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57 changes: 41 additions & 16 deletions region/brinstar/pink/Big Pink.json
Original file line number Diff line number Diff line change
Expand Up @@ -4454,31 +4454,45 @@
"To save Energy, run on the small platform, jump and spark diagonally on the descent."
]
},
{
"link": [13, 10],
"name": "Frozen Zeb Platform, Guide Zeb to Grapple Blocks",
"requires": [
"canTrickyUseFrozenEnemies"
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"wallJumpAvoid": true,
"note": [
"Lead a Zeb or Reo through the room and use it as a frozen platform to reach the item to the left of the grapple blocks.",
"Freeze a Zeb above the spawning pipe without it starting to move horizontally.",
"If done properly, the Zeb will continue to move upwards as long as it does not go off screen horizontally.",
"Climb the room and freeze the Zeb in the sidehopper pit and use it as a platform to get to the item.",
"This is also possible with a Reo, but it's movement is more chaotic and it often gets stuck on the way."
]
},
{
"id": 116,
"link": [13, 10],
"name": "Damage Boost, Guide Zeb to Grapple Blocks",
"requires": [
{"or": [
"canTrickyUseFrozenEnemies",
{"and": [
"canDash",
"canTrickyJump",
"canHorizontalDamageBoost",
{"enemyDamage": {"enemy": "Zeb", "type": "contact", "hits": 1}}
]}
]},
"canCameraManip"
{"notable": "Zeb Damage Boost"},
"canCameraManip",
"canDash",
"canTrickyJump",
"canHorizontalDamageBoost",
{"enemyDamage": {"enemy": "Zeb", "type": "contact", "hits": 1}}
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"wallJumpAvoid": true,
"note": [
"Lead an enemy through parts of the room as a way to reach the Mission Impossible missile location.",
"The respawning Zeb can be used by carfeully keeping it on camera and staying high enough that it does not attack.",
"Lead a Zeb through the room and damage boost off of it to reach the item to the left of the grapple blocks.",
"The respawning Zeb can be used by carfeully luring it while remaining high enough that it does not start moving horizontally.",
"Wait for it to respawn before attempting to guide it.",
"Or a Reo can be brought up to this section of room, but sometimes gets stuck on the way."
],
"devNote": "This is just to avoid walljumping."
"If done properly, the Zeb will continue to move upwards as long as it does not go off screen horizontally.",
"On the floating platform by the grapple blocks, jump and aim down to lower the camera, then run and jump into the Zeb once it is visible."
]
},
{
"id": 117,
Expand Down Expand Up @@ -5214,8 +5228,19 @@
"Freeze a Zeb inside the left wall, using it to get stuck inside the wall and X-Ray climb to one of the doors above.",
"A Crystal Flash or knockback from a Reo will be needed in order to put Samus in a standing pose where X-Ray can be used."
]
},
{
"id": 14,
"name": "Zeb Damage Boost",
"note": [
"Lead a Zeb through the room and damage boost off of it to reach the item to the left of the grapple blocks.",
"The respawning Zeb can be used by carfeully luring it while remaining high enough that it does not start moving horizontally.",
"Wait for it to respawn before attempting to guide it.",
"If done properly, the Zeb will continue to move upwards as long as it does not go off screen horizontally.",
"On the floating platform by the grapple blocks, jump and aim down to lower the camera, then run and jump into the Zeb once it is visible."
]
}
],
"nextStratId": 214,
"nextNotableId": 14
"nextNotableId": 15
}
33 changes: 29 additions & 4 deletions region/maridia/inner-pink/Halfie Climb Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -2455,7 +2455,14 @@
"Gravity"
],
"flashSuitChecked": true,
"blueSuitChecked": true
"blueSuitChecked": true,
"note": [
"Touch the Oum to get it to start moving then retreat down to the left;",
"they will roll into the wall and then move to the right, clearing the path forward.",
"Alternatively, it is possible to clip through them by jumping and quickly aiming down",
"before hitting the ceiling, while the Oum is rolling into Samus.",
"It is much easier to clip through them with Gravity disabled, otherwise it requires a very quick down input after jumping."
]
},
{
"id": 60,
Expand All @@ -2472,7 +2479,13 @@
],
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": "Run away from the oums and reclimb after each if jumping over them is difficult."
"note": [
"Touch the Oum to get it to start moving then retreat down to the left;",
"they will roll into the wall and then move to the right, clearing the path forward.",
"Alternatively, it is possible to clip through them by jumping and quickly aiming down",
"before hitting the ceiling, while the Oum is rolling into Samus.",
"It is much easier to clip through them with Gravity disabled, otherwise it requires a very quick down input after jumping."
]
},
{
"id": 217,
Expand Down Expand Up @@ -3573,7 +3586,13 @@
"Gravity"
],
"flashSuitChecked": true,
"blueSuitChecked": true
"blueSuitChecked": true,
"note": [
"Run under the Oums to get them to all move to the right and clear the path.",
"Alternatively, it is possible to clip through them by touching them then jumping and quickly aiming down",
"before hitting the ceiling, while the Oum is rolling into Samus.",
"It is much easier to clip through them with Gravity disabled, otherwise it requires a very quick down input after jumping."
]
},
{
"id": 95,
Expand All @@ -3588,7 +3607,13 @@
]}
],
"flashSuitChecked": true,
"blueSuitChecked": true
"blueSuitChecked": true,
"note": [
"Run under the Oums to get them to all move to the right and clear the path.",
"Alternatively, it is possible to clip through them by touching them then jumping and quickly aiming down",
"before hitting the ceiling, while the Oum is rolling into Samus.",
"It is much easier to clip through them with Gravity disabled, otherwise it requires a very quick down input after jumping."
]
},
{
"id": 96,
Expand Down
11 changes: 9 additions & 2 deletions region/norfair/crocomire/Post Crocomire Farming Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -717,8 +717,11 @@
{"notable": "Damage Boost"},
"canTrickyJump",
{"or": [
"h_crouchJumpDownGrab",
"canWalljump"
"canWalljump",
{"and": [
"h_crouchJumpDownGrab",
"canTrickyDodgeEnemies"
]}
]},
"canHorizontalDamageBoost",
{"enemyDamage": {"enemy": "Gamet", "type": "contact", "hits": 1}}
Expand Down Expand Up @@ -1604,6 +1607,10 @@
{"notable": "Damage Boost"},
"canTrickyJump",
"canTrickyDodgeEnemies",
{"or": [
"canTrickyWalljump",
"canInsaneJump"
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This makes the most sense as a "can't climb back up" option. It needs canDash, which is a little different from noBlueSuit.

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Had Maddo try it and he thought it was quite difficult, and thought that the wall jump variant wasnt really easier. What do you think of this?

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Kinda similarly hard, after figuring out the trick to the walljump. A delayed walljump with spinbreak when you want to dboost. And I didn't know you had to back into corner the dash jump; I only thought it helped.
I wouldn't say they are much harder than the gamet boost since retries are faster, but the knowledge check is a little higher. Maybe it depends on what you're good at since classic runners still sometimes opt for ripper boost.
I like higher requirements on this trick mostly only because it saves a small amount of energy over gamet boost and it works as a single try strat if you can't get back up to the top right.

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canTrickyJump isn't needed with canInsaneJump there

]},
"canHorizontalDamageBoost",
{"enemyDamage": {"enemy": "Ripper 2 (green)", "type": "contact", "hits": 1}}
],
Expand Down
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