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A few more East Sand Hall cross-room strats#2291

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osse101 merged 4 commits intovg-json-data:masterfrom
blkerby:east-sand-hall-sj
Oct 2, 2025
Merged

A few more East Sand Hall cross-room strats#2291
osse101 merged 4 commits intovg-json-data:masterfrom
blkerby:east-sand-hall-sj

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@blkerby blkerby commented Sep 25, 2025

The 1->2 "Cross-Room Tricky Spring Ball Bounce" feels like it might be significantly harder in its comeInWithSpringBallBounce form (especially if actually bouncing, and not just mockballing) compared to the comeInRunning form; so it might need additional requirements, but I wasn't sure.

@blkerby blkerby added the Area:Maridia Stuff in Maridia label Sep 25, 2025
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blkerby commented Sep 25, 2025

I took a look in TAStudio and confirmed the left-to-right bounce does require more precision with a mockball/bounce entry compared to comeInRunning. With either a mockball/bounce entry it looks like it always requires a frame-perfect release of jump, regardless of the position you jump/bounce from; the exception would be if you can enter with low base speed (e.g. mockballing close to the door) but that has its own issues and we can't model it. On the other hand, with a comeInRunning entry in the scenario I tested I saw a 3-frame window for the jump release; I only TAS'd it in the one case (with speed $2.3) but it feels similarly more lenient for the other run speeds. So based on that, I added a canBeVeryPatient requirement to the comeInWithSpringBallBounce version. I'm guessing both notables will be Extreme and then this one case gets bumped up to Insane.

osse101
osse101 previously approved these changes Sep 30, 2025
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  • The insane strat is still hard for insane
  • Spacejumping through a door frame perfectly is almost closer to canBePatient than canInsaneJump since you can see if you got the correct frame before committing to the sand. Unless the runway room isn't resettable.
  • Some of the cross room springball bounces could be Expert if we decide to allow more softlock risky strats.
  • Precise run speed strats need to watch worst case runway very carefully, and that may not difficulty-scale down well.

{"notable": "Cross-Room Tricky Spring Ball Bounce (Right to Left)"},
"canTrickyDashJump",
"canTrickySpringBallBounce",
"canPlayInSand"
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Highly recommend canSpringFling. Getting out of the sand on the left is pretty hard.

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@blkerby blkerby Oct 1, 2025

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I couldn't figure out a way for a spring fling to help. Getting out of the sand is tricky because if you do a full height jump without making it onto the ledge then the Evir projectile gets you. I found an easy, reliable way to do it and can add it to the note: https://videos.maprando.com/video/8133

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I couldn't make it to the end of the sand fall most of the time. I'll have to look again

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Guess I was unmorphing too late.

"flashSuitChecked": true,
"note": [
"Space Jump into the room relatively low through the doorway.",
"Do a momentum-conserving morph on the ceiling."
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This may make people overthink the morph. You are aiming for the slopey ceiling trap to morph against instead of the flat ceiling, so its a regular morph as soon as you enter the room.

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Added some more detail to the note to try to clarify. From what I can tell, morphing too early will bonk the corner and fail, so it does need to be a momentum conserving morph, and you're right it's about sliding past the corner rather than the sandfall ceiling. https://videos.maprando.com/video/8138

@osse101 osse101 merged commit e7066cf into vg-json-data:master Oct 2, 2025
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@blkerby blkerby deleted the east-sand-hall-sj branch February 15, 2026 00:09
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