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some of the annoying g-mode setups.#2848

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osse101 merged 26 commits intovg-json-data:masterfrom
nn357:annoying_g_mode_setups
Apr 29, 2026
Merged

some of the annoying g-mode setups.#2848
osse101 merged 26 commits intovg-json-data:masterfrom
nn357:annoying_g_mode_setups

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@nn357 nn357 commented Apr 22, 2026

Comment thread region/tourian/main/Tourian Escape Room 2.json Outdated
Comment thread region/tourian/main/Tourian Escape Room 2.json Outdated
Comment thread region/brinstar/green/Etecoon Energy Tank Room.json
Comment thread region/brinstar/green/Etecoon Energy Tank Room.json Outdated
Comment thread region/brinstar/green/Etecoon Energy Tank Room.json
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": [
"Bring two Beetoms from the right of the spiky tunnel to the bottom left door.",
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See the comment on strat 33. This seems kind of bad. Is it easier if you bring three beetoms and freeze one on the ground and then use the other two for the runway?

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3 Works pretty well.
There are ways to get the first beetom on the ground, and then freeze it with the hero shot.
The second beetom can be stuck in the wall while frozen allowing you to leave and farm.
Then after coming back you can freeze and position the third beetom.

I did it in 3 hits after farming but didn't get the ideal full runway.

{"noBlueSuit": {}},
"Morph",
"h_frozenEnemyRunway",
{"enemyDamage": {"enemy": "Beetom", "type": "contact", "hits": 3}}
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seems like this might need to be higher

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what would you suggest?

Comment thread region/brinstar/green/Etecoon Energy Tank Room.json Outdated
Comment thread region/brinstar/green/Etecoon Energy Tank Room.json Outdated
Comment thread region/brinstar/kraid/Warehouse Kihunter Room.json
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kjbranch commented Apr 22, 2026

Forgot to mention: I was going to say that it might make sense to add an obstacle in etecoon etank for if there is a beetom at the top of the room. It could reduce a bit of duplication (i.e. the strat could be [1, 1] instead of [3, 1]) and make it easier to add ice moondances up there as well.

nn357 and others added 6 commits April 23, 2026 23:11
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
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nn357 commented Apr 23, 2026

Forgot to mention: I was going to say that it might make sense to add an obstacle in etecoon etank for if there is a beetom at the top of the room. It could reduce a bit of duplication (i.e. the strat could be [1, 1] instead of [3, 1]) and make it easier to add ice moondances up there as well.

Yes this makes good sense! I'll make a strat video for bringing a beetom to the top and use it to clear an obstacle and have the g-mode / moondance stuff require the obstacle to be cleared.

nn357 added 4 commits April 24, 2026 00:04
As per suggestion, created an obstacle for brining up a beetom that is required to be cleared to do the gmode/moondance strats.

The setup strat might need a little more refining? I put back both methods of clipping into it (removed when they were part of g-mode) as if using the strat as the basis for a Moondance you might not have X-Ray.

https://videos.maprando.com/video/10245
Comment thread region/tourian/main/Tourian Escape Room 2.json Outdated
Comment thread region/brinstar/kraid/Warehouse Kihunter Room.json
Comment thread region/brinstar/green/Etecoon Energy Tank Room.json
"flashSuitChecked": true,
"blueSuitChecked": true,
"note": [
"Bring two Beetoms from the right of the spiky tunnel to the bottom left door.",
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3 Works pretty well.
There are ways to get the first beetom on the ground, and then freeze it with the hero shot.
The second beetom can be stuck in the wall while frozen allowing you to leave and farm.
Then after coming back you can freeze and position the third beetom.

I did it in 3 hits after farming but didn't get the ideal full runway.

nn357 added 2 commits April 25, 2026 00:53
https://videos.maprando.com/video/10250

I recorded the strat in Maprando too so there are no explosions and without music.

It would be in insane with the current tech on it, not sure if that is ok?
add a note about suitlesss entry from an adjacent water room. (come in jumping gmode setup)
Comment thread region/tourian/main/Tourian Escape Room 2.json Outdated
Comment thread region/tourian/main/Tourian Escape Room 2.json Outdated
"If the Pirate starts to descend, move away, jump, dodge the laser and jump and observe its behaviour on the oppsiste wall",
"This can be repeated as many times as necessary to get it to climb to the top of the room",
"If using the vanilla theme a good visual cue is to have jump and freze the pirate as it is looking as Samus ready to fire,",
"If frozen correctly, the top claw will be aligned with the lowest row of black horizontal lines at the top of the wall pipe.",
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If this is pixel precise, it should say so. If not, this level of detail is ok. (the visual cue is kinda weak)

Comment thread region/tourian/main/Tourian Escape Room 2.json Outdated
"They will change direction when colliding with a block,",
"or at random (with 50% chance) after climbing a distance of about 5 tiles.",
"While climbing, they will fire a laser and jump across the room if the center vertical position of Samus and the Pirate differ by at most 32 pixels.",
"Samus may need to be facing the pirate or facing away in order to take damage in the transition. Both directions can work",
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  • The instructions need to be clear on when to look towards and when to look away from the pirate or wall.
  • "Both directions can work" could mean Samus' facing, or side of the door this trick works on. I have not confirmed you can exit with GMode on the right side of the door and that is a requirement for GMode exit conditions.

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I meant samus facing the pirate (looking left) or samus facing away from the pirate (looking right).. Sams original video said Samus needs to face the same direction as the pirate (I assume that means looking right) but looking left also works...

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you can g-mode setup on the right side of the door but it seems much more troublesome to get the pirate up there and doge its laser by jumping into the open door... i'll update the descptrion to note this.

Comment thread region/tourian/main/Tourian Escape Room 2.json Outdated
nn357 and others added 5 commits April 26, 2026 01:12
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
Comment thread region/brinstar/green/Etecoon Energy Tank Room.json Outdated
Comment thread region/brinstar/kraid/Warehouse Kihunter Room.json
Comment thread region/brinstar/kraid/Warehouse Kihunter Room.json Outdated
Comment thread region/tourian/main/Tourian Escape Room 2.json Outdated
Comment thread region/tourian/main/Tourian Escape Room 2.json Outdated
],
"detailNote": [
"They may (50% chance) change direction after climbing a distance of about 5 tiles.",
"Samus may need to be facing the pirate or facing away in order to take damage in the transition.",
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This needs a better explanation. Either "face away from the pirate if on pixels x,y" or "can randomly fail based on the direction samus and pirate are facing."

]},
{"or": [
"canCrumbleJump",
"canWallJump",
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Not part of this PR but, in the xrayclip case you can do a downgrab instead of walljumping. In the preciseclip case it needs a movement tech together with walljump which could be canQuickDrop; but the movement is somewhat similar to a crumbleJump when jumping from the frozen beetom.

And the two beetom setup should be described in a standardized way, maybe with its own strat since it's easier than h_preciseIceClip.

nn357 and others added 3 commits April 29, 2026 03:45
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
@osse101 osse101 merged commit e1dd138 into vg-json-data:master Apr 29, 2026
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3 participants