --git a/region/maridia/outer/Fish Tank.json b/region/maridia/outer/Fish Tank.json index a8510e1802..894e0be82d 100644 --- a/region/maridia/outer/Fish Tank.json +++ b/region/maridia/outer/Fish Tank.json @@ -682,7 +682,8 @@ } }, "requires": [ - "canCrossRoomJumpIntoWater" + "canCrossRoomJumpIntoWater", + "h_midAirShootUp" ], "exitCondition": { "leaveNormally": {} @@ -756,7 +757,15 @@ } }, "requires": [ - "canTrickyGrappleJump" + "canTrickyGrappleJump", + {"or": [ + {"noFlashSuit": {}}, + "HiJump", + {"and": [ + "canTrickyCarryFlashSuit", + "canBeExtremelyPatient" + ]} + ]} ], "exitCondition": { "leaveWithGrappleJump": { diff --git a/region/maridia/outer/Mt. Everest.json b/region/maridia/outer/Mt. Everest.json index ee22aae1e7..5de7bfce5d 100644 --- a/region/maridia/outer/Mt. Everest.json +++ b/region/maridia/outer/Mt. Everest.json @@ -1425,7 +1425,7 @@ "HiJump", "canBombGrappleJump" ], - "flashSuitChecked": false, + "flashSuitChecked": true, "note": [ "Jump into a mid-air morph, lay a Bomb, unmorph, use grapple to kill a Sciser, to be able to get a second jump mid-air." ] @@ -1440,7 +1440,7 @@ "canBombGrappleJump", "h_underwaterCrouchJumpDownGrab" ], - "flashSuitChecked": false, + "flashSuitChecked": true, "note": [ "Position 2 Scisers so that they can each be used for a Bomb-Grapple-Jump, back to back.", "This gives a total of 3 jumps to climb from the bottom of the room up to one of the lower peaks.", @@ -2246,6 +2246,7 @@ {"ammo": {"type": "Super", "count": 1}} ], "resetsObstacles": ["A", "B"], + "flashSuitChecked": true, "note": [ "Knock the crab off the wall immediately and then quickly freeze it.", "Preparing and auto canceled Super before entering the room could make this easier." @@ -4431,7 +4432,8 @@ {"resetRoom": {"nodes": [4]}}, {"cycleFrames": 2740} ]} - ]} + ]}, + "h_midAirShootUp" ], "resetsObstacles": ["A", "B"], "farmCycleDrops": [{"enemy": "Sciser", "count": 3}],